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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Burning Dervish Priest \n'b' Family: Burning Dervish \n'b' Medium fiend , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Religion +4, Stealth +6 Damage Vulnerabilities cold Damage Immunities fire Senses darkvision 60 ft., passive Perception 16 Languages Common, Ignan, Infernal Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Divine Eminence . As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the 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 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 priest 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 , resistance , thaumaturgy \n'b' 1st level (4 slots): burning hands , cure wounds , hellish rebuke \n'b' 2nd level (3 slots): lesser restoration , spiritual weapon \n'b' 3rd level (2 slots): dispel magic , spirit guardians \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 : +5 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 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/day). The burning dervish priest creates one column of fire that is 10 feet across by feet high at a point it can see within 120 feet. The column remains burning for 1 minute. Creatures that enter or begin their turns in the area of these flames must make a DC 14 Dexterity saving throw, taking 9 (2d8) fire damage on a failed saving throw, or half as much damage on a successful saving throw. The priest can use its action to move the column up to 30 feet.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Burning Dervish Sorcerer \n'b' Family: Burning Dervish \n'b' Medium fiend , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 110 (17d8 + 34) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +6, Charisma +9 Skills Arcana +6, History +6, Perception +6, Stealth +7 Damage Vulnerabilities cold Damage Immunities fire Senses darkvision 60 ft., passive Perception 16 Languages Common, Ignan, Infernal Challenge 11 (7,200 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 17, +9 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 burning dervish sorcerer is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following wizard spells prepared.\n'b'\n'b' Cantrips (at will): acid splash , fire bolt, mending , shocking grasp , true strike \n'b' 1st level (4 slots): burning hands , detect magic , magic missile , shield \n'b' 2nd level (3 slots): blindness/deafness , blur , scorching ray \n'b' 3rd level (3 slots): bestow curse , dispel magic , fireball \n'b' 4th level (3 slots): fire shield , stoneskin , wall of fire \n'b' 5th level (2 slots): burning rain \n'b'\n'b' Swift Casting (3/day). Whenever the burning dervish sorcerer uses an action to cast a cantrip or a spell, it can cast a cantrip as a bonus action. \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. \n'b' Fist (flame form only). Melee Spell Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) 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 Wizard \n'b' Family: Burning Dervish \n'b' Medium fiend , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 91 (14d8 + 28) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 20 (+5) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +9, History +9, Perception +6, Stealth +7 Damage Vulnerabilities cold Damage Immunities fire Senses darkvision 60 ft., passive Perception 16 Languages Common, Ignan, Infernal Challenge 9 (5,000 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, 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 burning dervish wizard is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It has the following wizard spells prepared.\n'b'\n'b' Cantrips (at will): acid splash , mage hand , mending , shocking grasp \n'b' 1st level (4 slots): burning hands , detect magic , magic missile , shield \n'b' 2nd level (3 slots): blindness/deafness , blur , scorching ray \n'b' 3rd level (3 slots): bestow curse , dispel magic , fireball \n'b' 4th level (1 slot): fire shield \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. \n'b' Fist (flame form only). Melee Spell Attack : +6 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 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 Ghat \n'b' Medium undead , chaotic evil \n'b' Armor Class 12 Hit Points 39 (6d8 + 12) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 14 (+2) INT: 13 (+1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Resistances acid, lightning Damage Immunities fire Condition Immunities charmed , exhaustion , frightened , paralyzed Senses darkvision 60 ft., passive Perception Languages the languages it knew in life Challenge 3 (700 XP) \n'b' Special Traits \n'b' Burning Blood . Any creature that hits the burning ghat with a melee attack while within 5 feet of it must make a DC 13 Dexterity saving throw or take 7 (2d6) fire damage. \n'b' Odor . Any creature that starts its turn within 5 feet of the burning ghat must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the burning ghat\xe2\x80\x99s Odor for 24 hours. \n'b' Actions \n'b' Multiattack . The burning ghat makes two claw attacks. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage plus 7 (2d6) fire damage. \n'b' Fire Burst (1/day) . The burning ghat unleashes a burst of flames in a 20-foot sphere centered on itself. Creatures in the area must make a DC 13 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' A humanoid figure stands swathed in smoke, its distinct features obliterated by the charred and blackened flesh. Ash perpetually trails from the creature as it moves and small patches of burnt skin flake from its body. Its eyes are small dots of brilliant crimson fire. \n'b' The burning ghat is a rare form of undead created in areas of unusually high negative energy when a living creature is put to death by fire for a crime it did not commit. Utterly twisted and maddened by its fate, a burning ghat is a fearsome creature, consumed with a hatred for the living and seeking to end life wherever it finds it. The distinct and pungent stench of burnt flesh is often the harbinger of a burning ghat\xe2\x80\x99s arrival and is easily noticeable within 30 feet of the creature. They can often still be found wearing the clothes they wore as they burned to death, if the garments survived the flames, though a burning ghat of any great age will usually have none. \n'b' Burning ghats inhabit remote areas near places where they were put to death. \n'b' They are not bound to this area as some undead seem to be, but they seldom wander more than a mile or so away from their death site. Most encounters are with a lone burning ghat, but occasionally when more than one innocent has been put to the flames, a pack of these creatures can be found. Burning ghats are nocturnal pack hunters, feasting on the charred flesh of those they encounter and kill. They are seldom found with other undead, preferring to keep company with their own kind or operating alone. A burning ghat can communicate in the Common tongue and any other language it knew in life. \n'b' Its voice crackles and hisses like a freshly stoked fire. \n'b' A burning ghat attacks with its claws, seeking to slay any living creature it encounters. A burning ghat\xe2\x80\x99s claws heat the blood of living creatures upon contact, causing great pain as it sizzles and boils away into the air. It favors burning its victims to death but is content to rend them apart if they should prove immune to fire.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alkonoth \n'b' Large monstrosity , chaotic good \n'b' Armor Class 14 (natural armor) Hit Points 27 (5d10) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 16 (+3) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Senses passive Perception 15 Languages Common Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 9 (2d6+2) slashing damage. \n'b' Song of Forgetting . The alkonoth sings a magical melody. Every being (except harpies, sirens, and other alkonoth) within 300 feet of the alkonoth that can hear the song must succeed on a DC 12 Wisdom saving throw or be affected until the song ends. The alkonoth must take a bonus action on its subsequent turns to continue singing. It can also stop singing at any time. The song ends if the alkonoth becomes incapacitated . Those affected become listless, forgetting why they are doing what they are doing. Ensorcelled creatures can take no actions other than to defend themselves. Furthermore, those affected lose their memory, including who they are, where they are, their skills, spells, etc., until they complete a long rest. The alkonoth never uses the song in the service of another unless the creature is a wizard \xe2\x80\x99s familiar; even then, it will not use the song to harm anyone. A target that successfully saves is immune to this alkonoth\xe2\x80\x99s song for the next 24 hours. The alkonoth is a rare and beautiful creature, a strange mixture of woman and bird , with the body of the latter and the head and torso of the former. A magnificent panoply of feathers crowns her tail and wings. Colorful, long, and coiled, these feathers define the alkonoth. Her face is always beautiful; her hair long, ranging in colors from blond to black, from silver to green; and her form, a perfect replica of a human female. They have no arms, but use their wings to fly, and their legs are those of a bird of prey. \n'b' Loners . These rare creatures travel alone and live in wilderness areas, preferring places least traveled by other creatures, such islands, deep forests, jungles, and so on. There are only females, and they keep themselves meticulously clean. They build elaborate nests from colorful strips of cloth salvaged from clothing, bedding, and the like wherever they make their homes. They lay small clutches of 1-3 eggs every few years in the deep sand next to the sea, watered by the surf. \n'b'\n'b' ABOUT \n'b' Woodland Friends . The alkonoth are kindly creatures, and though they avoid most people, they will aid those in need with advice or guidance . If there is a druid in the group, that druid is likely to have common knowledge about these rare creatures. If the druid is respectful and kind to the alkonoth and has proved to the creature that he serves the natural world, it will grant the woodsman a boon. This boon usually increases the Strength , Wisdom , or Charisma of the druid by 1. After an encounter with an alkonoth, any druid gains bonus of +1 to all attribute checks and saving throws for one full week. \n'b' Precious Feathers . An alkonoth\xe2\x80\x99s feathers are believed to impart magical powers and are extremely valuable in most markets, bringing several hundred gold pieces apiece. \n'b' Fishermen pay homage to and worship the alkonoth, for they believe that seeing one imparts good fortune in their fishing. This is often more than an old wives\xe2\x80\x99 tale, for when the alkonoth lay their eggs, they sing a song of calm upon the sea and bid it rest for seven days. The resulting calm gives the eggs time to hatch in the warm, frothy, calm surf. After the seven days have passed, the sea\xe2\x80\x99s pent-up energy unleashes and pummels the shores in massive storms. The fish follow these storms, and the fishermen find their wealth in the yield. \n'b' In these latter days, men encounter alkonoth from time to time, but they are still very rare.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Burrowling \n'b' Small humanoid ( burrowling ), lawful neutral \n'b' Armor Class 13 \n'b' Hit Points 27 (6d6 + 6) \n'b' Speed 30 ft., burrow 10 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 9 (-1) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Common \n'b' Challenge 1/2 (100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Burrow Awareness . A burrowling has advantage on Wisdom ( Perception ) checks if at least one other burrowling within 10 feet of it isn\xe2\x80\x99t incapacitated . \n'b' Pack Tactics . The burrowling has advantage on attack rolls against a creature if at least one of the burrowling\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 burrowling makes one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b' Sling . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' These light brown, furred creatures inquisitively survey their surroundings, each comforted by the presence of the others. \n'b' Friendly Farmers . Burrowlings work together at every task: digging tunnels, foraging, and rearing their young. They are omnivorous, eating roots, berries, insects, and reptiles\xe2\x80\x94and they consider snakes a particular delicacy. The most advanced burrowling towns set up rudimentary farms, where they grow the fruits and vegetables they usually find in the wild. \n'b' Safe Warrens . Some towns have domesticated prairie dogs, which burrowlings train to stand watch alongside their masters. \n'b' Pairs of adults stand watch around the town perimeter and sound a warning when they spot a foe. An alerted town retreats to the safety of its warrens, while the strongest creatures add more tunnels if necessary, and close access from the surface until the threat has passed. In combat, burrowlings stand together in defense of the helpless young and fight with crude slings or their sharp teeth and claws. \n'b' Die of Loneliness . If separated from its coterie, a burrowling becomes despondent, crying for others of its kind. \n'b' A lone burrowling usually dies of loneliness within a week, unless it can find its way back to its town or discover another burrowling town. Rarely, a solitary creature makes its way to a non- burrowling settlement where it attempts to assist its new community. This frustrates the creature and those it interacts with as it tries to anticipate what its companions want. It may join an adventuring party in the hope of returning to a settlement. After spending at least six months with a party, the burrowling can use its Burrow Awareness with its new allies. Burrowlings live up to 15 years and can have a litter of pups up to twice a year. A burrowling pup reaches adulthood in a year.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Derro Dement \n'b' Small humanoid (derro), chaotic evil \n'b' Armor Class 16 (scale mail) Hit Points 55 (10d6 +20) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 15 (+2) INT: 11 (+0) WIS: 4 (-3) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception -1, Stealth +5 Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 9 Languages Dwarvish, Undercommon Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dement Poison . The derro dement smears its handaxe and its crossbow bolts with dement poison. A creature hit by the handaxe must make a successful DC 15 Constitution saving throw or become frightened . While frightened this way, the creature also has truesight (60 feet). A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. \n'b' Magic Resistance . The derro dement has advantage on saving throws against spells and other magical effects. \n'b' Sunlight Sensitivity . While in sunlight, the derro dement 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 dement attacks once with its javelin and once with its handaxe. \n'b' Handaxe . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) slashing damage, and the creature is exposed to dement poison. \n'b' Javelin . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 7 (1d8 + 3) piercing damage, and the creature is exposed to dement poison. \n'b'\n'b' ABOUT \n'b' All derro are corrupted and borderline insane, but the derro living in the bowels of the Scarlet Citadel are worse than most. They were driven out of their clan 150 years ago for carrying their worship of the demon lord of bats, to extremes not even their fellow derro could tolerate. The cult\xe2\x80\x99s high priest led them until they discovered a cavern filled with monstrous bats, where they settled and carved out a temple to their foul deity.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Burzian Deer \n'b' Medium beast , unaligned \n'b' Armor Class 1??? Hit Points 4 (1db) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (+0) CON: 11 (+0) INT: 8 (-1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages Common, Sylvan Challenge ??? (??? XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Senses . The deer has advantage on Wisdom ( Perception ) saving throws made checks that rely on sight, hearing, or smell. \n'b' Sure-Footed . The deer has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Hooves . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' They Were All Exceedingly Beautiful, with slender limbs, spreading antlers, velvety dark eyes and smooth coats of fawn color spotted with white. \n'b' The deer in the forest of Burzee are tall and strong at the shoulder, with pelts of tawny brown shading to pale cream at the bellies and tails. They resemble spotted deer of other realms, save for their large, living antlers, which adorn the heads of both the male and female deer alike. \n'b' The antlers are covered in a layer of green moss, and flower with pink and white flowers in spring and summer. \n'b' Burzian deer smell of warm musk with hints of wild orchid, and they are quite vain about their glossy black hooves. They speak the common tongue of the land, as well as a dialect of the wood nymphs peculiar to the Burzee Forest.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Buscobeast \n'b' Huge beast , unaligned \n'b' Armor Class 19 (natural armor, 24 when turtled) Hit Points 105 (10d12 + 40) Speed 30 ft., swim 60 ft.\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 18 (+4) INT: 2 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival +3 \n'b' Damage Resistances piercing and slashing from nonmagical attacks \n'b' Damage Immunities none (see below) \n'b' Senses passive Perception 10 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Deep Dive . Once per day, the buscobeast can use a bonus action to consume the air in its air bladder and submerge itself. It can survive off of this oxygen for up to 6 hours. \n'b' Turtle . On each of its turns, the buscobeast can use a bonus action to withdraw its head, legs, and tail into its shell, increasing its armor class to 24 and granting it immunity to non-magical piercing and slashing damage until the start of its next turn. While turtled, the buscobeast cannot use its beak snap attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Beak Snap . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 14 (2d6 + 7) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be grappled by the buscobeast. The buscobeast can only grapple one creature at a time. \n'b' Chew . The buscobeast chews any creature grappled in its beak, dealing 14 (2d6 + 7) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Buscobeasts are large amphibious reptiles with the body of a snapping turtle and the shell of a tortoise. Most are as large as a small hut, but even the smallest are the size of a small table. \n'b' They range in color depending on the properties of the water they live in. Sea buscobeasts are brighter shades of green, gold, and cream, where the lake or river buscobeast are more matte olive green, ochre, and pale lemon. They have large air bladder chambers in their shells that allow them to keep a rider and supplies in dry comfort, well above the water surface. A buscobeast is semi intelligent, and can be trained as a lake or river water mount. Few keep sea buscobeasts as pets or ride them any distances, for concerns of range of the air bladder.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Butatsch \n'b' Gargantuan aberration , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 248 (16d20 + 80) Speed 20 ft., swim 50 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 21 (+5) INT: 16 (+3) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +11, Wis +8 Skills Perception +13 Damage Resistances bludgeoning Damage Immunities acid, fire Condition Immunities grappled , paralyzed , prone , restrained Senses truesight 120 ft., passive Perception 23 Languages Common, Deep Speech Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Thousands of Eyes . The butatsch has advantage on Wisdom ( Perception ) checks that rely on sight and on saving throws against being blinded . In addition, if the butatsch isn\xe2\x80\x99t blinded , creatures attacking it can\xe2\x80\x99t benefit from traits and features that rely on a creature\xe2\x80\x99s allies distracting or surrounding the butatsch, such as the Pack Tactics or Sneak Attack traits. \n'b' Actions \n'b' Multiattack . The butatsch can use its Immolating Gaze. It then makes two slam attacks. If both attacks hit a Large or smaller target, the target is grappled (escape DC 17), and the butatsch uses its Ingest on the target. \n'b' Immolating Gaze . The butatsch chooses up to three creatures it can see within 60 feet of it. Each target must make a DC 18 Dexterity saving throw. On a failure, a creature takes 10 (3d6) fire damage and is immolated. On a success, a creature takes half the damage and isn\xe2\x80\x99t immolated. Until a creature takes an action to smother the fire, the immolated target takes 7 (2d6) fire damage at the start of each of its turns. Water doesn\xe2\x80\x99t douse fires set by the butatsch\xe2\x80\x99s Immolating Gaze. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 10 (1d8 + 6) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Ingest . The butatsch ingests a Large or smaller creature grappled by it, ending the grapple. While ingested, the target is blinded and restrained , it has total cover against attacks and other effects outside the butatsch, and it takes 17 (5d6) acid damage at the start of each of the butatsch\xe2\x80\x99s turns. A butatsch can have up to four Medium or smaller targets or up to two Large targets ingested at a time. If the butatsch takes 30 damage or more on a single turn from an ingested creature, the butatsch must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all ingested creatures, which fall prone in a space within 10 feet of the butatsch. If the butatsch dies, an ingested creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . \n'b' About \n'b' This horrific creature resembles an enormous, deflated cow\xe2\x80\x99s stomach, studded with thousands of glaring eyes awash with flame. \n'b' The Horror in the Lake . In certain deep, still lakes located in secluded valleys and mountain glens there lives the butatsch, a terrible monster from the subterranean reaches of the earth. It occasionally rises from the deep underwater caves in which it lives to slaughter and devour any creature that comes within its reach. The butatsch\xe2\x80\x99s amorphous body is easily as big as an elephant , and its countless eyes are frightening to behold. The butatsch burns or melts organic material before absorbing it and leaves nothing behind when it has finished eating. \n'b' Unsettling Morality . While the butatsch leaves a path of destruction wherever it goes, it is driven by a bizarre morality. It has been known to ignore and even protect weak or defenseless targets, such as farmers and cowherds, against other monsters and humanoids, slaughtering the weaker creatures\xe2\x80\x99 persecutors before vanishing back into the lake from which it came.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Butcher Booth \n'b' Gargantuan aberration , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 217 (15d20 + 60) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 12 (+1) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +8, Wis +5 Skills Athletics +9, Deception +8, Stealth +4 Senses darkvision 90 ft., passive Perception 11 Languages Common, Deep Speech, telepathy 120 ft. Challenge 12 (8,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance (Object Form Only) . While the butcher booth remains motionless, it is indistinguishable from an ordinary object. \n'b' Fearsense . The butcher booth is aware of the location of frightened creatures within 60 feet. \n'b' Innate Spellcasting . The butcher booth\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : detect magic \n'b' 3/day each : charm person , hallucinatory terrain , major image \n'b'\n'b' Mimicry . The butcher booth can mimic any sound it has heard, such as the scraping of knives or a merchant\xe2\x80\x99s incessant hawking. A creature that hears the sounds can tell they are imitations with a successful DC 18 Wisdom ( Insight ) check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The butcher booth can use its Frightful Presence. It then attacks each creature in its space with its jaws, or attacks once with its jaws and uses Create Husk. \n'b' Jaws . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 27 (4d10 + 5) bludgeoning damage and the target is grappled (escape DC 19) and pulled up to 5 feet into the butcher booth\xe2\x80\x99s space. \n'b' Create Husk . A humanoid corpse in the butcher booth\xe2\x80\x99s space rises as a skeleton or zombie under the butcher booth\xe2\x80\x99s control. \n'b' Frightful Presence . Each creature within 15 feet of the butcher booth and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the butcher booth\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Mimic Structure . The butcher booth magically polymorphs into a Large or larger object or into its true form, which is an amorphous fleshy dome. Its statistics are the same in each form. This transformation changes its texture and appearance inside and out. Other creatures can enter the butcher booth\xe2\x80\x99s space through any entrances that make up its appearance. Creatures inside the booth\xe2\x80\x99s space have total cover . It reverts to its true form if it dies. \n'b'\n'b' REACTIONS \n'b'\n'b' Snap Shut . When a creature moves into the butcher booth\xe2\x80\x99s space, the booth attacks the creature with its jaws. \n'b'\n'b' ABOUT \n'b' A butcher booth is a deadly ambush predator that mimics the appearance of small, grim buildings such as dilapidated cottages, carnival ghost houses, or blood-soaked butcher\xe2\x80\x99s shops. In this disguised form, the butcher booth lures prey into its gigantic mouth-the front door-then turns its victims into undead husks for later consumption. Because of their primordial digestive systems, butcher booths can digest only rotten flesh, using its mimic ability to amass a small army of zombies to both protect and sustain them. \n'b' Butcher booths thrive in either large metropolises or along remote roads, but rarely ever wander into small or medium settlements. Whereas a pop-up seafood stand in a dense marketplace might not attract much attention, and few weary travelers would question a conveniently located roadside inn, a butcher booth that opens shop in a tight-knit village or insular town has all but signed a lease for its own destruction. \n'b' A butcher booth\xe2\x80\x99s true form resembles a fleshy dome with a massive mouth of sharp fangs and many tiny red eyes dotting the flesh above its upper lip. Ten long, articulated bony spines sprout from the top of this dome, with a translucent, jelly-like membrane spanning the distance between them and forming a larger transparent dome. The butcher booth can alter the consistency of this membrane, allowing its prey to move through it or turn it rigid to allow the butcher booth to fly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Buxiu (Immortal Guard) \n'b' Medium construct , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 136 (16d8 + 64) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 19 (+4) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison, psychic Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks, cold, fire Condition Immunities charmed , deafened , exhaustion , frightened , paralyzed , poisoned , stunned Senses darkvision 60 ft., passive Perception 10 Languages understands the language of its creator but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Necrotic Aura . The immortal guard are infused with their creator\xe2\x80\x99s undead energy. Any living creature that enters or starts its turn within five feet of an immortal guard must make a DC 12 Constitution saving throw or take 7 (2d6) necrotic damage. \n'b' Turned as Undead . Although the immortal guard are technically constructs, they are still somewhat vulnerable to the same things as undead. Clerics using their Channel Divinity ability can turn immortal guard as if they are undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The immortal guard makes two Sword attacks. \n'b' Sword . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' Members of the immortal guard are often tall, elegant warriors dressed in elaborate armor enameled in red and black and embellished with gold. Many bear a great curved sword. The skulls of the lich\xe2\x80\x99s victims stare back at their foes from their helms, their eye sockets swimming with inky blackness. The methods by which the immortal guard were created are (perhaps mercifully) forgotten, but it is known that the emperor placed a tiny portion of his undying essence into each to create a tangible aura of death that surrounds each warrior. When the immortal guard marched, grass wilted, flowers withered, and trees died. Animals fled in fear, and those who faced the emperor\xe2\x80\x99s dreaded constructs in battle were subjected to fearsome necrotic damage as they did so.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cackle Bird \n'b' Medium monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 65 (10d8 + 20) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 15 (+2) DEX: 17 (+3) CON: 14 (+2) INT: 7 (-2) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Perception +3, Stealth +7 Damage Resistances thunder Senses darkvision 60 ft., passive Perception 13 Languages Auran Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Ambusher . In the first round of combat, the cackle bird has advantage on attack rolls against any creature it has surprised. \n'b' Command Birds . The cackle bird can communicate with other birds as if they shared a language. It can issue simple commands to birds that have an Intelligence of 2 or lower, like the commands in the command spell. \n'b' Forest Camouflage . The cackle bird has advantage on Dexterity ( Stealth ) checks made to hide in forest terrain. \n'b' Actions \n'b' Multiattack . The cackle bird makes one Beak attack and two Claw attacks. \n'b' Beak . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b' Cackle (recharge 5-6). The cackle bird screeches its cackling call in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a creature takes 21 (6d6) thunder damage and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t incapacitated.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cactid \n'b' Large plant , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 76 (8d10 + 32) \n'b' Speed 15 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 18 (+4) INT: 5 (-3) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire \n'b' Damage Resistances bludgeoning, piercing \n'b' Condition Immunities blinded , deafened \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 \n'b' Languages understands Sylvan but can\xe2\x80\x99t speak \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Multiattack . The cactid makes two Tendril attacks and uses Reel. \n'b' Tendril . Melee Weapon Attack : +5 to hit, reach 15 ft., one creature. Hit : 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) piercing damage, and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained , and if it isn\xe2\x80\x99t a Construct or Undead, the cactid begins draining fluid from the target\xe2\x80\x99s body. At the start of each of the grappled creature\xe2\x80\x99s turns, the creature must make a DC 13 Constitution saving throw. On a failure, its hp maximum is reduced by 3 (1d6). This reduction lasts until the creature finishes a long rest after drinking at least one gallon of water. The grappled creature dies if this effect reduces its hp maximum to 0. The cactid has two tendrils, each of which can grapple only one target. \n'b' Reel . The cactid pulls each creature grappled by it up to 10 feet straight toward it. \n'b'\n'b' REACTIONS \n'b'\n'b' Hail of Needles (1/Day) . When reduced to below half its hp maximum, the cactid releases a hail of needles. Each creature within 15 feet of the cactid must make a DC 14 Dexterity saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Rootlike tendrils explode from the sand at the base of this tall cactus bristling with needles. Its tendrils reach out, seeking prey. \n'b' Needled Sentients . Cactids are semi-sentient cacti that grow in a myriad of shapes and sizes, from ground-hugging barrels and spheroid clumps that pin their victims to the ground to towering saguaros with clublike arms that yank victims off their feet. Most cactids are green or brown with distinct ribs; all are lined with countless needles. \n'b' Drain Fluids . In addition to gathering water, a cactid\xe2\x80\x99s tendril-roots can snag nearby creatures and pull them into a deadly embrace. Once a creature is pinned, the cactid\xe2\x80\x99s spines siphon off the victim\xe2\x80\x99s bodily fluids, until little but a dried husk remains. Many cactids are adorned with bright flowers or succulent fruit to lure prey into reach. Some scatter shiny objects within reach to attract sentient creatures. For those traveling the desert, however, a cactid\xe2\x80\x99s greatest treasure is the water stored within its flesh. A slain cactid\xe2\x80\x99s body yields up to four gallons of water. \n'b' Slow Packs . Cactids were created by a nomadic sect of druids, but their original purpose is lost. They have limited mobility, and they often congregate in stands or travel together in a pack to better hunting grounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cactus Cursus \n'b' Large plant , neutral evil \n'b' Armor Class 12 (natural armor) Hit Points 45 (6d10 + 12) Speed 25 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 6 (-2) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Resistances bludgeoning, fire, piercing, poison, psychic Senses passive Perception 12 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . If the cactus cursus remains motionless it is indistinguishable from a Large-sized cactus. \n'b' Spiky Body . A creature that touches the cactus cursus or hits it with a melee attack while within 5 feet of it takes 3 (1d6) piercing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cactus makes one bite attack and three needle attacks. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Needles . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 2 (1d4) piercing damage plus 2 (1d4) poison damage. \n'b'\n'b' ABOUT \n'b' A group of hunters travel across the desert through an area full of cacti. One of them notices that several of the plants have moved overnight. She dismounts her sand strider and finds odd tracks on the ground. The cactus cursus is a killer plant that resembles a normal cactus. \n'b' Killer Cactus . These bizarre plants hunt for food across the desert. They are able to move and often hide amongst normal cacti. It\xe2\x80\x99s more likely these cacti will be found near oases and other areas with a water source. \n'b' Poisonous Plants . A nasty poison is inside the plant\xe2\x80\x99s needles. When needles are shot into a creature, the deadly poison enters their victim\xe2\x80\x99s bloodstream. One remedy for the poison is to make a potion from a real cactus. \n'b' Weakest Link . These plants will target small groups of creatures or pick off stragglers in a larger convoy. Sometimes the cause of death remains undetermined for a long time.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cadaver \n'b' Medium undead , chaotic evil \n'b' Armor Class 12 Hit Points 22 (4d8 + 4) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold, poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages it knew in life but can\xc2\x92t speak Challenge 1 (200 XP) \n'b' Special Traits \n'b' Reanimation . When reduced to 0 hit points , the cadaver falls inert and begins the process of reanimating. While in this state, the cadaver regenerates 1 hit point per round. Hit points lost to magical weapons or radiant damage are not regained during this process. When the creature reaches its full hit point total less any magical weapon or radiant damage, it rises, ready to fight again. A fallen cadaver can be prevented from reanimating by salting and burning the bones, casting gentle repose on it, or bathing the bones in cleansing sacred flame . \n'b' Actions \n'b' Multiattack . The cadaver makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xc2\x92s hit point maximum lasts until the disease is cured. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2 slashing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xc2\x92s hit point maximum lasts until the disease is cured.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alley Reaper \n'b' Medium undead , chaotic evil\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 17 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 Hit Points 45 (6d8 + 18) Speed 40 ft. Skills Perception +3, Stealth +5 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 13 Languages understands those it knew in life but does not speak. Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Amorphous . A reaper can take off its cloak (and its prizes, which are located inside the cloak) to move through a space as narrow as 1 inch wide without squeezing. \n'b' Shadow Stealth . While in dim light or darkness, the reaper can take the Hide action as a bonus action. \n'b'\n'b' Actions \n'b'\n'b' Sinister Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage and 2 (1d4) necrotic damage. \n'b' Billowing Cloak . Spectral winds fill the cloak, making it resemble the wings of a vulture spread over a kill. From within the shadows of the cape, the faces of the reaper\xe2\x80\x99s previous victims shriek in horror. Each creature of the reaper\xe2\x80\x99s choice within 30 feet of it and aware of it must make a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the creature\xe2\x80\x99s saving throw is successful or the effect ends, the creature is immune to the cloak\xe2\x80\x99s effect for the remainder of the night. \n'b'\n'b' About \n'b' Alley reapers can be deadly if they\xe2\x80\x99re allowed to use darkness to their full advantage. A group hunting an alley reaper should be prepared to catch it in a well-lit area and then focus as much magical damage as they can muster against it. In these cases, the reaper might forgo its beloved cloak (and associated valuables) and flee through the smallest crack it can find, waiting for another night to take its revenge on the party. \n'b' A dark-cloaked form emerges from the darkness, its body obscured by the shadowed recesses of its ragged shroud. It draws a sinister-looking sword from beneath the garment. As it advances upon you, it seems as if you hear the moans of the dying, far off in the distance. \n'b' Cloak and Dagger . Reapers strike only at night. During the day, they fade from the world, leaving only their cloak and a collection of prizes (valuables stolen from their most recent victims), usually hidden in some place that was special to the reaper in life. If these items are taken, the reaper arises the next night wherever its cloak is. If the cloak is destroyed, the reaper still rises with a new cloak. If its prizes are scattered, the reaper will attempt to hunt them down \xe2\x80\x93 it can automatically sense their presence within 5 miles. Perhaps the only way to put an alley reaper to rest is to locate its secret hiding place and await sunset, destroying it as it arises.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Derro Pariah \n'b' Small humanoid (derro), chaotic evil \n'b' Armor Class 14 (hide armor) Hit Points 36 (8d6 + 8) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 13 (+1) INT: 11 (+0) WIS: 5 (-3) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses darkvision 60 ft., passive Perception 7 Languages Dwarvish, Undercommon Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The derro pariah\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At will : blade ward, fire bolt, shocking grasp \n'b'\n'b' Magic Resistance . The derro pariah has advantage on saving throws against spells and other magical effects. \n'b' Sunlight Sensitivity . While in sunlight, the derro pariah has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turquoise Essence . The derro pariah coats its crossbow bolts and its dagger with the concentrated essence of the turquoise stream to cause cold damage (included in the attacks). \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d4 + 3) piercing damage plus 11 (2d10) cold damage. A successful DC 15 Constitution saving throw halves the cold damage. \n'b' Light Crossbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 11 (2d10) cold damage. A successful DC 15 Constitution saving throw halves the cold damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Panic Shot . When an enemy approaches within 5 feet of the derro pariah, the pariah can make one light crossbow attack against that enemy. \n'b'\n'b' ABOUT \n'b' All derro are corrupted and borderline insane, but the derro living in the bowels of the Scarlet Citadel are worse than most. They were driven out of their clan 150 years ago for carrying their worship of the demon lord of bats, to extremes not even their fellow derro could tolerate. The cult\xe2\x80\x99s high priest led them until they discovered a cavern filled with monstrous bats, where they settled and carved out a temple to their foul deity.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cadaver Lord \n'b' Family: Cadaver \n'b' Medium undead , chaotic evil \n'b' Armor Class 14 Hit Points 32 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 13 (+1) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The cadaver lord\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The cadaver lord can innately cast each of the following spells requiring no material components:\n'b'\n'b' 1/day each : darkness , fear , create undead . \n'b'\n'b' Create Cadaver . A humanoid slain by a cadaver lord rises 24 hours later as a cadaver under the cadaver lord\xe2\x80\x99s control. The cadaver lord can have no more than three cadavers under its control at one time. \n'b' Magic Resistance . The cadaver lord has advantage on saving throws against spells and other magical effects. \n'b' Reanimation . When reduced to 0 hit points , the cadaver falls inert and begins the process of reanimating. While in this state, the cadaver regenerates 1 hit point at the start of its turn. Hit points lost to magical weapons or radiant damage are not regained. When the creature reaches its full hit point total, less any magical weapon or radiant damage suffered, it rises, ready to fight again. A fallen cadaver can be prevented from reanimating by salting and burning the bones, casting gentle repose on it, or bathing the bones in cleansing sacred flame . \n'b' Actions \n'b' Multiattack . The cadaver lord makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b' About \n'b' The rotted flesh and tattered garments of this creature do little to hide the savage gleam of intellect in its burning eyes nor the grin of anticipation that crosses its features as it advances.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cadaver Sprite \n'b' Tiny undead , neutral evil \n'b' Armor Class 14 Hit Points 20 (8d4) Speed 20 ft.\n'b' STATS STR: 5 (-3) DEX: 18 (+4) CON: 10 (+0) INT: 14 (+2) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +8 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Actions \n'b'\n'b' Shortbow . Ranged Weapon Attack : +6 to hit, range 40/160 ft., one target. Hit : 7 (1d6 + 4) piercing damage. The target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. \n'b' Corrupting Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage plus 2 (1d4) necrotic damage, and the target must make a DC 12 Constitution saving throw or take 2 (1d4) necrotic damage at the start of its next turn. \n'b' Invisibility . The cadaver sprite magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. \n'b'\n'b' About \n'b' The ground seems to crawl with tiny skeletal humanoids. Red pinpricks of baleful light emanate from empty eye sockets. The creatures have bony wings and tiny, vicious-looking teeth. \n'b' Punished Fey . Cadaver sprites are the skeletal remains of sprites that have failed the fey courts. Some of them befriended non-fey and left the forest, others were simply too lazy to complete their duties, and many more were punished for dozens of other reasons. Whatever the case, the fey lords and ladies corrupt the bodies of the sprites so they can accomplish in death what they failed to do in life. As part of this corruption, the sprites\xe2\x80\x99 wings are reduced to bones, which removes their freedom to fly and forces them to stick to bushes and foliage. They typically band together and assault their opponents in large groups. \n'b' Retain Elements of Individuality . Unlike many forms of simple undead, cadaver sprites retain memories of their lives. These memories serve as a constant reminder of their failures.\xc2\xa0Those who associated with them in life consider them cursed or no longer recognize them. This inability to connect with those they once knew, combined with the compulsion to protect the forest and continue their previous duties, drives many cadaver sprites to madness. \n'b' Deathspeakers . For reasons known only to the sprites and the fey lords and ladies that created them, cadaver sprites are often found in areas occupied by deathspeakers. Scholars speculate that they are naturally drawn together because of their penchant for trickery or because they recognize each other from their previous lives, but none know for sure. \n'b' Undead Nature . The cadaver sprite doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cadeer \n'b' Small monstrosity , chaotic neutral \n'b' Armor Class 13 \n'b' Hit Points 22 (5d6 + 5) \n'b' Speed 30 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 16 (+3) CON: 12 (+1) INT: 17 (+3) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, Investigation +5, Perception +2 \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages understands four languages but can\xe2\x80\x99t speak \n'b' Challenge 1/2 (100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Antler Casting (Recharges after a Short or Long Rest) . The cadeer can innately cast any spell stored in its antlers, requiring no components. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). If the spell is a cantrip, the cadeer casts it at 5th level. \n'b' Magic Sense . The cadeer can cast detect magic and identify at will, requiring no components. Given 1 minute to concentrate, the cadeer can sense magic within 3 miles outdoors and 300 feet underground. Using this greater sense, the cadeer senses only significant sources of magic, including powerful magical beings, the influence of other planes, strong ongoing spells, and so on. The cadeer has advantage on Intelligence ( Investigation ) and Wisdom ( Perception ) checks to discern magic. \n'b'\n'b' ACTIONS \n'b'\n'b' Ram . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. If the cadeer has a spell that deals damage stored in its antlers, this attack deals an extra 2 (1d4) damage of one type that spell deals. \n'b'\n'b' REACTIONS \n'b'\n'b' Spell Absorption . If the cadeer is the target of a spell or included in the area of a spell, provided the spell is 2nd level or lower, the cadeer can absorb the spell with its antlers. If the cadeer does so, the spell has no effect, and the cadeer then stores that spell in its antlers. When the cadeer absorbs a spell, any spell previously stored in the antlers dissipates harmlessly. \n'b'\n'b' ABOUT \n'b' Magic Seekers . Cadeers look like deer, but they have the tail of a snake and black, featureless eyes. They\xe2\x80\x99re not only sapient, but highly intelligent. Cadeers can also sense and track magic over long distances, and they seek it out with zeal. \n'b' Untrustworthy Partners . A cadeer might partner with other beings to seek and find magic. But they can\xe2\x80\x99t be trusted to share anything that\xe2\x80\x99s found. Cadeers prioritize their desires and goals. And they might even switch sides in a battle if doing so means acquiring the magic they\xe2\x80\x99re after. \n'b' Antler Absorption . Cadeer antlers can\xe2\x80\x99t be harmed by magic, but they can store it. A cadeer can use a spell stored in this way. To keep a spell, a cadeer can also prevent the antlers from absorbing more magic. \n'b'\n'b' DC 10 Intelligence ( Nature ) : Cadeers can hunt down magic over long distances. \n'b' DC 15 Intelligence ( Arcana ) : Cadeer antlers counter and absorb low-powered spells, allowing the cadeer to cast that spell later.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cadejo, Dark \n'b' Family: Cadejo \n'b' Medium fey , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 99 (18d8 + 18) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 12 (+1) INT: 10 (+0) WIS: 18 (+4) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Perception +8, Stealth +8 Senses darkvision 60 ft., passive Perception 18 Languages Common Challenge 3 (700 XP) \n'b' Special Traits \n'b' Nullification . While it is within 120 feet of a light cadejo, a dark cadejo makes ability checks, attacks, and saving throws at disadvantage. Additionally, the dark cadejo\xe2\x80\x99s Paralysis and Stench features do not function. However, any attacks, ability checks, and saving throws resulting from direct combat with a light cadejo are made without disadvantage. \n'b' Paralysis . When a creature that can see the dark cadejo\xe2\x80\x99s eyes starts its turn within 30 feet of the dark cadejo, the dark cadejo can force it to make a DC 14 Constitution saving throw if the dark cadejo isn\xe2\x80\x99t incapacitated and can see the creature. On a failure, the creature is paralyzed for as long as the dark cadejo maintains eye contact. A paralysed creature can repeat the saving at the end of each of its turns, ending the effect on a success. This ability does not function for the dark cadejo while it is within 120 feet of a light cadejo. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the dark cadejo until the start of its next turn when it can avert its eyes again. If the creature looks at the dark cadejo in the meantime, it must immediately make the save. \n'b' Stench . The dark cadejo emits a sickening stench, affecting all creatures near it. Any creature that begins its turn within 10 feet of the dark cadejo must make a DC 14 Constitution save or be poisoned until the start of its next turn. This ability does not function for the dark cadejo while it is within 120 feet of a light cadejo. \n'b' Actions \n'b' Multiattack . The dark cadejo makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' About \n'b' A coat black as night with glowing red eyes and a fierce expression, this odd beast looks like a dog but is the size of a Medium humanoid.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cadejo, Light \n'b' Family: Cadejo \n'b' Medium fey , lawful good \n'b' Armor Class 18 (Natural Armor) Hit Points 99 (18d8 + 18) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 12 (+1) INT: 10 (+0) WIS: 18 (+4) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Perception +8, Stealth +8 Senses darkvision 60 ft., passive Perception 18 Languages Common Challenge 3 (700 XP) \n'b' Special Traits \n'b' Nullification . The light cadejo exists to undo the evil done by its wicked cousin. While a light cadejo is within 120 feet of a dark cadejo, the dark cadejo makes ability checks, attacks, and saving throws at disadvantage. Additionally, the dark cadejo\xe2\x80\x99s Paralysis and Stench features do not function. However, any attacks, ability checks, and saving throws resulting from direct combat with a light cadejo are made without disadvantage. \n'b' Actions \n'b' Multiattack . The light cadejo makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon: +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) damage. \n'b' Restorative Touch . A light cadejo touches a willing creature. The touch acts as the spell lesser restoration . \n'b' About \n'b' Fortunately for the lone traveler, the light cadejo is bound to undo the evil committed by its dark counterpart and can sense any evil committed by a dark cadejo within one mile. In such cases the light cadejo is drawn to the place, where its very presence nullifies many of the dark cadejo\xe2\x80\x99s powers. Less fortunately, dark cadejo invariably outnumber the light, and confrontations between the two are always fights to the death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cadejo, Black \n'b' Medium fiend , lawful evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 136 (21d8 + 42) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 15 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities frightened \n'b' Damage Resistance(s) fire, necrotic \n'b' Skills Intimidation +5, Perception +4, Stealth +4, Survival +4 \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Common, Infernal \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Bad Luck . Any creature the black cadejo considers an enemy (except other cadejos) within 30 feet has disadvantage on attack rolls, saving throws, and ability checks. \n'b' Burning Shackle . If the black cadejo hits a creature with both of its hooves in the same round, that target is also lashed by the dangling red-hot chain that hangs from the burning iron shackle on its leg, taking 10 (3d6) fire damage. \n'b' Curse of the Fool . A creature that fails two consecutive saving throws against the black cadejo\xe2\x80\x99s terrifying gaze is cursed with disadvantage on ability checks and saving throws made with Charisma for 24 hours. If they fail three consecutive saving throws, this curse becomes permanent unless broken with remove curse . \n'b' Implacable Hunter . A black cadejo has advantage on Intimidation checks and on Survival checks made to track. \n'b' Incense Sensitivity . Burning incense irritates the senses of a black cadejo, negating its advantage on Intimidation and Survival checks to track for 1 hour and causing them to become sickened for 1 round if they fail a DC 10 Constitution saving throw. If they fail two consecutive saving throws, they become frightened for 1 minute and must avoid the area of incense until this condition ends. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The black cadejo makes two hoof and a bite attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, 5 ft. reach, one target. Hit : 11 (2d6 + 4) piercing damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Hoof . Melee Weapon Attack : +6 to hit, 5 ft. reach, one target. Hit : 18 (4d6 + 4) bludgeoning damage. \n'b' Terrifying Gaze (Recharge 5-6) . The black cadejo can fix its eyes like burning coals on a creature within 30 feet, causing them to become incapacitated with fear unless they succeed on a DC 13 Wisdom saving throw. An incapacitated creature can attempt a new saving throw each round at the end of their turn. When a creature succeeds on a saving throw against the black cadejo\xe2\x80\x99s terrifying gaze, it is frightened for 1 round and then the effect ends.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cadejo, White \n'b' Medium celestial , lawful good \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 136 (21d8 + 42) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 15 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +7 \n'b' Condition Immunities frightened \n'b' Damage Resistance(s) fire, radiant \n'b' Skills Athletics +7, Insight +4, Perception +7 \n'b' Senses darkvision 60 ft., passive Perception 17 \n'b' Languages Celestial, Common \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Good Luck . The white cadejo and any creatures it considers its allies within 30 feet have advantage on attack rolls, saving throws, and ability checks. \n'b' Keen Senses . The white cadejo\xe2\x80\x99s adds double its proficiency bonus on Perception checks and saving throws against illusions. \n'b' Radiant . The white cadejo glows with a pale silvery-white light within 20 feet, as light spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The white cadejo makes two hoof and a bite attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, 5 ft. reach, one target. Hit : 11 (2d6 + 4) piercing damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Hoof . Melee Weapon Attack : +6 to hit, 5 ft. reach, one target. Hit : 18 (4d6 + 4) bludgeoning damage. \n'b' Restore (Recharge 6) . The lick of the white cadejo restores energy and vitality, removing one level of exhaustion or affecting the target as lesser restoration , as the cadejo chooses. The white cadejo can instead use this ability to heal a creature as if casting spare the dying; when used in this way it automatically recharges on the cadejo\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' These mystical spirits resemble large hounds with wide muzzles, but their feet end in cloven hooves rather than soft canine paws. Their eyes are bright and intelligent, glowing with an inner fire, and they can speak with those that summon them or whose plight or whose sinful behavior has caught their attention, warning them of dangers to come or threatening them with the judgment that has only just now arrived. The cadejo is 2-3 feet high at the shoulder and 4 feet long and weighs nearly 100 pounds. \n'b' Black Cadejo . These black-furred hounds resemble cloven-hooved mastiffs with eyes that burn a fiery orange-red. They seek out the sinful to strike terror in their hearts, though they are not above a bit of wanton murder when the opportunity presents itself and they come upon a lonely traveler in the dark. Each black cadejo bears a red-hot glowing iron shackle on one of its legs, trailing a short length of burning chain, emblematic of the hellish bondage awaiting the corrupt souls they pursue. \n'b' White Cadejo . The white cadejo is a long-furred hound with a coat of silvery white and eyes glowing a soft blue or purple. They seek out the lonely, forlorn, and oppressed and bring comfort and protection. They are especially protective of children, warding them from the predations of their black cadejo counterparts. They comfort the dying and provide succor to those whose loved ones pass into the afterlife, guiding lost souls to their final reward. \n'b' Paired Attraction . Whenever a cadejo of either color is summoned or appears in the world, there is a chance that a second cadejo of the opposite color is also summoned somewhere within a mile. Each cadejo is aware of the other and knows the general direction of its opposite. \n'b' Reversed Colors . In some tellings of cadejo folklore, the colors of the dogs are reversed, with the black dog being the faithful guardian and protector and the white dog being the sinister stalker and punisher of sin.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Caiman, Black \n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 60 (8d8 + 24) Speed 15 ft., swim 50 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 17 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +5 Skills Athletics +7, Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The black caiman can hold its breath for 30 minutes. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The black caiman makes two attacks: one with its bite and one with its tail slap. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained , and the black caiman can\xe2\x80\x99t use its tentacles on another target. \n'b' Tail Slap . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be forced prone . \n'b' Death Dive . When grappling a foe of its size or smaller, a black caiman can perform a deadly dive as its action. As it clings to its foe, it uses the force of its powerful tail to propel it downward in the water, allowing it to inflict bite damage and drag the target up to the black caiman\xe2\x80\x99s swimming speed. The creature is still grappled by the black caiman.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Caiman, Blood \n'b' Medium beast , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 45 (6d8 + 18) \n'b' Speed 20 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 2 (-5) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +5 \n'b' Skills Athletics +6, Perception +3, Stealth +3 \n'b' Senses passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The blood caiman can hold its breath for 30 minutes. \n'b' Silent Swimmer . The blood caiman has advantage in Stealth checks while in or under water. \n'b' Sprint . Once per minute a blood caiman may sprint, increasing its land speed to 40 feet for 1 round. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The blood caiman makes two attacks: one with its bite and one with its tail slap. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 2 (1d6 + 4) piercing damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained , and the blood caiman can\xe2\x80\x99t use its bite on another target. \n'b' Tail Slap . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Death Roll . When grappling a foe of its size or smaller, a blood caiman can perform a death roll on its subsequent turn as its action. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The blood caiman inflicts its bite damage and knocks the creature prone . The creature is still grappled by the blood caiman.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Caiman, Dwarf \n'b' Small beast , unaligned \n'b' Armor Class 10 \n'b' Hit Points 5 (1d6 + 2) \n'b' Speed 10 ft., swim 30 ft.\n'b' STATS STR: 10 (+0) DEX: 11 (+0) CON: 15 (+2) INT: 2 (-5) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Con +4 \n'b' Skills Athletics +2, Stealth +2 \n'b' Senses passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Silent Swimmer . The dwarf caiman has advantage on Stealth checks while in or under water. \n'b' Sprint . Once per minute, a dwarf caiman can sprint, increasing its base speed to 30 feet for 1 round. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage. \n'b'\n'b' ABOUT \n'b' These crocodilians inhabit warm climates and wetlands, many favoring rivers but the largest of them comfortable swimming and hunting in salt water as well. \n'b' Dwarf Caimans . These small crocodilian predators live amid the fast-running streams of tropical rainforests and swamps. These patient predators sometimes lie in awkward positions for hours before they strike their prey, their mottled scales disguising them as floating wood. \n'b' Blood Caimans . A blood caiman is a primeval reptile that dwells in swamps or along the banks of rivers, a habitat that often puts it in violent contact with unsuspecting prey that come to the water\xe2\x80\x99s edge to drink. \n'b' Black Caimans . The black caiman resembles its land-based cousins in general body shape and size , though its legs are a hybrid of webbed feet and nascent fins. Its long tail is thinner and flatter than those of traditional crocodilians, allowing the black caiman to swim with alarming speed as it whips its tail back and forth. \n'b' These large caimans generally remain in warm, shallow oceans and seas. They spend most of their time at sea hunting fish, sea mammals, aquatic humanoids, and monstrous humanoids like baracuden and sahuagin . Only when breeding and laying eggs do black caimans venture onto land (where they are slow and clumsy), before returning to the sea.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Deryth \n'b' Medium fey (titanspawn), any neutral\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 18 (+4) INT: 13 (+1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 14 (natural armor) Hit Points 59 (7d8 + 28) Speed 30 ft. Skills Deception +4, Persuasion +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities incapacitated, stunned Senses darkvision 60 ft., passive Perception 12 Languages Titan Speech; telepathy 120 ft. Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Body Spikes . At the start of each of its turns, the deryth deals 3 (1d6) piercing damage to any creature grappling it. \n'b' Innate Spellcasting (Psionics) . The deryth\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' At will : disguise self , friendship \n'b' 3/day each : calm emotions , sleep \n'b' 1/day each : suggestion , tongues \n'b'\n'b' Magic Resistance . The deryth has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The deryth\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The deryth makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage, and the target must make a DC 13 Constitution saving throw or be incapacitated until the end of the target\xe2\x80\x99s next turn. \n'b' Tactics \n'b' Deryth are hesitant warriors and will use their spells to defuse a situation or incapacitate those who attack them only out of fear or mistrust. If the deryth determines that its opponent is a true enemy, it will use its slam attacks to slay them. \n'b' Description \n'b' Deryths have powerful physiques, standing around 6 feet tall or taller and weighing 225 pounds on average. A deryth\xe2\x80\x99s skin varies from pale blue to deep violet, and small blue-gray spikes adorn most of their bodies. Their eyes range from ash gray to sea green. Large horns protrude from just behind a deryth\xe2\x80\x99s catlike ears, curving around the forehead until they almost touch in the middle; poised between the tips of its horns is a faintly pulsating blue stone. \n'b' Collecting the Disjoined . A deryth primarily engages itself in collecting and reuniting more of its disjoined race. This goal often involves finding and collecting its disjoined brethren and then kidnapping creatures to become hosts to the fractured deryths \xe2\x80\x93 especially if the creature is already host to one or more disjoined deryths. \n'b' Peaceful Wanderers . Deryths are not violent or cruel by nature; they normally engage in combat only to protect themselves or their allies, or to further their goal of restoring more of their race. However, they are willing to fight in self-defense or to protect their kin.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alligator \n'b' Medium beast , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 11 (2d8 + 2) \n'b' Speed 20 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 13 (+1) INT: 2 (\xe2\x80\x934) WIS: 10 (+0) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +4, Con +3 \n'b' Skills Stealth +2 \n'b' Senses passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The alligator can hold its breath for 15 minutes. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained , and the alligator can\xe2\x80\x99t bite another target. \n'b'\n'b' ABOUT \n'b' Fierce aquatic predators, alligators snap at unsuspecting prey with their gaping maws, grabbing and dragging victims to a watery doom.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Caller in Darkness \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 \n'b' Hit Points 97 (13d10 + 26) \n'b' Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 20 (+5) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +8 \n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons \n'b' Damage Immunities necrotic, poison \n'b' Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious \n'b' Senses darkvision 120 ft., passive Perception \n'b' Languages Deep Speech (can\xe2\x80\x99t speak) \n'b' Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Incorporeal Movement . The caller in darkness can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Sunlight Sensitivity . While in sunlight, the caller in darkness has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Wrap in Despair . The caller in darkness emanates an aura of crippling despair. Any living creature that begins its turn occupying the same space as the caller in darkness must succeed on a DC 15 Wisdom save or be incapacitated for 1 minute. Adjacent allies can offer words of encouragement as an action to grant the affected creature a new saving throw. A creature that succeeds on its saving throw is immune to this ability for 24 hours. This is a charm effect. \n'b'\n'b' Actions \n'b'\n'b' Consume Mind . Melee Weapon Attack : ++5 to hit, reach 10 ft., one target, Hit: 21 (6d6) necrotic damage and 16 (3d10) psychic damage. If the target dies, the caller in darkness regains 27 (6d8) hit points and its Mind Thrust ability automatically recharges. \n'b' Mind Thrust (Recharge 6) . The caller in darkness can target a single creature within 30 feet that it can see, overloading its senses with random information. The target must succeed on a DC 15 Wisdom saving throw or take 27 (6d8) psychic damage and become stunned for 1 round. \n'b'\n'b' About \n'b' A caller in darkness grows from the psychic remains of a creature with psychic sensitivity that died a violent death, its restless spirit compelled to visit upon others the horrors that it suffered before dying. As more and more minds are absorbed, it grows, and the original spirit is lost in the swirling mass of hatred, confusion , and despair. A caller in darkness is nearly weightless, a roiling vortex of darkness and screaming, ghostly faces.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Calligraphy Wyrm \n'b' Tiny dragon , neutral \n'b' Armor Class 13 Hit Points 15 (6d4) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 2 (-5) DEX: 17 (+3) CON: 10 (+0) INT: 13 (+1) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +3, Perception +3, Stealth +7 Senses blindsight 60 ft., darkvision 60 ft., passive Perception 13 Languages Celestial, Common, Draconic, Infernal Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The calligraphy wyrm\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 11). The calligraphy wyrm can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : dispel magic (glyphs, symbols, and magical writing only) \n'b' 1/day each : comprehend languages (written language only), illusory script \n'b'\n'b' ACTIONS \n'b'\n'b' Change Shape . The calligraphy wyrm can turn into a golden fountain pen decorated with designs reminiscent of sovereign dragons, or back to its true form. In pen form, the calligraphy wyrm gains AC 15, cannot take any actions except change shape, has a Speed of 0 ft., and loses its Senses except hearing and blindsight. Someone who uses it as a pen has advantage on checks related to calligraphy. It returns to its true form if it dies. \n'b' Gore . Melee Weapon Attack : +5 to hit, reach 0 ft., one target. Hit : 1 piercing damage. \n'b' Ink Spray (Recharge 5-6) . The calligraphy wyrm sneezes ink in a 10-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw. On a failed save, a creature is blinded , and an invisible creature is visibly outlined for 1 minute. The creature can use an action to remove the ink, ending the effect for that creature. \n'b'\n'b' ABOUT \n'b' Calligraphy wyrms to serve as lore-keepers in their mountain lairs. Eventually, these intensely curious creatures spread beyond the domains of their mighty masters. Most of the free calligraphy wyrms settle in large towns or cities, seeking new lore and forms of writing. Because of their natural proclivity for reading and recording information, these creatures often wind up lurking around libraries and colleges, serving loremasters as familiars and assistants. \n'b' Calligraphy wyrms have ink sacs similar to those of squids. In addition to defensive uses, these wyrms use their ink for notation, employing their stylus-shaped claws as writing implements. Most calligraphy wyrms learn to speak several languages, though many creatures find their chirping voices and know-it-all attitudes obnoxious.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Calpina \n'b' Small fey , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 58 (13d6 + 13) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 12 (+1) INT: 9 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +4, Perception +4, Performance +4 (dance), Stealth +4 Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses passive Perception 14 Languages Common, Sylvan Challenge 3 (700 XP) \n'b' ACTIONS \n'b'\n'b' Ego Drain . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage. The calpina can also grapple the target (escape DC 12) if it is a creature. A grappled creature automatically takes 1d4 Charisma damage at the start of the calpina\xe2\x80\x99s turn. Once the calpina has drained 12 points of Charisma it will be sated and release her grapple. \n'b' Fragrant Haze . A calpina can release magical vapors that cause stupor and vertigo in creatures other than calpinas or their larvae. Each living creature within 20 feet must succeed at a DC 12 Wisdom saving throw or gain 1d4 levels of exhaustion for 1 minute. A creature cannot be killed by this attack . A creature that succeeds at its saving throw is immune to that calpina\xe2\x80\x99s fragrant haze for 24 hours. \n'b'\n'b' ABOUT \n'b' Calpinas are strange fey whose bodies have a combination of insectile and humanoid features. They view their victims as little more than sources of nutrition, but remain intensely curious creatures and may sometimes, albeit rarely, interact with other creatures without harmful intentions. Calpinas are usually just over 3 feet tall, and most weigh only 25 pounds. \n'b' Egg Broods . Calpinas nest in hollow, rotting trees or shallow caves in mountain cliff sides. They become solitary in springtime, hunting to gorge themselves until they lay eggs several months later, when they form colonies called eclipses for mutual protection of the young. Once the eggs have hatched, calpinas welcome visitors, as their larvae require substantial quantities of food to grow. These eclipses work together to ambush prey, draining their egos to the last drop before leaving the comatose victims for the fey\xe2\x80\x99s mindless offspring to eat.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Calydon\xe2\x80\x99s Giant Boar \n'b' Huge celestial , unaligned \n'b' Armor Class 14 (chain barding) Hit Points 187 (15d12 + 90) Speed 50 ft.\n'b' STATS STR: 26 (+8) DEX: 5 (-3) CON: 22 (+6) INT: 3 (-4) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Wis +6 Skills Intimidation +3 Condition Immunities charmed , frightened Senses passive Perception 12 Languages Celestial Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Goring Charge . If the boar moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the target takes an additional 13 (2d12) piercing damage and must succeed on a DC 20 Strength saving throw or be knocked prone . If the target is prone, the boar can make one stomp attack against it as a bonus action. \n'b' Siege Monster . The boar deals double damage to objects and structures. \n'b' Actions \n'b' Gore . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 30 (4d10 + 8) piercing damage. \n'b' Stomp . Melee Weapon Attack : +12 to hit, reach 5 ft., one prone creature. Hit : 34 (4d12 + 8) bludgeoning damage. \n'b' Frenzied Tantrum (80 hp or less) . If it has 80 hit points or less, Calydon\xe2\x80\x99s Giant Boar flails around and stomps the ground in an enraged frenzy. Each creature within 10 feet must succeed on a DC 20 Dexterity saving throw or take 26 (4d12) bludgeoning damage and be knocked prone . On a success the creature is not knocked prone and takes half damage. \n'b' About \n'b' This massive beast of pure rage and destruction is a symbol of Artemis \xe2\x80\x98 wrath. She unleashes it upon those who\xe2\x80\x99ve angered her.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Camazotz \n'b' Large aberration , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 262 (25d10 +125) Speed 20 ft., fly 80 ft.\n'b' STATS STR: 14 (+2) DEX: 23 (+6) CON: 21 (+5) INT: 10 (+0) WIS: 14 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +10 Senses blindsight 60 ft., darkvision 60 ft.; passive Perception 15 Languages Undercommon Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aspect of Death . A creature that is within 20 feet of a camazotz when it is reduced to 0 hit points is considered to have failed its first death saving throw. \n'b' Tread Flyer . If a camazotz has surprise when it makes its first attack , all surprised creatures within 30 feet of it must succeed on a DC 19 Wisdom saving throw or be frightened of it, and be unable to use Recovery Dice, for 1 minute. A frightened creature can make a new saving throw at the end of each of its turns to overcome the effect. \n'b' Echolocation . The camazotz can\xe2\x80\x99t use its blindsight while deafened . \n'b' Flyby . The camazotz doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemies reach. \n'b' Keen Hearing . The camazotz has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Magic Weapons . The camazotz\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The camazotz makes three attacks: one with its bite and two with its claws. It can replace one of these with its ultrasonic shriek. \n'b' Draining Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) piercing damage plus 17 (5d6) necrotic damage. A creature that takes necrotic damage from the camazotz must make a DC 19 Constitution saving throw or lose one Recovery Die, which the camazotz can use its bonus action to immediately recover 10 (1d10 + 5) hit points . \n'b' Claws . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) slashing damage. \n'b' Ultrasonic Shriek (Recharge 5-6) . The camazotz emits a high-pitched scream in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. on a failed save, a creature takes 49 (14d6) thunder damage and is deafened and stunned for 1 minute. on a successful save, a creature takes half that damage and is deafened and poisoned for 1 minute. A creature can make a new saving throw at the end of each of its turns, overcoming the stunned or poisoned conditions on a success. \n'b'\n'b' ABOUT \n'b' Fearful peasants tell their children that when they hear great wings flapping quietly in the dark, it is the great bat , the camazotz. These terrifying creatures are native to the rainforests and lower mountainous regions in equatorial lands. The camazotz resembles a gigantic black bat with expansive membranous wings and an elongated head dominated by its oversized jaw. The creature has two sets of arm-like limbs, with one set extending from its upper torso and the other from its lower torso. These appendages end in humanoid-like hands bearing curved claws. \n'b' Camazotz live in small groups occupying caves or clusters of trees. Despite their monstrous appearance, camazotz possess above-average intelligence and cunning, which makes them dangerous predators. \n'b' Those dwelling near a camazotz lair often refer to these creatures as death bats or the winged death. Many believe the camazotz are either messengers or avatars of the god of death. To many, the sight of one camazotz represents an omen of impending death, while a sighting of multiple camazotz promises an oncoming disaster with many deaths. \n'b' Camazotzes are rarely seen, emerging from their remote lairs only a few times each year in search of unwary prey. A camazotz doesn\xe2\x80\x99t require food or drink, subsisting on other beings\xe2\x80\x99 fearful feelings and the metaphysical energy manifested in the death of a mortal. The death of a victim in the throes of terror sustains these mortal fiends. \n'b' The first camazotz was created by the god of death to lead the souls of the dead to the underworld. The experiment failed when the camazotz refused to turn the gathered souls over, instead hoarding them for itself. As the creature\xe2\x80\x99s collection of stolen souls grew, it split into two identical creatures. The second camazotz immediately departed for its own territory, not wanting to vie with its progenitor for sustenance. Since their origin, each camazotz periodically multiplies in this fashion, and the newly spawned creature finds its own hunting grounds. \n'b' Some cultures view the local camazotz as a god, and they leave sacrifices for it, hoping it will leave them be in exchange. Depending on the society, a sacrifice might be a maiden, a young warrior, or a wizened elder. A few settlements have made deals with a camazotz to bring it their condemned criminals and other unwanted miscreants as tribute. Camazotzes, being creatures of avarice, rarely turn down such offers though they prefer to find their own victims. \n'b' TACTICS \n'b' Initial Round -The camazotz prefers to strike from above, shrouded in darkness approaching from unexpected angles. Its great sentience allows the camazotz to identify spellcasters and then concentrate on eliminating them. \n'b' Defensive Round -If intruders prove too dangerous for a camazotz, it takes to the air to identify the most vulnerable creatures for it to attack . The camazotz prefers using its Vampiric Shroud attack against solitary creatures or individuals separated from their allies. \n'b' Victorious Round -Once the camazotz no longer feels threatened by enemies, it makes certain to check each fallen body for any remaining fluids to drain. \n'b'\n'b' d6 \n'b' Camazotz Treasures \n'b'\n'b' 1 \n'b' An elven scout with a family heirloom longbow and 5 +1 arrows. \n'b'\n'b' 2 \n'b' Dwarven trapsmith carrying a rusty bear trap and a light crossbow with 20 bolts \n'b'\n'b' 3 \n'b' Human merchant carrying a pouch with 152 sp and 37 gp, as well as a letter of credit for 250 gp \n'b'\n'b' 4 \n'b' A dragonborn sorcerer equipped with a wand of enemy detection . \n'b'\n'b' 5 \n'b' An orc shaman wearing a necklace of teeth and still gripping a dagger of venom . \n'b'\n'b' 6 \n'b' Gnome adventurer carrying a pouch with 13 pieces of jade, each worth 20 gp, and a special set of thieves tools.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cambion (Half-Fiend) \n'b' A beast , humanoid , giant , or monstrosity can be born a cambion (half-fiend). It keeps its statistics, except as follows. \n'b' Medium fiend , neutral evil \n'b' Armor Class 14 ( Hit Points 39 (6d8+12) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 14 (+2) INT: 13 (+2) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +4, Constitution +4, Wisdom +3 Skills Athletics +4, Deception +5, Insight +3, Intimidation +4, Perception +3, Stealth +4 Damage Resistances acid, cold, fire, lightning, poison; Senses darkvision 60 ft., passive Perception 13 Languages Abyssal, Common, telepathy 30 ft. Challenge 1 (200 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The cambion\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The cambion can innately cast the following spells, requiring no material components: 2/day each: charm person (3rd-level), command , false life Sadistic Strike. The cambion scores a critical hit on a roll of 19 or 20 when making a weapon attack . \n'b' Actions \n'b' Multiattack . The cambion attacks twice. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) slashing damage. \n'b' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8+2) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8+2) piercing damage. \n'b' When an incubus (or in more grisly occurrences, a succubus) mates with a creature while in the Abyss their doomed paramour (whether female or male) gives birth to a half-breed: the cambion. These outcasts are hated by both of their kinfolk and live as exiles, whatever semblance of good that might have once been in them snuffed out by the cruelties they suffer for the circumstances of their cursed existence.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cambium \n'b' Large fiend , neutral evil \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 264 (23d10 + 138) \n'b' Speed 40 ft., fly 30 ft. (hover)\n'b' STATS STR: 21 (+5) DEX: 16 (+3) CON: 23 (+6) INT: 17 (+3) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +11, Int +8, Wis +8, Cha +9 \n'b' Skills Arcana +8, Deception +9, Insight +8, Medicine +8, Perception +8, Stealth +8 \n'b' Damage Immunities poison \n'b' Condition Immunities exhaustion , poisoned , prone \n'b' Senses darkvision 60 ft., passive Perception 18 \n'b' Languages Common, Draconic, Infernal \n'b' Challenge 14 (11,500 XP) \n'b' Proficiency Bonus +5 \n'b' ACTIONS \n'b'\n'b' Multiattack . The cambium makes four Needle Fingers or Poison Ray attacks. It can replace two attacks with a use of Spellcasting. \n'b' Needle Fingers . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 21 (3d10 + 5) piercing damage. \n'b' Poison Ray . Ranged Spell Attack : +9 to hit, range 60 ft., one target. Hit : 22 (4d8 + 4) poison damage, and the target must succeed on a DC 17 Constitution saving throw or become poisoned until the end of its next turn. \n'b' Spellcasting . The cambium casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): \n'b'\n'b' At will : alter self , detect thoughts , spare the dying \n'b' 3/day each : hold person , protection from poison , heal \n'b' 1/day : plane shift (self only) \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Damage Ability . The cambium twists the bodily humors of a creature within 30 feet of it that isn\xe2\x80\x99t a Construct or Undead and that it hit with Needle Fingers in the past minute. The target must succeed on a DC 17 Constitution saving throw or its Strength , Dexterity , or Constitution score (the cambium\xe2\x80\x99s choice) is reduced by 1d4. The target falls unconscious if this reduces an ability score to 0. This reduction lasts until the target finishes a long rest. \n'b' Imbalance Humors . If the cambium has hit a creature that isn\xe2\x80\x99t a Construct or Undead with Needle Fingers in the past minute, it can cause a surge in one of the target\xe2\x80\x99s bodily humors, causing an imbalance. The target must succeed on a DC 17 Constitution saving throw or suffer one of the following effects of the cambium\xe2\x80\x99s choice. Unless noted otherwise, the target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Sanguine Flux . The target can\xe2\x80\x99t regain hp \xe2\x80\x94naturally or magically\xe2\x80\x94until after it finishes a long rest. \n'b' Choleric Flux . The target becomes confused for 1 minute. This effect works as if the target failed a saving throw against the confusion spell, except the cambium doesn\xe2\x80\x99t have to maintain concentration. \n'b' Melancholic Flux . The target is incapacitated and its speed is halved for 1 minute. \n'b' Phlegmatic Flux . The target is poisoned for 1 minute. \n'b'\n'b' ABOUT \n'b' Unfolding impossibly from beneath voluminous robes, this creature\xe2\x80\x99s pockmarked, spindly arms end in clusters of narrow spikes. Its long, hollow, needle-like fingers and its many-jointed arms move with surprising speed and strength for such an emaciated creature. \n'b' Hunched and Robed . The cambium skulks through mortal society, hunched and contorted, concealing its nine-foot height and its supernumerary arms. \n'b' Devours Bodily Humors . The source of a cambium\xe2\x80\x99s interest lies in every mortal body: the four humors. It drains these from victims in precise amounts, sometimes to fix its own imbalances, sometimes to concoct serums to sell in hellish markets. Its victims are left in a desperate state, eager for a corrective fix and willing to obey the cambium\xe2\x80\x99s every whim as servants and toadies. \n'b' Abandons Victims . After a sufficient crop has been harvested, the cambium abandons these addicts to die slowly from violent withdrawals, and allows the local population to lie fallow for a decade or so.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Camel \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 22 (3d10+6) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 14 (+2) INT: 2 (-4) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 9 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The camel has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' These even-toed beasts of burden carry large deposits of fatty tissue on their backs called humps. They are tall, about six to seven feet in height, and weigh anywhere from 800 to 1,400 pounds. They are generally brown or dark brown. \n'b' Domesticated camels are common in almost every region the camel lives. They are used as beasts of burden, pack animals, and war mounts. They can generally carry about 20% of their body weight. They are extremely stout and able to travel long distances without nourishment, often losing up to 40% of their body weight before dying. \n'b' Camels are normal herbivores and though they can be very aggressive, they do not generally engage in any form of combat. They flee at the first sign of danger.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel, Iron \n'b' Medium celestial , lawful good \n'b' Armor Class 18 (plate) Hit Points 119 (14d8 + 56) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 14 (+2) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8, Constitution +8, Wisdom +8 Skills Athletics +8, Insight +8, Intimidation +12, Perception +8 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Condition Immunities charmed , exhaustion , frightened Senses darkvision 60 ft., passive Perception 18 Languages all, telepathy 120 ft. Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blessed Weapons . The iron angel\xe2\x80\x99s weapon attacks are magical and it has advantage on attack rolls against evil-aligned creatures. When it hits with any weapon attack , the weapon deals an extra 1d8 fire damage and 1d8 radiant damage (included in the attack ). \n'b' Fire Absorption . Whenever the iron angel 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 iron angel is immune to any spell or effect that would alter its form. \n'b' Innate Spellcasting . The iron angel\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 16). The iron angel can innately cast the following spells, requiring only verbal components:\n'b'\n'b'\n'b' At will : detect evil and good , detect magic , heretic\xe2\x80\x99s mark* \n'b' 3/day each : angelic executioner*, hunter\xe2\x80\x99s mark, locate object , longstrider \n'b' 1/day each : burning halo*, freedom of movement , locate creature \n'b'\n'b' Magic Resistance . The iron angel has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The iron angel makes two melee attacks ; one with its molten battleaxe and one with its molten warhammer. \n'b' +2 Molten Battleaxe . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (1d8+6) slashing damage plus 9 (2d8) fire damage and 4 (1d8) radiant damage or 11 (1d10+6) slashing damage plus 9 (2d8) fire damage and 4 (1d8) radiant damage if wielded with two hands. \n'b' +2 Molten Warhammer . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (1d8+6) bludgeoning damage plus 9 (2d8) fire damage and 4 (1d8) radiant damage or 11 (1d10+6) bludgeoning damage plus 9 (2d8) fire damage and 4 (1d8) radiant damage if wielded with two hands. \n'b' Rage of Iron . The iron angel sets itself ablaze, turning into an angel of molten metal for 1 minute. For the duration, the iron angel emanates a 10-foot-radius aura of immense heat. When a non-good or non-lawful creature enters the aura for the first time on a turn or ends its turn within, it takes 9 (2d8) fire damage. If a non-lawful ally enters the aura, the iron angel moves accordingly not to harm the ally. \n'b'\n'b' ABOUT \n'b' An iron angel is an angel forged by fire from iron. Their faith in law and in good are so intense that they burn with divine fire when they unleash their fury against enemies, which causes them to look like angels in the shape of molten metal. \n'b' Divine Creation . An iron angel is an angel and doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Molten Swords . Only the souls of righteous warriors who wish to continue battling after they die are worked in the angelic forges and reshaped as iron angels. When a devoted soul becomes an iron angel, it also receives a pair of blessed, molten weapons as a gift. Each of these swords is unique to its owner, and disappears when its owner dies. When an iron angel receives a target to destroy, it can write the name of the target within the blade by using a forge, which is made easier by the weapon being molten. When it does so, the iron angel deals double damage to the target with these weapons. \n'b' Restless Hunters . An iron angel\xe2\x80\x99s duty is to seek and destroy the enemies of the forces of good. Once it starts to hunt a creature, the iron angel magically sees the 1-month old traces of the target\xe2\x80\x99s aura, which makes it a perfect hunter.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Camel, War \n'b' Large beast , unaligned \n'b' Armor Class 12 (light barding) Hit Points 37 (5d10 + 10) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 2 (-4) WIS: 9 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 9 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Spit (Recharge 5-6) . A war camel spits a nauseating wad of phlegm at a single target within 15 feet. The target must succeed on a DC 12 Constitution saving throw or be blinded until the end of its next turn. \n'b'\n'b' ABOUT \n'b' Aggressive to others but loyal to their masters, these combat-trained beasts are as much a weapon as a mount and will fight to the death to protect their riders if they are dismounted. War camels are usually single-humped dromedaries, though double-humped camels are not unknown.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Deryth, Disjoined \n'b' Tiny fey (titanspawn), any neutral\n'b' STATS STR: 5 (-3) DEX: 13 (+1) CON: 11 (+1) INT: 6 (-2) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 (natural armor) Hit Points 10 (3d4 + 3) Speed 20 ft., fly 20 ft. (hover) Skills Stealth +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded , charmed , deafened, exhaustion , frightened , incapacitated, prone , stunned Senses blindsight 60 ft., passive Perception 11 Languages Titan Speech; telepathy 30 ft. Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Amorphous . The disjoined deryth can move through a space as narrow as 1 inch wide without squeezing. \n'b' Innate Spellcasting (Psionics) . The disjoined deryth\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : friendship \n'b' 1/day : sleep \n'b'\n'b' Magic Resistance . The disjoined deryth has advantage on saving throws against spells and other magical effects. \n'b' Merge Form . Using its Meld attack, a disjoined deryth can merge with a Medium humanoid, disappearing entirely into the host creature\xe2\x80\x99s body. Once merged, the disjoined can be removed only by means of a wish spell or similar magic, or with a dispel evil and good or a greater restoration cast upon the host. Each successive disjoined that melds with the same host grants certain abilities, but also causes the creature to suffer a negative effect, as shown below. \n'b' Actions \n'b' Attach . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) psychic damage, and the disjoined deryth attaches to the target. While attached to the target, the disjoined deryth can attack no other creature except the target, but it has advantage on its attack rolls. The disjoined deryth\xe2\x80\x99s speed also becomes 0, it can\xe2\x80\x99t benefit from any bonus to its speed, and it moves with the target. A creature can detach the disjoined deryth by making a successful DC 13 Strength check as an action. On its turn, the disjoined deryth can detach itself from the target by using 5 feet of movement. \n'b' Meld . Melee Weapon Attack : +3 to hit, reach 0 ft., one Medium humanoid to which the disjoined deryth is attached. Hit : 3 (1d4 + 1) psychic damage, and the target must make a DC 8 Intelligence saving throw. On a failed save the disjoined deryth merges completely with the target (see Merge Form.) A creature can choose to fail this save intentionally. Any host who has merged with five separate disjoined deryth transforms completely into a deryth, most likely resulting in a player character becoming an NPC. The disjoined deryth can be reunited through their ability to meld with other living creatures, and naturally, they feel an overwhelming need to be made whole. Unfortunately, they can accomplish union only by bonding with a sapient life form, and many a host has regretted his decision as more and more disjoined deryth bits meld with his body, until his own identity is lost and he becomes little more than a helpless host. The disjoined deryth appear as small amorphous blobs of varying colors. Each has four small sensory organs located equidistant around its body. \n'b' Number of Disjoined Deryth Merged \n'b' Host Benefit \n'b' Host Drawback \n'b' 1 \n'b' +1 bonus to Armor Class \n'b' -2 penalty to Intelligence \n'b' 2 \n'b' Can\xe2\x80\x99t be incapacitated or stunned \n'b' -2 penalty to Wisdom \n'b' 3 \n'b' +2 bonus to Constitution , to a maximum of 18 \n'b' -2 penalty to Charisma \n'b' 4 \n'b' Gain deryth\xe2\x80\x99s Body Spikes and Magic Resistance traits \n'b' 25 percent chance each round of being incapacitated for the round (ignores natural immunity) \n'b' Tactics \n'b' A disjoined deryth will make an offer to any humanoid that it finds \xe2\x80\x93 \xe2\x80\x98allow me to join you, and you will become more powerful!\xe2\x80\x99 \n'b' Those that take them up on the offer soon discover that not only is there a consequence to the joining, but it is also nearly impossible to undo it. If the creature attacks the disjoined deryth it might try to flee, but it is more likely to attach itself to the creature and try to forcibly meld with it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Desert Slime \n'b' Large ooze , unaligned \n'b' Armor Class 8 Hit Points 75 (10d10 + 20) Speed 20 ft.\n'b' STATS STR: 17 (+3) DEX: 6 (\xe2\x80\x932) CON: 14 (+2) INT: 2 (\xe2\x80\x934) WIS: 10 (+0) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, fire Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x94 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The desert slime can move through a space as narrow as 1 inch wide without squeezing. \n'b' False Appearance . While the desert slime remains motionless, it is indistinguishable from ordinary sand. \n'b' Ooze Nature . The desert slime doesn\xe2\x80\x99t require sleep. \n'b' Sandy Ooze . The desert slime can occupy another creature\xe2\x80\x99s space and vice versa. Its space is difficult terrain for creatures traveling through it. \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage plus 10 (3d6) acid damage. \n'b' Mire . One creature in the slime\xe2\x80\x99s space must make a DC 13 Dexterity saving throw. If a creature fails the saving throw by 5 or more, it is restrained and knocked prone . Otherwise, a creature that fails the save is restrained , and the slime steadily creeps up the creature, dissolving and consuming its flesh. The restrained creature must repeat the saving throw at the end of each of turns, being pulled prone on a failure. A restrained creature takes 10 (3d6) acid damage at the start of each of the slime\xe2\x80\x99s turns. If the restrained creature is also prone , it is unable to breathe or cast spells with verbal components. The slime can have only one creature mired at a time, and a mired creature moves with the slime when it moves. A creature, including a restrained target, can take its action to pull the restrained creature out of the slime by succeeding on a DC 13 Strength check. The creature making the attempt takes 10 (3d6) acid damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Surging Sands (Recharge 4\xe2\x80\x936) . The desert slime takes the Dash action. \n'b'\n'b' ABOUT \n'b' The sand suddenly moved beneath the travelers, tendrils of sand reaching up to pull them to the ground. \n'b' Desert slimes were first created by a druidic oozemaster who had long been frustrated at the dawdling pace of his creations. While traveling the wastes, he learned to infuse the desert wind into a sandy ooze, thereby solving his dilemma. \n'b' Slumbering Sands . Most desert slimes rest in sandy locales, awaking only when creatures blunder upon them. The slime quickly clings to its prey\xe2\x80\x99s feet and legs then pulls it to the ground, where the slime can better consume it. This hunting method leaves an indelible memory for anyone who witnesses a companion\xe2\x80\x99s death. \n'b' Shifting Sands . Imbued with a touch of elemental wind, desert slimes can display bursts of speed to catch up to fleeing prey or escape dangerous foes. While such bursts are taxing for the slime, they often prove fruitful, as few suspect plodding sand to suddenly catch up to them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Desert Stalker \n'b' Large monstrosity (titanspawn), chaotic evil\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 21 (+5) INT: 10 (+0) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 136 (13d10 + 65) Speed 30 ft., burrow 20 ft. Skills Perception +7, Stealth +7 Condition Immunities exhaustion Senses blindsight 60 ft., tremorsense 60 ft., passive Perception 17 Languages Primordial, Titan Speech, Ukrudan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Blind Senses . The desert stalker can\xe2\x80\x99t use its blindsight while unable to smell. \n'b' Earth Glide . The desert stalker can burrow through nonmagical, unworked sand and earth, but not through solid stone. While doing so, the stalker doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Innate Spellcasting . The desert stalker\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b' 3/day each : commune with nature , locate creature \n'b'\n'b' Keen Smell . The desert stalker has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Peerless Tracker . The desert stalker can use a bonus action to choose one creature it can see as its quarry. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The desert stalker can have only one creature designated as its quarry at a time. \n'b' Perfect Camouflage . While it is in desert terrain, a desert stalker is invisible. \n'b' Actions \n'b' Multiattack . The desert stalker makes three attacks: one bite and two slams. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Tactics \n'b' Using their chameleon-like ability to blend with the sands and an innate capacity to observe signs and messages from their environment, desert stalkers track their victims patiently, savoring the battle of wits and strength. A stalker frequently torments its prey, closing in until escape seems impossible and then backing off to prolong the enjoyment of the chase. When the time comes to attack, a stalker attempts to take a victim unawares, using its stealth abilities to sneak up on a victim and attack from below, behind, or above. On rare occasions, a large, well armed group of travelers may attract the attention of more than one stalker, so the creatures operate in pairs or even as a pack, coordinating their tactics to isolate and ambush solitary victims, but this behavior is highly unusual. \n'b' Description \n'b' Desert stalkers were created to hunt and kill, and they seek out any prey that presents a significant challenge to their abilities. A stalker is hard to spot even while moving, for it blends in uncannily against the desert background. It is large, powerful, and vaguely humanoid, but notably missing eyes or other visible sensory organs on its flattened head, most of which is taken up by its enormous mouth. \n'b' Tireless Pursuers . Desert stalkers enjoy the thrill of the chase and pursue their prey for leagues across the desert, closing in for the kill only when a target grows too exhausted to run any more. When confronted with multiple opponents, a stalker is cautious, waiting for an opportunity to ambush isolated individuals rather than tackling the entire group at once.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Desert Wrack \n'b'\n'b' Large elemental , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 104 (11d10 + 44) Speed 25 ft., fly 25 ft.\n'b' STATS STR: 20 (+5) DEX: 11 (+0) CON: 18 (+4) INT: 7 (-2) WIS: 16 (+3) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Con +7, Wis +6 Skills Athletics +8, Stealth +3 Damage Vulnerabilities cold Damage Resistances acid, fire, bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses tremorsense 100 ft., passive Perception 13 Languages Terran Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blinding Sands . When hit by a critical hit from the desert wrack, a creature must make a DC 14 Constitution saving throw or be blinded until the ened of the desert wrack\xe2\x80\x99s next turn. \n'b' Liquid Leech . As a bonus action, the desert wrack may drain bodily fluids from a living creature that it has just struck with its slam attack . The foe suffers 10 (3d6) necrotic damage, and the desert wrack gains a number of temporary hit points equal to the amount of damage the liquid leech causes. \n'b' Sand Dune . While the desert wrack remains motionless, it is indistinguishable from any normal pile of sand. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The desert wrack makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8+5) bludgeoning damage and 3 (1d6) lightning damage. \n'b' Sand Blaster (Recharge 5-6) . The desert wrack spews forth pressurized sand in a 20-foot line that is 1 foot wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 22 (4d10) slashing damage on a failed saving throw, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A large column of sand and dust, interspersed with debris hurtling through the vortex. A pair of glowing red eyes leer out from inside the miniature hurricane. \n'b' Desert wracks were originally water elementals, but they have since become a dreadful mix of dirt, sand, air, and thirst. They\xe2\x80\x99re created whenever a water elemental is bound to a fountain, pool, or similar body of water that they\xe2\x80\x99re supposed to supply with clean water. If something then goes wrong and the connection the elemental has with its home in the Elemental Plane of Water is broken, the transformation slowly begins, as the elemental has to sacrifice more and more of itself to maintain the place that it is bound to. With time, usually at least a century, the elemental develops a bond with the air and dirt around it and gains a terrible thirst that can only be sated by drinking the bodily fluids of living creatures. This only increases the thirst and eventually drives the elemental mad. The unfortunate result of which is the desert wrack.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cauchemar \n'b' Large fiend , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 85 (10d10 + 30) Speed 60 ft., fly 90 ft.\n'b' STATS STR: 21 (+5) DEX: 18 (+4) CON: 16 (+3) INT: 10 (+0) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Senses passive Perception 15 Languages understands Abyssal, Common, and Infernal but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Confer Fire Resistance . The cauchemar can grant resistance to fire damage to anyone riding it. As a bonus action, the cauchemar can improve this resistance to immunity to fire damage until the start of the cauchemar\xe2\x80\x99s next turn. \n'b' Illumination . The cauchemar sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Trampling Charge . If the cauchemar moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone , the cauchemar can make one Hooves attack against it as a bonus action. \n'b' Actions \n'b' Multiattack . The cauchemar makes one Bite attack and one Hooves attack. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage plus 7 (2d6) fire damage. \n'b' Hooves . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Smoke Breath (recharge 5-6). The cauchemar exhales a 15-foot cone of choking smoke. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 21 (6d6) fire damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Ethereal Stride . The cauchemar and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Desiccator, Common \n'b' Large elemental (earth/anti-water), unaligned \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 110 (13d10 + 39); Wound Threshold 28 \n'b' Speed 10 ft. (but prefers to remain immobile)\n'b' STATS STR: 18 (+4) DEX: 5 (-3) CON: 16 (+3) INT: 8 (-1) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 \n'b' Damage Vulnerabilities thunder \n'b' Damage Resistances cold, fire, lightning, piercing, slashing \n'b' Damage Immunities poison \n'b' Condition Immunities blinded , deafened , petrified , poisoned , prone \n'b' Senses tremorsense 120 ft. (blind beyond this radius), passive Perception 14 \n'b' Languages Primordial \n'b' Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the desiccator remains motionless, it is indistinguishable from a calcareous formation. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lesser desiccator makes two rock blast attacks. \n'b' Rock Blast . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 12 (3d6 + 2) bludgeoning damage. \n'b' Stunning Bludgeon (Recharge 6) . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 21 (3d12 + 2) bludgeoning damage, and the target must make a DC 12 Constitution saving throw or be stunned until the end of its next turn. \n'b' Desiccation (Recharge 6) . The lesser desiccator emits a desiccating effect in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature also begins petrifying and is restrained . The restrained creature must repeat the saving throw at the end of its next turn. On a success, it ends the effect on itself. On a failure, she becomes petrified . A creature petrified by Desiccation can be returned to normal if it is completely immersed in water for 1 hour or if it is targeted by the greater restoration spell or other magic. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The desiccator makes two rock blast attacks. \n'b' Rock Blast . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 40/160 ft., one target. Hit : 25 (6d6 + 4) bludgeoning damage. \n'b' Stunning Bludgeon (Recharge 6) . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 40/160 ft., one target. Hit : 49 (7d12 + 4) bludgeoning damage, and the target must make a DC 15 Constitution saving throw or be stunned until the end of its next turn. \n'b' Desiccation (Recharge 6) . The desiccator emits a desiccating effect in a 20-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature also begins petrifying and is restrained . The restrained creature must repeat the saving throw at the end of its next turn. On a success, it ends the effect on itself. On a failure, she becomes petrified . A creature petrified by Desiccation can be returned to normal if it is completely immersed in water for 1 hour or if it is targeted by the greater restoration spell or other magic. \n'b'\n'b' ABOUT \n'b' Desiccators strange mineral elemental , the desiccator brings to mind a misshapen statue whose silhouette is barely visible under a calcified mass. \n'b' This creature absorbs humidity and turns it into stone, growing along natural or artificial walls, covering the corridors of its habitat with a solid substance made of calcites and other aqueous minerals. \n'b' Because of its properties, this elemental is sometimes summoned by conjurers to purify the air in tunnels invaded by dangerous fungi . Where a lesser desiccator will only absorb ambient humidity, a greater desiccator can dry up entire water bodies and can be used as an actual weapon against enemy communities. \n'b' When a desiccator suddenly finds itself in an environment with much more humidity than it can absorb (for example during a sudden flood), it enters stasis or is destroyed outright. Thus, even a very powerful desiccator can be eliminated by weak but industrious creatures. \n'b' Depending on the method used to destroy it, the elemental particles of a desiccator will scatter in different ways. If physical means are employed, it will be reduced to rubble, whereas magical attacks will turn it back into water. In the latter case, caution must be exercised, since the amount disgorged can be massive in the case of a particularly big elemental . \n'b' Imagine weeks or even years of running water being liberated at once! One can mitigate the risks by physically destroying the elemental , then dissolving each of its fragments with cantrips\xe2\x80\xa6 which can be a long and tedious process, albeit a safe one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Desiccator, Greater \n'b' Huge elemental (earth/anti-water), unaligned \n'b' Armor Class 19 (natural armor) Hit Points 138 (12d12 + 60); Wound Threshold 35 Speed 15 ft. (but prefers to remain immobile)\n'b' STATS STR: 20 (+5) DEX: 4 (-3) CON: 20 (+5) INT: 9 (-1) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Resistances cold, fire, lightning, piercing, slashing; bludgeoning from nonmagical attacks Damage Immunities poison; piercing and slashing from nonmagical attacks Condition Immunities blinded , deafened , petrified , poisoned , prone Senses tremorsense 160 ft. (blind beyond this radius), passive Perception 15 Languages Primordial Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the greater desiccator remains motionless, it is indistinguishable from a calcareous formation. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The greater desiccator makes two rock blast attacks. \n'b' Rock Blast . Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 50/200 ft., one target. Hit : 36 (9d6 + 5) bludgeoning damage. \n'b' Stunning Bludgeon (Recharge 6) . Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 50/200 ft., one target. Hit : 63 (9d12 + 5) bludgeoning damage, and the target must make a DC 17 Constitution saving throw or be stunned until the end of its next turn. \n'b' Desiccation (Recharge 6) . The greater desiccator emits a desiccating effect in a 20-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature also begins petrifying and is restrained . The restrained creature must repeat the saving throw at the end of its next turn. On a success, it ends the effect on itself. On a failure, she becomes petrified . A creature petrified by Desiccation can be returned to normal if it is completely immersed in water for 1 hour or if it is targeted by the greater restoration spell or other magic. \n'b'\n'b' ABOUT \n'b' Desiccators strange mineral elemental, the desiccator brings to mind a misshapen statue whose silhouette is barely visible under a calcified mass. \n'b' This creature absorbs humidity and turns it into stone, growing along natural or artificial walls, covering the corridors of its habitat with a solid substance made of calcites and other aqueous minerals. \n'b' Because of its properties, this elemental is sometimes summoned by conjurers to purify the air in tunnels invaded by dangerous fungi. Where a lesser desiccator will only absorb ambient humidity, a greater desiccator can dry up entire water bodies and can be used as an actual weapon against enemy communities. \n'b' When a desiccator suddenly finds itself in an environment with much more humidity than it can absorb (for example during a sudden flood), it enters stasis or is destroyed outright. Thus, even a very powerful desiccator can be eliminated by weak but industrious creatures. \n'b' Depending on the method used to destroy it, the elemental particles of a desiccator will scatter in different ways. If physical means are employed, it will be reduced to rubble, whereas magical attacks will turn it back into water. In the latter case, caution must be exercised, since the amount disgorged can be massive in the case of a particularly big elemental. \n'b' Imagine weeks or even years of running water being liberated at once! One can mitigate the risks by physically destroying the elemental, then dissolving each of its fragments with cantrips\xe2\x80\xa6 which can be a long and tedious process, albeit a safe one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Desiccator, Lesser \n'b' Medium elemental (earth/anti-water), unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 49 (9d8 + 9); Wound Threshold 13 \n'b' Speed 10 ft. (but prefers to remain immobile)\n'b' STATS STR: 14 (+2) DEX: 6 (-2) CON: 13 (+1) INT: 5 (-3) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Damage Vulnerabilities thunder \n'b' Damage Resistances cold, fire, lightning, piercing, slashing \n'b' Damage Immunities poison \n'b' Condition Immunities blinded , deafened , petrified , poisoned , prone \n'b' Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 13 \n'b' Languages Primordial \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the lesser desiccator remains motionless, it is indistinguishable from limestone. \n'b'\n'b' ABOUT \n'b' Desiccators strange mineral elemental , the desiccator brings to mind a misshapen statue whose silhouette is barely visible under a calcified mass. \n'b' This creature absorbs humidity and turns it into stone, growing along natural or artificial walls, covering the corridors of its habitat with a solid substance made of calcites and other aqueous minerals. \n'b' Because of its properties, this elemental is sometimes summoned by conjurers to purify the air in tunnels invaded by dangerous fungi . Where a lesser desiccator will only absorb ambient humidity, a greater desiccator can dry up entire water bodies and can be used as an actual weapon against enemy communities. \n'b' When a desiccator suddenly finds itself in an environment with much more humidity than it can absorb (for example during a sudden flood), it enters stasis or is destroyed outright. Thus, even a very powerful desiccator can be eliminated by weak but industrious creatures. \n'b' Depending on the method used to destroy it, the elemental particles of a desiccator will scatter in different ways. If physical means are employed, it will be reduced to rubble, whereas magical attacks will turn it back into water. In the latter case, caution must be exercised, since the amount disgorged can be massive in the case of a particularly big elemental . \n'b' Imagine weeks or even years of running water being liberated at once! One can mitigate the risks by physically destroying the elemental , then dissolving each of its fragments with cantrips\xe2\x80\xa6 which can be a long and tedious process, albeit a safe one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Desolation Nymph \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 68 (8d10 + 24) Speed 30 ft., burrow 15 ft., climb 15 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 1 (\xe2\x80\x935) WIS: 12 (+1) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses tremorsense 30 ft., passive Perception 13 Languages \xe2\x80\x94 Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Amphibiousness . The desolation nymph can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. \n'b' Shifting Camouflage . The desolation nymph\xe2\x80\x99s carapace adapts to its current surroundings. The nymph has advantage on Dexterity ( Stealth ) checks made to hide in nonmagical, natural terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Hinged Maw . Melee Weapon Attack : +5 to hit, reach 15 ft., one creature. Hit : 14 (2d10 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13) and pulled to within 5 feet of the nymph. Until this grapple ends, the target is restrained , and the desolation nymph can\xe2\x80\x99t use its Hinged Maw on another target. \n'b' Swallow . The desolation nymph makes one Hinged Maw 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 nymph, and it takes 7 (2d6) acid damage at the start of each of the nymph\xe2\x80\x99s turns. The nymph can have only one creature swallowed at a time. If the desolation nymph dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Water Jet . The desolation nymph takes the Disengage action, and each creature within 5 feet of the nymph must succeed a DC 13 Dexterity saving throw or be blinded until the end of its next turn. \n'b'\n'b' ABOUT \n'b' An enormous dragonfly blocks out the sun, except for the iridescent shadows filtered through its diaphanous wings. Its three tails gouge into the land like plows before it darts off in a random direction. \n'b' A full-grown dawnfly is an incredibly rare sight, a massive creature that emerges once every few years and lives for little more than a week. However, it can destroy a vast swathe of crops and homes in that brief period of time. \n'b' Larval Stage . A dawnfly starts life as a desolation nymph. Unlike their smaller cousins, which turn into dragonflies, the life cycle of the desolation nymph is complex. Only occasionally do the nymphs mature into giant dragonflies and even then, not until after several years or even decades, as a nymph. Some remain a nymph for the whole of their lives. A nymph that survives at least a decade may transform into the terrifying dawnfly in the final days of its life. \n'b' Predatory Larva . Desolation nymphs hide as best they can among mangrove roots or giant reeds; they prefer to hunt near water. When prey is close, the nymph rapidly extends its lower jaw, arrayed with hooks and spines, to capture and devour its prey. \n'b' Dire Omen . The reason for a dawnfly\xe2\x80\x99s emergence is a mystery. Some view it as a harbinger of terrible times, or the avatar of any number of gods associated with death and destruction, or the herald of some demon lord or arch-devil associated with insects. All agree that, regardless of its origin, the dawnfly is a powerfully destructive force capable of eliminating entire civilizations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Despair \n'b' Medium fiend (titanspawn), neutral evil\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 16 (+3) INT: 17 (+3) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 97 (13d8 + 39) Speed 30 ft., fly 60 ft. (hover) Saving Throws Dexterity +6, Wisdom +5 Skills Deception +7, Perception +5, Stealth +6 Damage Resistances acid, cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 90 ft., truesight 30 ft., passive Perception 15 Languages Infernal, Primordial, Titan Speech; telepathy 120 ft. Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Disease Immunity . The despair is immune to disease. \n'b' Foul Pinions . As a bonus action, the despair plucks one of the foul, sickly feathers from its wings to be used as a Foul Dart attack . Its feathers grow back almost instantly, so the despair never runs out of darts. \n'b' Innate Spellcasting . The despair\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : bane , darkness , detect evil and good , ray of enfeeblement \n'b' 3/day : bestow curse (as 5th-level spell; 8 hours) \n'b' 1/day : blight \n'b'\n'b' Magic Resistance . The despair has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The despair\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The despair makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 31 (9d6) poison damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b' Foul Dart . Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 24 (7d6) poison damage, and the target is afflicted by the contagion spell (save DC 14). \n'b' Tactics \n'b' Despairs are cowards, so they attack only isolated individuals or small groups they are certain that they can overcome. They most often attack from ambush, using darts and spells on their hapless victims and then fleeing immediately, allowing time for their foul diseases to do their work. If threatened, they prefer flight over resistance. \n'b' Description \n'b' Foul beings akin to devils or daemons, despairs were created in the tarnished image of angelic hopes. Dirty, bedraggled, emaciated, and ugly, with greasy dark gray wings covered in scant, scraggly feathers, their expression mixes scorn and cruelty in one withering glance. \n'b' Withdrawn and Cowardly . Despairs focus their attention on isolated settlements and distant locations, where the threat of organized resistance is minimal. Whole villages are often targeted by a despair, which spreads disease and doubt among the population, reveling in the darkness and sorrow that it creates. After a despair has visited a place \xe2\x80\x93 usually leaving behind a ghost town \xe2\x80\x93 it drops a single dirty gray feather as a calling card.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Despair and Anger \n'b' Large celestial , neutral evil \n'b' Armor Class 16 (breastplate) Hit Points 161 (17d10 + 68) Speed 40 ft., fly 40 ft. (hover)\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 10 (+0) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +7, Cha +8 Skills Athletics +8, Perception +7 Damage Resistances necrotic, radiant Condition Immunities blinded , charmed , frightened , prone , stunned Senses truesight 60 ft., passive Perception 17 Languages all, telepathy 120 ft. Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Consumed by Rage (Anger Only) . Despair and anger has advantage on Strength ( Athletics ) checks. \n'b' Magic Resistance . Despair and anger has advantage on saving throws against spells and other magical effects. \n'b' Ruled by Sorrow (Despair Only) . Despair and anger has advantage on saving throws against being charmed and frightened . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Despair and anger makes three Blazing Fist or Shadow Tendril attacks, or it makes three Divine Bolt attacks. \n'b' Blazing Fist (Anger Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage plus 7 (2d6fire damage and 7 (2d6) radiant damage. \n'b' Shadow Tendril (Despair Only) . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained . Despair and anger has three shadow tendrils, each of which can grapple only one target. At the start of each of despair and anger\xe2\x80\x99s turns, each creature grappled by it takes 7 (2d6) necrotic damage, and despair and anger regains hp equal to half the total necrotic damage dealt. \n'b' Divine Bolt . Ranged Spell Attack : +8 to hit, range 120 ft., one target. Hit : 22 (4d8 + 4) necrotic damage (if despair is active) or radiant damage (if anger is active). \n'b' Burning Rage (Anger Only, Recharge 5\xe2\x80\x936) . Despair and anger releases a burst of burning anger. Each creature within 30 feet of it must make a DC 16 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Despairing Rejection (Despair Only, Recharge 4\xe2\x80\x936) . Despair and anger assaults the minds of up to three creatures it can see within 30 feet of it with cold despair. Each target must make a DC 16 Wisdom saving throw. On a failure, a creature takes 17 (5d6) cold damage and 17 (5d6) psychic damage and must use its reaction to move its full speed away from despair and anger by the safest available route, unless there is nowhere to move. This movement doesn\xe2\x80\x99t provoke opportunity attacks. On a success, a creature takes half the damage and doesn\xe2\x80\x99t move away from despair and anger. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Aspect . Despair and anger changes which aspect is in control. It can have only one aspect active at a time. A creature grappled by the despair aspect is no longer grappled if anger becomes the aspect in control. \n'b'\n'b' ABOUT \n'b' The armored entity with two faces shifts from a face of sadness to a face of rage and releases a devastating wave of fire. \n'b' Despair and anger are two fallen celestials, corrupted and fused together by a demon lord. They share a tarnished, silver breastplate, welded around their grafted torsos. \n'b' Alternating Aspects . Despair and anger are two independent personalities, alternatively taking control of their conjoined body. When one awakes, its half of the body animates, eyes glowing as it turns to face its opponents. \n'b' Meanwhile, its other half falls into a torpor, carried around by the dominant half until it awakens again.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel of Alchemy \n'b' Family: Angels \n'b' Medium celestial , lawful good \n'b' Armor Class 15 (natural armor) Hit Points 30 (4d8 + 12) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 18 (+4) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +5, Dexterity +5, Intelligence +6 Skills Athletics +5, Arcana +6, Investigation +6, Nature +6, Perception +5, Religion +6 Damage Resistances acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities poisoned Senses truesight 30 ft., passive Perception 15 Languages all, telepathy 120 ft. Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Alchemical Resistance . The angel of alchemy has advantage on saving throws against poison. \n'b' Infused by the Sacred Alchemy . The angel of alchemy is constantly under the effect of a holy potion or sacred oil of tier 3 or lower. \n'b' Magic Resistance . The angel of alchemy has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The angel of alchemy makes three silvered longsword attacks. \n'b' Silvered Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage or 8 (1d10 + 3) piercing damage when used with two hands. \n'b' Arsenal of the Alchemist . The angel of alchemy always carries 5 potions or oils of rare or lower rarity, and can use one when it deems it necessary. The selection of potions and oils are up to the GM. \n'b'\n'b' ABOUT \n'b' Angels of Alchemy are angels of alchemical advancement and the keepers of alchemical knowledge. They make sure that alchemy, especially sacred alchemy, is put to good use. While alchemy can heal the wounds of the innocent, it can also be used to destroy masses and cause great pain. So, they try to keep this power out of the hands of evil by destroying the recipes of poisons and alchemical diseases. \n'b' Divine Creation . An angel of alchemy is an angel and doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Keepers of Alchemical Knowledge . An angel of alchemy knows at least one sacred oil or holy potion recipe of tier 3 or lower.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil Bough \n'b' The devil bough appears as an ordinary tree. It grows in the shape of the trees nearby to increase its chances at surviving past the sapling stage. Each devil bough has a single, fleshy, twisting bough tipped with a spindly, clawed hand. It keeps its this hand hidden as best it can, using it only to catch and devour small animals who flit through its branches. \n'b' Huge fiend , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 114 (12d12 + 36) Speed 10 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +6 Skills Perception +3 Damage Immunities fire, poison Condition Immunities poisoned Senses tremorsense 60 ft., passive Perception 13 Languages Abyssal, Infernal, telepathy 120 ft. Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Grinding Maw . The devil bough has advantage on attack rolls against any creature grappled by its bite attack . \n'b' Like Calls to Like . The devil bough knows if a creature within 60 feet of it is evil-aligned or not. \n'b' Actions \n'b' Multiattack . The devil bough makes one claw attack and one bite attack . \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 14 (3d6 + 4) slashing damage. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained and the devil bough can\xe2\x80\x99t make bite attacks against other targets. \n'b' Reactions \n'b' Arcasynthesis . When a spell of 5th level or lower is cast within 100 feet of the devil bough, it attempts to synthesize the magic. The spell resolves as normal, but the devil bough has a 50% chance of regaining 5 (1d10) hp per level of the spell cast. \n'b' About \n'b' Devourers of Magic . Devil bough trees have a natural ability to feed on magical energy, gaining strength and growth spurts from consuming a spell or magical item. For this reason, the trees often inhabit places where magic is found: enchanted pools or interplanar portals. \n'b' Cannibals . The devil bough will gladly eat its own kind or other fiends to sustain itself. However, if meat is scarce in a region, the trees are known to work together along with execrable shrubs to ensure survival. \n'b' Fiendish Flora \n'b' Whenever the celestial or fiendish planes intersect with the material one, there is an opportunity for a commingling of flora. \n'b' Fiendish flora grows at sites where great evil has transpired, where foul things are worshipped, and where devils and demons have tread. These foul life forms are carnivorous and require blood to grow and thrive on the Material Plane. Cunning devils cut and clip the plants into unholy gardens which bolster their powers. Demons promote the flora\xe2\x80\x99s wild and expanding nature, sacrificing animals and humanoids to allow the fiendish plants to grow as rapidly as possible. \n'b' Carnivores . Fiendish plants require blood to grow. On the Material Plane, the plants do best in forests where careless animals are plentiful. These evil, sentient plants form relationships with all manner of dark-hearted beings.\xc2\xa0Fiendish flora offer power and protection in exchange for fresh blood. The craven nature of these plants often sees them devouring their allies when fresh blood is scarce. \n'b' Discord, Dismay, and Darkness . The fiendish plants propagate and thrive wherever there is a concentration of evil, chaos, and misery. If a fiend treads the Material Plane, there is a good chance that fiendish plants will trace its steps. A single shrub hidden in a farmer\xe2\x80\x99s field can affect the temperament of nearby animals and humanoids, causing nightmares, depression, and a darkening of disposition.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil Initiate \n'b' Medium humanoid (any), any evil alignment \n'b' Armor Class 16 (natural armor) Hit Points 49 (9d8 + 9) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 13 (+1) INT: 11 (+0) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Wisdom +5 Skills Acrobatics +5, Stealth +5 Damage Resistances fire Senses passive Perception 13 Languages Common, Infernal Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Fists of Dark Flame (1/day). The devil initiate wreaths its fists in flame. It deals an additional 7 (2d6) fire damage when it hits with its Unarmed Strikes for 1 minute. \n'b' Slow Fall . The devil initiate reduces any falling damage by 30. If it does not take damage from a fall, it does not fall prone . \n'b' Actions \n'b' Multiattack . The devil initiate makes two Unarmed Strikes. It can use its Flurry of Blows ability in place of one of the Unarmed Strikes. \n'b' Unarmed Strike . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Flurry of Blows (3/day). Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) bludgeoning damage, and the target suffers one of the following effects of the devil initiate\xe2\x80\x99s choice: The target must succeed on a DC 14 Dexterity saving throw or be knocked prone . The target must make a DC 14 Strength saving throw or be pushed up to 15 feet away from it. The target can\xe2\x80\x99t take reactions until the end of its next turn. \n'b' Reactions \n'b' Deflect Missiles . If it has one hand free, the devil initiate can use its reaction in response to being hit with a ranged weapon attack . It reduces the damage by 11 (1d10 + 6). If it reduces the damage to 0, it can catch the missile if it is small enough for it to hold with one hand.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil Mendicant \n'b' Medium humanoid (any), any evil alignment \n'b' Armor Class 18 (natural armor) Hit Points 66 (12d8 + 12) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 13 (+1) INT: 11 (+0) WIS: 18 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Wisdom +7 Skills Acrobatics +7, Stealth +7 Damage Resistances fire Senses passive Perception 14 Languages Common, Infernal Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Fists of Dark Flame (1/day). The devil mendicant wreaths its fists in flame. It deals an additional 7 (2d6) fire damage when it hits with its Unarmed Strikes for 1 minute. \n'b' Slow Fall . The devil mendicant reduces any falling damage by 30. If it does not take damage from a fall, it does not fall prone . \n'b' Actions \n'b' Multiattack . The devil mendicant makes three Unarmed Strikes. It can use its Flurry of Blows ability in place of one of the Unarmed Strikes. \n'b' Unarmed Strike . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. \n'b' Flurry of Blows (3/day). Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) bludgeoning damage, and the target suffers one of the following effects of the devil mendicant\xe2\x80\x99s choice: The target must succeed on a DC 15 Dexterity saving throw or be knocked prone . The target must make a DC 15 Strength saving throw or be pushed up to 15 feet away from it. The target can\xe2\x80\x99t take reactions until the end of its next turn. \n'b' Reactions \n'b' Deflect Missiles . If it has one hand free, the devil mendicant can use its reaction in response to being hit with a ranged weapon attack . It reduces the damage by 16 (1d10 + 11). If it reduces the damage to 0, it can catch the missile if it is small enough for it to hold with one hand.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Caulborn \n'b' Medium aberration , neutral \n'b' Armor Class 15 (breastplate) Hit Points 71 (13d8 + 13) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 13 (+1) INT: 18 (+4) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +7, Wis +6, Cha +6 Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 Senses darkvision 120 ft., passive Perception 16 Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Giant, Infernal; telepathy 100 ft. Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting (Psionics) . The caulborn\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : detect thoughts , detect magic \n'b' 1/day : consume thoughts (as a 9th level modify memory spell except if the target makes the saving throw it takes 15 (2d10 + 4) psychic damage and the caulborn heals for the same amount of hit points ) \n'b' 3/day each : charm monster, hold monster , hypnotic pattern , psychic crush (as vampiric touch but does psychic damage. \n'b' 1/week : plane shift (willing creatures only) \n'b'\n'b' Cooperative Scrying . Three or more caulborn joining hands can scry on a place or creature as if using the scrying spell (DC 20), but with no limit to the spell\xe2\x80\x99s duration so long as at least three of the caulborn involved continue to join hands and concentrate. \n'b' Creature Sense . The caulborn is aware of the presence of creatures within 60 feet of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature\xe2\x80\x99s Intelligence score, but can\xe2\x80\x99t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can\xe2\x80\x99t be perceived in this manner. \n'b' Hive Mind . As long as there are at least two caulborn within 300 feet of each other, if one caulborn in the group is aware of a particular danger, they all are. No caulborn in a group grants advantage due to flanking, surprise or other position-based combat bonus. \n'b' Id Insinuation . Anytime a creature takes psychic damage from the caulborn it must make a DC 15 Intelligence saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Intellect Fortress . So long as the caulborn is wearing no armour it may add its Intelligence modifier to its AC. \n'b' Magic Resistance . The caulborn has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The caulborn makes one bite and two claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 3 (1d6) piercing damage and 15 (2d10 + 4) psychic damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 3 (1d6) slashing damage 9 (1d10 + 4) psychic damage. \n'b'\n'b' ABOUT \n'b' A voice echoes in your mind, and you can somehow tell that it originates with the strange creature. Pardon the interruption, it says. I mean you no harm and wish to speak with you. \n'b' The creature is a caulborn that has been exploring and observing the goings-on in the ruins for some time. It communicates with the PCs telepathically seeking to parley and has no interest in a fight. If the PCs attack , it plane shifts away and will make one more attempt to contact them in the future. If attacked a second time it again plane shifts away never to return and leaving the PCs to their own fumbling devices. Anyone intentionally observing the creature\xe2\x80\x99s fingers and making a DC 10 Intelligence check realizes it, or something like it, is likely the source of the fingerprint found on the map in area B12.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil Monk \n'b' Medium humanoid (any), any evil alignment \n'b' Armor Class 18 (natural armor) Hit Points 97 (15d8 + 30) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 14 (+2) INT: 11 (+0) WIS: 18 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Wisdom +8 Skills Acrobatics +8, Stealth +8 Damage Immunities fire Senses passive Perception 14 Languages Common, Infernal Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Fists of Dark Flame (1/day). The devil monk wreaths its fists in flame. It deals an additional 7 (2d6) fire damage when it hits with its Unarmed Strikes for 1 minute. \n'b' Innate Spellcasting . The devil monk\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells, requiring no material components. \n'b' At will : fire bolt (5th level) \n'b' 3/day : burning hands \n'b' Magic Weapons . The devil monk\xe2\x80\x99s weapon attacks are considered magical for the purposes of damage resistances and immunities. \n'b' Slow Fall . The devil monk reduces any falling damage by 30. If it does not take damage from a fall, it does not fall prone . \n'b' Actions \n'b' Multiattack . The devil monk makes three Unarmed Strikes. It can use its Flurry of Blows or Unholy Strike ability in place of one of the Unarmed Strikes. \n'b' Unarmed Strike . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. \n'b' Flurry of Blows (3/day). Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) bludgeoning damage, and the target suffers one of the following effects of the devil monk\xe2\x80\x99s choice: The target must succeed on a DC 16 Dexterity saving throw or be knocked prone . The target must make a DC 16 Strength saving throw or be pushed up to 15 feet away from it. The target can\xe2\x80\x99t take reactions until the end of its next turn. \n'b' Unholy Strike (3/day). Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 26 (5d8 + 4) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw. On a failed saving throw, the target\xe2\x80\x99s maximum hit points are reduced by an equal amount. Lost hit points are regained when the target takes a long rest . \n'b' Reactions \n'b' Deflect Missiles . If it has one hand free, the devil monk can use its reaction in response to being hit with a ranged weapon attack . It reduces the damage by 19 (1d10 + 14). If it reduces the damage to 0, it can catch the missile if it is small enough for it to hold with one hand.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil Shark \n'b' Gargantuan monstrosity , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 198 (12d20 + 72) Speed 0 ft., swim 60 ft.\n'b' STATS STR: 24 (+7) DEX: 14 (+2) CON: 22 (+6) INT: 14 (+2) WIS: 20 (+5) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +11, Wisdom +10 Skills Intimidation +7, Religion +7, Perception +10, Stealth +7, Survival +10 Damage Resistances fire Damage Immunities cold Senses blindsight 60 ft., passive Perception 20 Languages Aquan, Deep Speech, telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Blood Frenzy . The devil shark has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hp . \n'b' Keen Smell . The devil shark has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Magic Resistance . The devil shark has advantage on saving throws against spells and other magical effects. \n'b' Shark Telepathy . The devil shark can magically command any shark within 120 feet of it, using a limited telepathy. This command is limited to simple concepts such as \xe2\x80\x9ccome here,\xe2\x80\x9d \xe2\x80\x9cdefend me,\xe2\x80\x9d or \xe2\x80\x9cattack this target.\xe2\x80\x9d \n'b' Water Breathing . The devil shark can breathe only underwater. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 29 (4d10 + 7) piercing damage and the target is grappled (escape DC 18). \n'b' Swallow . The devil shark makes one bite attack against a Large 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 devil shark, and it takes 21 (6d6) acid damage at the start of each of the devil shark\xe2\x80\x99s turns. A devil shark can have two Large, four Medium, or six Small creatures swallowed at a time. If the devil shark takes 30 damage or more on a single turn from a swallowed creature, the devil shark must succeed on a DC 18 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the devil shark. If the devil shark dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone . \n'b' Freezing Breath (Recharge 5-6) . The devil shark exhales a 60-foot cone of supernaturally cold water. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a target takes 54 (12d8) cold damage and is pushed 20 feet away from the devil shark. On a success, a target takes half the damage but isn\xe2\x80\x99t pushed. With a fang-filled maw and the glimmer of malevolent intelligence in its ruby red eyes, this shark-like creature glides through the depths in complete silence. \n'b' About \n'b' Relentlessly Territorial . This terrifying creature possesses a cunning and devious mind which it uses to bend others to its will. The devil shark considers itself superior to all other creatures of the sea and goes to great lengths to prove it. A merciless, vicious predator when active, a devil shark carves out and defends a territory for itself measured in leagues, relentlessly hunting down any creature it considers a competitor for primacy. \n'b' Slumbering Evil . The creature relies in part on the terror it spreads during its periods of activity to keep it safe and undisturbed during its long periods of dormancy. While dormant, it sleeps in deep undersea caves or ancient submerged structures of unknown artifice. \n'b' Object of Veneration . The devil shark is a solitary creature, though it sometimes enjoys the worship of sahuagin . As rapacious as the hungriest shark, the devil shark enjoys consuming the flesh of sentient creatures and looks kindly on those providing it with such sacrifices, though it will just as soon eat those same admirers should such offerings cease. \n'b' Alternate Traits and Actions \n'b' Source ExpCod (Open Design) \n'b' The following changes allow GMs to alter a devil shark without modifying its challenge rating. \n'b' Amphibious . The devil shark can breathe air and water. It also has a speed of 10 feet. The devil shark loses its Water Breathing trait. Additionally, its swim speed is reduced to 40 feet. \n'b' Crushing Charge . If the devil shark swims at least 20 feet straight toward a creature and hits with a slam attack on the same turn, the target takes an additional 22 (4d10) bludgeoning damage and must succeed on a DC 18 Strength saving throw or be knocked 20 feet away from the devil shark. The devil shark gains a slam melee weapon attack, and its bite attack is modified: \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 24 (3d10 + 7) piercing damage and the target is grappled (escape DC 18). \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 18 (2d10 + 7) bludgeoning damage. \n'b' Icy Belly . A creature swallowed by the devil shark takes 10 (3d6) acid damage and 10 (3d6) cold damage at the start of each of the devil shark\xe2\x80\x99s turns. This trait modifies the devil shark\xe2\x80\x99s Swallow action. \n'b' Summon Giant Shark (1/Day) . The devil shark summons 1d4 sharks. A summoned shark appears in an unoccupied space within 60 feet of the devil shark, acts as an ally, and remains for 1 minute. The devil shark loses its Magic Resistance trait when it gains the Summon Giant Shark action. \n'b' Vortex (Recharge 4-6) . The devil shark creates a vortex of water within 30 feet of it that lasts for 1 minute. The vortex is 5 feet in diameter and up to 30 feet tall. A creature occupying the space where the vortex appears or entering the vortex for the first time on a turn must make a DC 18 Dexterity save or be restrained and take 2d8 bludgeoning damage. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 18 Strength check. The devil shark loses its Freezing Breath action.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Barghest \n'b' Medium fiend , lawful evil \n'b' Armor Class 15 HP 37 (6d8+6) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 13 (+1) INT: 15 (+3) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws : +6, +5, +6 Senses passive Perception 15 Skills Perception +5, Stealth +5, Survival +5 \n'b' Special Traits \n'b'\n'b' Pass without Trace . A barghest can pass without trace (as the spell) when in wolf form. \n'b'\n'b' Actions \n'b'\n'b' Change Shape . A barghest can change shape to a goblin or wolf. \n'b' Multiattack . (2 claws and bite) \n'b' Bite . Melee Weapon Attack : . Hit : 2d6+3 piercing \n'b' Claw . Melee Weapon Attack : . Hit : 1d8+3 slashing \n'b' Consume Soul . The barghest can use an action to gain 1 HD each time it kills 3 victims. The barghest chooses the creatures it killed and after using this ability chosen creatures can\xe2\x80\x99t be raised) \n'b' Spell-like Abilities . (Save DC 15)\n'b'\n'b'\n'b' At will -change self, levitate , minor illusion , misdirection \n'b' 1/day -charm monster, dimension door , fear'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Bat (Piterin) \n'b' Medium humanoid , any neutral\n'b' STATS STR: 11 (+0) DEX: 17 (+3) CON: 15 (+2) INT: 11 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (shield) Hit Points 26 (4d8 + 8) Speed 20 ft., climb 10 ft., fly 60 ft. Saving Throws Dexterity +5 Skills Acrobatics +5, Perception +4, Stealth +5, Survival +4 Senses blindsight 120 ft., passive Perception 14 Languages Ledean, Piterin Challenge 1 (200 XP) \n'b' Special Traits \n'b' Echolocation . The bat devil can\xe2\x80\x99t use its blindsight while deafened. \n'b' Keen Hearing . The bat devil has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Pedal Dexterity . The bat devil can use its feet to perform tasks other humanoids perform with their hands. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 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' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Tactics \n'b' Unless given no means of escape, bat devils prefer to fly away from combat at the earliest opportunity. When forced to defend their roosts, they wield scavenged weapons with their feet, engaging opponents as they remain airborne. If cornered, a bat devil may fight with the long claws on its feet or even deliver a wicked bite. \n'b' Description \n'b' Devil No More . The bat devils are rather inaccurately named; this sentient race of bat-people suffers from a bad, yet unearned reputation. One of the few humanoid races naturally capable of flight, bat devils stand around six feet tall when fully upright. Their batlike features and huge, leathery wings tend to frighten other races, which have dubbed the bat-folk \xe2\x80\x9cdevils\xe2\x80\x9d out of superstition. (Their name for themselves is the Piterin, or \xe2\x80\x9cthe flying people. \xe2\x80\x9d) \n'b' Simple Folk . Bat devils typically eat monstrous insects and birds, which they catch on the wing, but they have been known to augment their diet by carrying off young herd animals. As they see little difference between a rancher\xe2\x80\x99s herd and wild prey, their occasional predations only add to their reputation among men. Worse, due to the actions of a few rogue (and likely insane) individuals, bat devils are rumored to snatch away and eat unattended children, even though the average bat devil is no more likely to steal a child than is the average man. \n'b' This creature looks like a humanoid bat, complete with massive leathery wings, large sensitive ears and a light covering of fur. Its eyes are fierce and it wields a shortsword in one hand-like foot and a shield in the other. \n'b' Bat devils have a relatively simple society, due to their lack of reliance on material goods. They tend to gather in roosts, led by the wisest female. \n'b' Most roosts have at least one member who has eavesdropped enough to master at least conversational Ledean, and under dire circumstances, a roost may send heavily robed emissaries into settled lands to conduct business of one sort or another.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Cenobite \n'b' Medium humanoid (any), any evil alignment \n'b' Armor Class 19 (natural armor) Hit Points 135 (18d8 + 54) Speed 50 ft.\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 16 (+3) INT: 11 (+0) WIS: 18 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +9, Wisdom +9 Skills Acrobatics +9, Stealth +9 Damage Immunities fire, poison Condition Immunities poisoned Senses passive Perception 14 Languages Common, Infernal Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Fists of Dark Flame (1/day). The devil cenobite wreaths its fists in flame. It deals an additional 7 (2d6) fire damage when it hits with its Unarmed Strikes for 1 minute. \n'b' Innate Spellcasting . The devil cenobite\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells, requiring no material components. \n'b' At will : fire bolt (5th level) \n'b' 3/day : burning hands (3rd-level, 5d6 fire damage) \n'b' 1/day : misty step \n'b' Magic Weapons . The devil cenobite\xe2\x80\x99s weapon attacks are considered magical for the purposes of damage resistances and immunities. \n'b' Slow Fall . The devil cenobite reduces any falling damage by 30. If it does not take damage from a fall, it does not fall prone . \n'b' Actions \n'b' Multiattack . The devil cenobite makes three Unarmed Strikes. It can use its Flurry of Blows or Unholy Strike ability in place of one of the Unarmed Strikes. \n'b' Unarmed Strike . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) bludgeoning damage. \n'b' Flurry of Blows (3/day). Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 18 (3d10 + 5) bludgeoning damage, and the target suffers one of the following effects of the devil cenobite\xe2\x80\x99s choice: The target must succeed on a DC 16 Dexterity saving throw or be knocked prone . The target must make a DC 16 Strength saving throw or be pushed up to 15 feet away from it. The target can\xe2\x80\x99t take reactions until the end of its next turn. \n'b' Unholy Strike (3/day). Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 32 (5d10 + 5) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw. On a failed saving throw, the target\xe2\x80\x99s maximum hit points are reduced by an equal amount. Lost hit points are regained when the target takes a long rest . \n'b' Reactions \n'b' Deflect Missiles . If it has one hand free, the devil cenobite can use its reaction in response to being hit with a ranged weapon attack . It reduces the damage by 22 (1d10 + 17). If it reduces the damage to 0, it can catch the missile if it is small enough for it to hold with one hand.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Ghaddar \n'b' Huge fiend (devil), lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 207 (18d12 + 90) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 20 (+5) INT: 18 (+4) WIS: 17 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Con +10, Cha +10 Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks that are not silver. Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 13 Languages Abyssal, Common, Infernal, telepathy 120 ft. Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the ghaddar\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The ghaddar devil has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The ghaddar\xe2\x80\x99s weapon attacks are magical. \n'b' Innate Spellcasting . The ghaddar\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components: \n'b'\n'b' At will : detect magic , wall of fire \n'b' 3/day : fireball , lightning bolt \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ghaddar makes two Claw attacks and one Bite attack . \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 20 (4d6 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) slashing damage. \n'b' Feed . The ghaddar feeds on the corpse of a slain foe and regains 23 (2d12 + 10) hit points . \n'b'\n'b' ABOUT \n'b' The terrible and mighty ghaddars are massive creatures standing almost three times as tall as a human but with the head of a donkey. It shuffles with a hunched gait as it moves. Large downward-curving horns protrude from its head. Its body is covered with blackish hair. Its feet are splayed, and its eyes are stark white with hollow black pupils. \n'b' Ghaddars roam the planes of Hell devouring the unfortunate souls of those they encounter. They also consume the essence and being of any outcast devils and dukes who cross their path. A typical ghaddar stands 15 feet tall and weighs 6,000 pounds. A ghaddar assails its foes with a barrage of claw attacks. A grabbed opponent is bitten and, if slain, devoured. Ghaddar are not strategists, and unless directed by a commander or captain, they attack with little organization and finesse. The ferocity of the ghaddar is unparalleled in combat.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Hellstoker \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 39 (6d8 + 12) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 15 (+2) 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 Str +4, Con +4, Wis +2, Cha +2 Skills Athletics +4, Intimidation +2, Perception +2 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 16 Languages Infernal; telepathy 120 ft. Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b' Oily Hide . A hellstoker devil gets +10 on checks to escape being grappled or restrained . \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6+2) slashing damage. \n'b' Pike . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 7 (1d10+2) piercing damage. \n'b' Bellows (Recharge 5-6) . Ranged Spell Attack : +2 to hit, range 30 ft., one target. Hit : 13 (3d8) fire damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Fiery Body . When the hellstoker devil would take fire damage, all creatures within 5 ft. take 3 (1d6) fire damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel of Dreams \n'b' Family: Angels \n'b' Large celestial , any good \n'b' Armor Class 17 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 20 (+5) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +8, Wisdom +8, Charisma +8 Skills Arcana +8, Nature +8, History +8, Insight +8, Perception +8, Religion +8 Damage Resistances psychic, radiant Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , poisoned Senses truesight 30 ft., passive Perception 18 Languages all, telepathy 120 ft. Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dreaming Communication . The angel of dreams ignores the range restriction on its telepathy when communicating with a creature whose dreams it previously visited. The two don\xe2\x80\x99t need to be on the same plane of existence. \n'b' Magic Resistance . The angel of dreams has advantage on saving throws against spells and other magical effects. \n'b' Shapechanger . The angel of dreams can use its action to polymorph into a Small, Medium, or Large creature, or back into its true form. Other than its size , its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The angel of dreams makes three Smite Mind attacks. \n'b' Smite Mind . Ranged Spell Attack : +8 to hit, range 30 ft., one target. Hit : 7 (1d8 + 3) psychic damage and 5 (1d10) radiant damage. \n'b'\n'b' ABOUT \n'b' Sometimes heavenly, sometimes hellish, sometimes gibberish; all conscious creatures witness the unique experience that is dreaming. And it should come as no surprise that there are angels who have control over dreams, just as there are certain types of evil who use nightmares to harm others. These angels, angels of dreams, protect the righteous in their dreams, and stand vigilant against the darkness and nightmares that threaten their peace of mind. They also carry divine messages and visions to the dreaming through dreams. \n'b' Divine Creation . An angel of dreams is an angel and doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Ruler of Dreams . There are tales of immensely powerful angels of dreams, such that they are worshiped by fey and other creatures who worship or live in dreams. They may even grant clerical powers or be warlock patrons. \n'b' Unreal Existence . An angel of dreams is a creature of dreams, which makes its existence physically untouchable and incomprehensible. They don\xe2\x80\x99t have an exact shape and they are extremely resistant to mundane weapons. Additionally, because of the chaotic nature of dreams, there are angels of dreams who are of non-lawful alignments. This feature also makes them able to directly affect the minds of others. They can smite the minds of their enemies as they attack. Although the attack is the same in mechanics, each angel of dreams presents the attack in a different way. Some of them create a rain of heavenly blades raining down the sky, some blast their enemies to dust with arcane bolts, and others strike in other unique ways.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Koralk \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 136 (16d10 + 48) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 17 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +4, Cha +5 Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 10 Languages Infernal, telepathy 120 ft. Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness does not impair the koralk\xe2\x80\x99s darkvision. \n'b' Harvester Venom . The koralk produces a potent poison that liquefies the innards of those affected by it. Every hour that elapses after a creature succumbs to this poison, it must succeed on a DC 17 Constitution saving throw or take 7 (2d6) poison damage, and its hp maximum is reduced by that amount. Creatures with resistance or immunity to poison or the poisoned condition can be affected by this poison. Such creatures have advantage on the saving throw. This potent poison remains within the creature\xe2\x80\x99s body until removed by the greater restoration spell or similar magic. If a creature dies while suffering from this poison, it rises as a lemure 1 hour later under the control of the nearest non-lemure devil within 1 mile. \n'b' Magic Resistance . The koralk has advantage on saving throws against spells and other magical effects. \n'b' Steadfast . The koralk can\xe2\x80\x99t be frightened while it can see an ally within 30 feet of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The koralk makes one Bite attack , one Scythe attack, and three Stinger attacks. It can replace its Scythe attack with a Vestigial Arms attack. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage. \n'b' Scythe . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) slashing damage. \n'b' Stinger . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 7 (1d4 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or succumb to the devil\xe2\x80\x99s venom (see the Harvester Venom trait). \n'b' Vestigial Arms . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the creature is restrained , and the devil can\xe2\x80\x99t use its Vestigial Arms on another target. \n'b'\n'b' ABOUT \n'b' The fiendish hulk bears features taken from a nightmare scorpion, with three stinging tails and four limbs. It wields a massive scythe. \n'b' Shaped by Arbeyach . These fiends sprang from the dark imagination of Hell\xe2\x80\x99s Prince of Swarms, Arbeyach, who twisted them into being from lemures and scorpions. Arbeyach shaped the koralk to be annihilators in battle and to gather souls from the fallen, bypassing typical soul collection methods to feed his war machine more quickly. They are sometimes called \xe2\x80\x9charvester devils.\xe2\x80\x9d \n'b' Transforming Poison . Poison from the koralk\xe2\x80\x99s stingers liquefies the victim\xe2\x80\x99s insides in an agonizing transformation. The creature swells as its organs, muscles, and skeleton rapidly break down and reform, transforming the creature into a lemure in a burst of fiendish goo. The new lemure is subject to the will of more powerful devils, and its fate from that moment on is the same as any lemure\xe2\x80\x99s. The koralk\xe2\x80\x99s poison can work this transformation on demons, giving Arbeyach\xe2\x80\x99s armies a unique edge. \n'b' Infernal Mounts . A koralk is strong enough for many devils to ride. They prefer only powerful devils as riders, but they obey their superiors and carry even the lowest of devils into battle if directed. Arbeyach often rides an especially large specimen into battle, called the Grand Annihilator by his devilish troops.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Salt \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 93 (11d8 + 44) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 18 (+4) INT: 13 (+1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +7, Cha +5 Skills Perception +5, Stealth +4 Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages Celestial, Common, Gnoll, Infernal, telepathy 120 ft. Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The devil\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : darkness \n'b' 1/day each : harm , teleport \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The devil makes two Scimitar attacks. \n'b' Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. If the target is neither undead nor a construct, it must make a DC 15 Constitution saving throw, taking 5 (1d10) necrotic damage on a failure or half as much on a success. Plants, oozes, and creatures with the Amphibious, Water Breathing , or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also gains one level of exhaustion .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cauldron Bloom \n'b' Gargantuan plant , neutral \n'b' Armor Class 16 (natural armor) Hit Points 232 (15d20+75) Speed 10 ft., burrow 10 ft.\n'b' STATS STR: 28 (+9) DEX: 15 (+2) CON: 20 (+5) INT: 15 (+2) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Str +14, Con +10, Wis +7, Cha +7 Skills Perception +7, Stealth +7 Condition Immunities charmed , frightened Senses blindsight 120 ft., tremorsense 1 mile, truesight 120 ft., passive Perception 17 Languages Sylvan, Terran (can\xe2\x80\x99t speak) Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (1/Day) . If the cauldron bloom fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The cauldron bloom has advantage on saving throws against spells and other magical effects. \n'b' Sanguine Centrifuge . A creature that enters or begins their turn within the cauldron bloom\xe2\x80\x99s stomach is blinded and restrained , has total cover against attacks and other effects outside the worm, and takes 18 (2d8 + 9) bludgeoning damage and 10 (3d6) necrotic damage as spinning arcane currents force the blood from their bodies. A creature that begins its turn in the stomach must make a DC 18 Dexterity save; on a failure, the creature is incapacitated until the beginning of its next turn due to these forces. If the cauldron bloom takes 30 damage or more on a single turn from a creature inside it, the cauldron bloom must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the cauldron bloom. If the cauldron bloom dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cauldron bloom uses Warping Field. Then it makes a slam attack . \n'b' Slam . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. \n'b' Terraforming Teleport (1/Day) . The cauldron bloom teleports itself and its stomach contents up to 1 mile, to a destination within enough stone, soil, sand, or similar material to surround the cauldron bloom\xe2\x80\x99s body. The material the cauldron bloom will occupy is in turn teleported to backfill the cavity left by the creature\xe2\x80\x99s departure. If a cauldron bloom attempts to teleport to an invalid location, the ability fails with no effect. \n'b' Warping Field . A cauldron bloom draws prey close with invisible arcane strands. Each creature within 120 feet of the cauldron bloom must make a DC 18 Dexterity saving throw. A creature that fails the save is teleported 60 feet toward the cauldron bloom; if this would bring a creature or object within 30 feet of the cauldron bloom, it is instead teleported into the cauldron bloom\xe2\x80\x99s stomach. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The cauldron bloom can take 3 Legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The cauldron bloom regains spent Legendary actions at the start of its turn. \n'b'\n'b' Detect . The cauldron bloom makes a Wisdom ( Perception ) check. \n'b' Invisible Strand (Costs 2 Actions) . One creature within 360 feet the cauldron bloom can see must make a DC 18 Constitution saving throw. If the creature fails, it is teleported into the cauldron bloom\xe2\x80\x99s stomach. \n'b' Slam Attack . The cauldron bloom makes one slam attack . \n'b'\n'b' ABOUT \n'b' Cauldron blooms are immense, slow-moving subterranean plants that maintain their arcane metabolisms by consuming massive quantities of blood. They dwell in cold environs, typically along the migration routes of herd animals, and slowly teleport to new locations in search of food. Feeding cauldron blooms generally erupt from the ground in the midst of such herds. The animals\xe2\x80\x99 panicked cries are cut short when the terrified individuals wink out of existence, reappearing a moment later inside the cauldron bloom\xe2\x80\x99s otherworldly guts. Arcane winds within the cauldron bloom\xe2\x80\x99s stomach rapidly draw the blood from ingested prey, shred their bodies, and leave nothing behind. A particularly hungry cauldron bloom can systematically consume entire herds of animals or sequester one individual\xe2\x80\x94such as an unlucky giant or megafauna\xe2\x80\x94inside its stomach. The prey\xe2\x80\x99s blood fuels the plant\xe2\x80\x99s magical physiology, casting flickering arcane light as it distributes throughout the cauldron bloom\xe2\x80\x99s body. \n'b' Nexus Digestion . Typically, cauldron blooms live for hundreds of years. Their bodies are around 15 feet in diameter and weigh upward of 80 tons. Cauldron blooms do not feed in a traditional sense. Instead, they wrap potential prey in invisible threads of magical energy. Snared creatures are teleported directly into the blooms\xe2\x80\x99 stomachs, where interior winds swirl in a roaring arcane centrifuge that forcibly extracts prey\xe2\x80\x99s blood and quickly renders any mundane organic material to a fine powder. Equipment and magical oddities are left behind, however, meaning clouds of manufactured shrapnel circulate within most older cauldron blooms.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, The Lightbringer (Prince of Darkness, Prince of Infernus) \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 22 (natural armor) Hit Points 405 (30d10 + 240) Speed 40 ft., 60 ft.\n'b' STATS STR: 28 (+9) DEX: 28 (+9) CON: 28 (+9) INT: 30 (+10) WIS: 28 (+9) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +17, Dexterity +17, Constitution +17, Intelligence +18, Wisdom +17, Charisma +18 Skills Arcana +18, Deception +18, History +18, Insight +17, Intimidation +18, Nature +18, Perception +17, Persuasion +18, Religion +18, Stealth +17 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 27 Languages Abyssal, Celestial, Common, Dwarvish, Elven, Halfling, Giant, Gnomish, Goblin, Ignan, Infernal, Terran, telepathy 100 ft. Challenge 28 (120,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Innate Spellcasting . The Lightbringer\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). He can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : altar self, animate dead , bane , detect evil and good , detect magic , detect thoughts , fireball , invisibility , magic circle , teleport (self only), tongues , true seeing , wall of fire , witch bolt, zone of truth \n'b' 3/day each : dispel evil and good , raise dead , power word kill \n'b' 1/day : wish \n'b'\n'b' Legendary Resistance (3/day) . If the Lightbringer fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . The Lightbringer has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Lightbringer\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . The Lightbringer regains 10 hit points at the start of its turn. If the Lightbringer takes damage from a silvered weapon, this trait doesn\xe2\x80\x99t function at the start of the Lightbringer\xe2\x80\x99s next turn. The Lightbringer is destroyed only if he starts his turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Lightbringer makes one Fork of Infernus attack and two Phosphorous attacks. \n'b' Fork of Infernus . Melee or Ranged Weapon Attack : +17 to hit, reach 10 ft. or range 100/400 ft., one target. Hit : 24 (3d10 + 8) piercing damage plus 36 (8d8) necrotic damage. If the target is a celestial, elemental , or fiend it must succeed on a DC 27 Constitution saving throw or be paralyzed . If the Fork of Infernus is thrown, it returns to the Lightbringer\xe2\x80\x99s hand at the end of his turn. \n'b' Phosphorous . Melee Weapon Attack : +17 to hit, reach 5 ft., one target. Hit : 19 (2d10 + 8) slashing damage plus 36 (8d8) fire damage and the target is set on fire. A creature set on fire by Phosphorous suffers 18 (4d8) fire damage at the start of its turn and may use its action to put the fire out. A creature reduced to 0 hit points by Phosphorous is slain and its soul consumed by the fire. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Lightbringer can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Lightbringer regains spent legendary actions at the start of his turn. \n'b'\n'b' Impale . The Lightbringer makes a Fork of Infernus attack . \n'b' Devilish Growth . The Lightbringer grows one size category, gaining 32 hit points and increasing the damage of his melee attacks by +10. \n'b' Wing Buffet (costs 2 actions) . The Lightbringer buffets the air with his wings to create a 20-foot cone of powerful wind. All creatures caught in this area must succeed at a DC 25 Strength check or be knocked prone and pushed 15 feet away from the Lightbringer. \n'b' Fiendish Recovery (costs 2 actions) . The Lightbringer recovers 50 hit points and ends one condition affecting it. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the Lightbringer takes a lair action from one of the following effects; the Lightbringer can\xe2\x80\x99t use the same effects two rounds in a row: \n'b'\n'b' All creatures within sight of the Lightbringer must succeed at a DC 25 Wisdom saving throw or fall under the sway of the Lightbringer as if they are under the effect of a dominate beast , dominate monster , or dominate person spell, as appropriate. \n'b' The Lightbringer tempts his prey with conditional wishes. All creatures within sight of the Lightbringer must succeed at a DC 25 Wisdom saving throw or accept one of these conditional wishes. These wishes must be spoken completely perfectly to take effect. Failure to do so may result in instantaneous and utter damnation and loss of soul of the wish taker. Regardless, the soul of anyone accepting wishes from the Lightbringer is forfeit upon their natural (or unnatural) terrestrial demise. \n'b' The Lightbringer summons 1d4 pit fiends to his side or summons one of his lieutenants such as Xaphan or Caasimolar. \n'b'\n'b' ABOUT \n'b' The Lightbringer is always the tallest and most perfect thing in the room. He most often reveals himself as a beautiful angelic form with golden hair, pale skin, and a handsome face. All of this is belied by the curving horns that sprout from his broad brow. Wooly goat legs and hooved feet hide beneath crisp white robes whose hems are stained in blood. Charred-black, lice-infested wings sprout from the Lightbringer\xe2\x80\x99s back. He sometimes assumes a different form, one that is still handsome, but with reddish skin and a gaze of raw hellfire and hatred, all encased in spiked black armor. If any of the Rings of Hell resemble a mortal\xe2\x80\x99s ideal of Hell, it is the Pit of Infernus where the Lightbringer bides his time and makes his plots. Infernus, his Ring of Hell, is a dark reflection of his most painful memories of the High Heavens and is dotted with temples, basilicas, and shrines that are all dedicated to his own worship. They are places of fire, blood, and torment where the damned are tortured. These burning structures line a great spiral road that descends into the great pit where his palace stands. The Lightbringer often broods upon his throne and plots revenge against the rulers of the other Rings of Hell for past betrayals. \n'b' The Lightbringer frequently bears the burning sword Phosphorus and can call it to his fist from any dimension at will. In his other hand, he bears the ever-bleeding Fork of Infernus which has slain devils, demons, and angels alike.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil\xe2\x80\x99s Fingers \n'b' Small plant , neutral \n'b' Armor Class 12 (natural armor) Hit Points 5 (1d6+1) Speed 5 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 12 (+1) INT: 1 (\xe2\x80\x935) WIS: 1 (\xe2\x80\x935) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindvision 30 ft., passive Perception 13 Languages none Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrosive . Any non-magical metal weapon used to hit the Devil\xe2\x80\x99s Fingers immediately corrodes with rust. Each time a weapon hits the fungus, after calculating damage, the weapon\xe2\x80\x99s damage rolls are permanently given a -1 penalty. If this penalty drops to -5, the weapon becomes useless. \n'b'\n'b' ACTIONS \n'b'\n'b' Grab . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d4+2) bludgeoning damage. The devil\xe2\x80\x99s fingers can target metal armor or a metal shield, causing it to have a cumulative -1 penalty to the AC it offers with each hit. The fungus can also target a held metal weapon, causing it to rust as described under the Corrosive trait above. \n'b'\n'b' ABOUT \n'b' The devil\xe2\x80\x99s fingers are a subterranean species of fungi. \n'b' More commonly called the rust fungus, the devil\xe2\x80\x99s fingers have long, reddish, serrated tendrils that appear like the pointed fingers of a hand. The fungi , but especially its hand and fingers, are coated in a corrosive goop. \n'b' When the fungus senses movement or ferrous metal, its hands extend outward (as far as 5 feet) and latch on tightly to its prey. The fungus possesses a ravenous appetite for ferrous metal and will prioritize the targeting of armored legs, shields, and weapons.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil\xe2\x80\x99s Maw \n'b' Large plant , unaligned \n'b' Armor Class 12 Hit Points 60 (8d10 + 16) Speed 0 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 15 (+2) INT: 1 (-5) WIS: 7 (-2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened , exhaustion , prone Senses tremorsense 30 ft.; passive Perception 9 Languages \xe2\x80\x94 Challenge 2 (450 XP) \n'b' Actions \n'b' Multiattack . The fungus makes two vine attacks. \n'b' Vine . Melee Weapon Attack : +5 to hit, reach 15 ft., one creature. Hit : 6 (1d8 + 2) bludgeoning damage. When a creature is hit, it becomes grappled (escape DC 14). The devil\xe2\x80\x99s maw has four tentacles but can only grapple two creatures at a time. \n'b' Engulf . Melee Weapon Attack : +5 to hit, reach 5 ft., one Medium or smaller creature Hit: 9 (2d6 + 2). The target is trapped inside the devil\xe2\x80\x99s maw\xe2\x80\x99s leafy jaws. While trapped in this way, the target is blinded and restrained , has total cover from attacks and other effects outside the devil\xe2\x80\x99s maw, and takes 14 (4d6) acid damage at the start of each of the target\xe2\x80\x99s turns. If the devil\xe2\x80\x99s maw dies, the creature inside it is no longer restrained by it. A devil\xe2\x80\x99s maw can engulf only one creature at a time.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devilbound Gnomish Prince \n'b' Small humanoid (gnome), Any evil \n'b' Armor Class 17 (Infernal Blessing) Hit Points 104 (19d6 + 38) Speed 25 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 15 (+2) INT: 16 (+3) WIS: 12 (+1) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Int +7, Cha +9 Skills Arcana +7, Deception +9, History +7, Persuasion +9 Damage Resistances cold, fire, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common, Infernal, Gnomish Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Infernal Blessing . While the devilbound gnome is conscious and wearing no armor and wielding no shield, it adds its Charisma modifier to its AC (included above) and saving throws. In addition, magical darkness doesn\xe2\x80\x99t impede the gnome\xe2\x80\x99s darkvision. \n'b' Infernal Bond . The devilbound gnome is magically bound to an imp. The imp acts as an ally of the gnome\xe2\x80\x99s, obeying its spoken commands. The gnome can perceive through the imp\xe2\x80\x99s senses, speak through its mouth, and communicate with it telepathically even if the two aren\xe2\x80\x99t on the same plane of existence. \n'b' Magic Resistance . The devilbound gnome has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The devilbound gnome makes three Hellish Blast attacks. It can replace one attack with a use of Spellcasting. \n'b' Hellish Blast . Melee or Ranged Spell Attack : +9 to hit, reach 5 ft. or range 120 ft., one target. Hit : 12 (2d6 + 5) fire damage plus 9 (2d8) poison damage. \n'b' Hell\xe2\x80\x99s Servitors (1/Day) . The devilbound gnome magically calls 1d4 devils with a challenge rating of 4 or lower, or it calls 1 devil with a challenge rating of 6 or lower. The called Fiends arrive in 1d4 rounds, acting as allies of the gnome and obeying its spoken commands. The Fiends remain for 1 hour, until the gnome dies, or until the gnome dismisses them as a bonus action. \n'b' To Hell and Back (1/Day) . The devilbound gnome sends one creature it can see within 60 feet of it hurling through Hell. The target must make a DC 17 Wisdom saving throw. On a success, the target takes 35 (10d6) fire damage as Hell pulls on the creature. On a failure, the target is incapacitated and disappears, as it takes a quick trip through the nightmarish landscapes of Hell. At the end of the gnome\xe2\x80\x99s next turn, the target reappears in the space it previously occupied, or the nearest unoccupied space, and takes 55 (10d10) psychic damage. \n'b' Spellcasting . The devilbound gnome casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\n'b'\n'b'\n'b' At will : detect magic , minor illusion , prestidigitation \n'b' 3/day each : command , dimension door , invisibility \n'b' 1/day each : fly , haste , wall of fire \n'b'\n'b' REACTIONS \n'b'\n'b' Fiendish Sacrifice . When the devilbound gnome is reduced to 0 hp, it can sacrifice a Fiend called with the Hell\xe2\x80\x99s Servitor\xe2\x80\x99s action or sacrifice its bonded imp, preventing the damage and killing the chosen Fiend. If the gnome sacrifices its bonded imp, it loses its Infernal Blessing and Infernal Bond traits until it receives a new imp from its patron devil. \n'b'\n'b' ABOUT \n'b' The devilbound gnome is a gnome spellcaster that has made a magical agreement with a devil for greater power. To ensure loyalty and to further the gnome\xe2\x80\x99s power, the devil binds an imp to the gnome\xe2\x80\x99s service. This binding changes the gnome, giving it fiendish protections and minor fiendish features, such as glowing eyes, a sulfurous aroma, a forked tongue, or similar. \n'b' Beyond fulfilling the occasional demand, the devil cares little for what the gnome does with the power, provided the flow of souls doesn\xe2\x80\x99t cease.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devilfish \n'b'\n'b' Large monstrosity , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 133 (14d10+56) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 17 (+3) DEX: 17 (+3) CON: 18 (+4) INT: 3 (-4) WIS: 12 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Int +10, Wis +9 Skills Athletics +6, Stealth +6 Senses darkvision 120 ft., passive Perception 12 Languages Abyssal, Aquan, Common Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Water Dependency . The devilfish can only breathe underwater but can hold its breath out of water for 4 hours. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The devilfish makes one bite attack and two tentacle attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, 15 ft. reach, one target. Hit : 7 (1d8 + 3) piercing damage plus 14 (4d6) poison damage. If the target is a creature, it must succeed a DC 15 Constitution saving throw or become poisoned . A poisoned creature can attempt another saving throw at the end of each of its turns. \n'b' Tentacle . Melee Weapon Attack : +6 to hit, 15 ft. reach, one target. Hit : 7 (1d8 + 3) bludgeoning damage. Instead of dealing damage, the devilfish can grapple the target (escape DC 15). \n'b' Jet Away (1/Day) . The devilfish can suddenly move 240 feet away in a straight line, provoking opportunity attacks. \n'b'\n'b' Actions \n'b'\n'b' Nautilus Defense . When attacked, a devilfish can harden its supple skin into a rigid nautiloid shell. This increases its AC to 17 but reduces its swim speed to 30 ft. and reduces the distance it can Jet Away to 120 feet. It can discard this shell at any time as a bonus action, but it cannot form a new shell until it has completed a long rest. The shell itself crumbles to sandy grit after 1 minute. \n'b'\n'b' About \n'b' Although the devilfish superficially resembles a purplish cephalopod with a swarm of slashing spined arms, most often seven but some with as many as 13. These slashing arms are shaded a mottled blue, as are its octopoid eyes, though it sometimes retreats into a nautiloid shell. While it might appear to be simply a strange sort of octopus or squid, a devilfish is an altogether different creature with a heritage steeped in the lower planes. A devilfish is 10 feet long and weighs 500 pounds. \n'b' Fiendish Cunning . More than those of a mere animal, the devilfish\xe2\x80\x99s intelligence and several of its abilities are gifts from a fiendish legacy-most sages believe that the original devilfish were once fiends from the Abyss, and that over the course of thousands of years they became true natives of the Material Plane\xe2\x80\x99s oceans. Possessing a rudimentary intellect, a devilfish can understand and even speak a few words and phrases in various languages, although when it speaks, it has a tendency to mix languages together, making it somewhat difficult to understand for anyone who doesn\xe2\x80\x99t speak all the languages known by the devilfish. \n'b' Rumors of far more intelligent devilfish dwelling in the deepest ocean trenches persist, although if these rumors are true, these deep-dwelling devilfish do not often come to the surface.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Aghul, Devil (Tusked) \n'b' Family: Devils \n'b' Large fiend , chaotic evil \n'b' Armor Class 18 (natural) Hit Points 52 (7d10+14) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 14 (+2) INT: 18 (+4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison Damage Resistances cold, bludgeoning, piercing and slashing from non-magical or non-silvered weapons Senses darkvision 120 ft., passive Perception 10 Languages telepathy 120 ft. Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The aghul regenerates 1d6 hit points per round while in a cold environment. \n'b' Innate Spellcasting . The aghul\xe2\x80\x99s innate spellcasting ability is Charisma (Spell Save DC 10, +2 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect thoughts , speak with dead \n'b' 3/day each : glyph of warding , levitate \n'b' 2/day each : fly , water walk \n'b' 1/day each : animate dead , control weather , magic circle , spiritual weapon \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The aghul can strike once with its tusks and once with its knoglen blade. \n'b' Tusks . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit 11 (2d8+2) piercing damage. \n'b' Knoglen Blade . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit 12 (2d10+1) slashing damage. In addition, on a natural 19 or 20 the blade causes Agonizing Necrosis. \n'b' Agonizing Necrosis . The target suffers intense pain as their body begins to slowly rot. They immediately develop one level of exhaustion , which cannot be removed until the Necrosis is removed. Every 24 hours, the target suffers an additional 1d10 necrotic damage as they begin to rot. This damage cannot be cured until the Necrosis is removed. The Necrosis can be removed with heal , greater restoration or remove curse. If Turn Undead is applied against the dead flesh, the target can make a Constitution save. If they fail the save, the rot is driven out and the Necrosis ends. \n'b'\n'b' ABOUT \n'b' The aghul are a type of devil, extremely evil and filled with a burning hate for all things. They are large man-like creatures, possessed of long arms and short legs. They are entirely hairless but for their monstrous heads. Their bodies are thickly muscled, if at times disproportionately so. They wear little in the way of clothing as they are totally immune to any form of temperature, hot or cold. They have massive broad foreheads, a long trunk-like nose, two huge tusks that rise from their toothy maw. Their fur-covered heads are dirty and matted. Their tusks are long, ivory and often carved or covered in jewels and bands of iron, silver, gold or platinum. They are very fond of jade and cap theirs tusks in this precious metal. When disguised, they cast themselves as dwarves, decked in jade armor and beards of ivory, combed immaculately and curled, the curls held with oils and perfumes. \n'b' Solitary Seekers of Knowledge . Their hideous forms lead them into solitary lives, though they do, from time to time, gather in a concourse for what purpose, few can surmise. Their solitude is usually spent in failed attempts at creation; for it is their desire to lord over lesser creatures and they are forever steeping themselves in arcane magic and the various sciences. These creatures are very intelligent, possessed of a natural ability to judge the value and reason of things. They possess some minor empathetic abilities. Cautious fighters: The aghul are reluctant to fight and only do so if threatened, cornered, or made extremely wrathful. Generally, they attempt to cajole their slaves or servants into battle for them. When they are forced into battle, they do so using a combination of spells to disconcert their opponents and close using their weapon of choice, the knoglen. \n'b' Knoglen Blade : This weapon is a pole-arm, fashioned from the living bones of the aghul\xe2\x80\x99s victims. Ranging about 8 feet long, it serves as a +2 weapon in both hit and damage. The blade(s) are razor-sharp, self-replicating bones. When the blade strikes a successful hit with a 19 or 20 (without bonus), flakes of the bone break off into the wound. These flakes are living bone and begin to meld with the victim. If not treated, the wound begins to rot and the surrounding flesh begins to fall off. A creature that dies from the rotting returns as an undead. Unless buried in holy or consecrated ground, they reanimate as a zombie or skeleton in 1d8 days. The Knoglen loses all magic when its owner dies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brown Fiend \n'b' Family: Devils \n'b' Medium fiend ( devil ), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 136 (16d8 + 64) Speed 50 ft.\n'b' STATS STR: 21 (+5) DEX: 57 (+3) CON: 39 (+4) INT: 46 (+3) WIS: 36 (+3) CHA: 34 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +7, Athletics +9, Perception +7, Stealth +7 Damage Resistances cold Damage Immunities fire, poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17 Languages Infernal, telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The brown fiend\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14). The brown fiend can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect evil and good , detect magic \n'b' 3/day : animate dead \n'b' 1/day each : create undead , hallow \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The brown fiend makes two Claws attacks and one Bite attack . It can use Fearful Glare in place of any melee attack . \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage. \n'b' Fearful Glare . The brown fiend targets one creature it can see within 60 feet of it. If the target can see the brown fiend, it must make a DC 17 Wisdom saving throw against this magic or become frightened until the end of the brown fiend\xe2\x80\x99s next turn on a failure. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Fearful Glare of all brown fiends for the next 24 hours. \n'b'\n'b' ABOUT \n'b' A brown fiend is six feet tall, nimble, and very fast. It is humanoid in appearance, combining the worst aspects of a leprous human , a devil , and a rabid animal, with a warty toad-like hide that seems to hang in tatters from its lank frame. Its head is oversized, with protruding, serrated-fanged jaws.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Coromn (Crown Devil) \n'b' Family: Devils \n'b' Medium fiend ( devil ), lawful evil \n'b' Armor Class 14 Hit Points 97 (15d8 + 30) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 15 (+2) INT: 17 (+3) WIS: 18 (+4) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Con +5, Wis +7, Cha +7 Skills Arcana +6, Deception +7, History +6, Intimidation +7, Perception +7, Persuasion +7, Religion +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 17 Languages Common, Infernal, telepathy 120 ft. Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Accursed Coronation . As an action, the coromn can possess a crown it can see. While possessing a crown, the coromn disappears and resides within the material of the object itself. It can\xe2\x80\x99t be targeted by any attack , spell, or other effect except ones that bar or banish fiends. It retains its game statistics, including senses and languages, but can\xe2\x80\x99t physically manipulate objects or speak. It can cast spells and use Delegate. The possession lasts until the coromn uses a bonus action to end it or is forced out by an effect like the dispel evil and good spell. When the possession ends, the coromn reappears in an unoccupied space within 5 feet of the crown. Upon first touching the possessed crown, a creature must make a DC 15 Wisdom saving throw. On a failure, the creature dons the crown and becomes magically charmed by the coromn. The charmed creature is under the coromn\xe2\x80\x99s control and can\xe2\x80\x99t take reactions , and it and the coromn can communicate telepathically with each other. The wearer can repeat the saving throw every 24 hours, but the save\xe2\x80\x99s DC increases by 1 each time (to a maximum DC 20 after 5 days). \n'b' By Royal Decree . While possessing a crown, the coromn and its crown are immune to any magical effects that would remove the crown, destroy it, or otherwise sever the physical connection between the crown and the humanoid wearing it. \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the coromn\xe2\x80\x99s darkvision . \n'b' Innate Spellcasting . The coromn\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). The coromn can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : bane , command , detect thoughts , dimension door \n'b' 1/day each : blur , confusion , dominate person , suggestion , zone of truth \n'b'\n'b' Magic Resistance . The coromn has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The coromn attacks twice with its longsword or uses Delegate twice. \n'b' Longsword (Devil Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. \n'b' Delegate . The coromn commands a minion to do its bidding. One willing creature of CR 5 or less that can hear and understand the coromn can use its reaction to move and make an attack . \n'b'\n'b' ABOUT \n'b' Coromns, also known as crown devils, rarely busy themselves with the machinations of Hell. Instead, these duplicitous fiends spend the majority of their time spreading corruption and dissent in the lands of mortals. Their true power is not physical, but the ability to manipulate the malleable minds and easily bent morals of their mortal targets. \n'b' A coromn achieves its foul agenda by appearing as a beautiful crown, diadem, or other royal finery before an unsuspecting ruler. Upon donning the fiendish finery, this powerful sovereign-who may well have been a just and beneficent governor-becomes a puppet dictator subject to the crown devil\xe2\x80\x99s every whim. \n'b' A crown devil\xe2\x80\x99s whispers can turn even the kindest of kings into hellish tyrants.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel of Flames \n'b' Family: Angels \n'b' Large celestial , lawful good \n'b' Armor Class 17 (natural armor) Hit Points 95 (10d10 + 40) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 20 (+5) DEX: 20 (+5) CON: 18 (+4) INT: 17 (+3) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +9, Constitution +8 Skills Insight +8, Intimidation +9, Perception +8, Religion +7 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Senses darkvision 60 ft., passive Perception 18 Languages Celestial, Common, Ignan Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fiery Weapons . The angel of flames\xe2\x80\x99s weapon attacks are magical. When the angel hits with any weapon attack , the weapon deals an extra 2d8 fire damage (included in the attack ). \n'b' Magic Resistance . The angel of flames has advantage on saving throws against spells and other magical effects. \n'b' Marked with Fire . The angel of flames has divine marks burning with fire on their bodies, which makes them stronger. However, if an angel of flames takes 20 cold damage within a round, it takes a -2 penalty to AC. This reduction lasts until the start of the angel\xe2\x80\x99s next turn. A successful DC 15 Intelligence ( Arcana ) check reveals that the cold has this effect on the angel of flames. \n'b' Smite the Malevolent (3/Day) . The angel of flames shouts with rage as a bonus action, and gains advantage on attack rolls against evil creatures until the end of its turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The angel of flames makes two melee weapon attacks. \n'b' Glaive . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) slashing damage plus 9 (2d8) fire damage. \n'b' Bow of Holy Fire . Ranged Weapon Attack : +9 to hit, range 150/600 ft., one target. Hit : 8 (1d8 + 5) piercing damage plus 9 (2d8) fire damage. The angel of flames can speak the bow\xe2\x80\x99s command word at will and shoot an arrow. When the arrow hits, the attack deals an extra 28 (8d6) radiant damage. If the target is an evil-aligned creature, it must succeed on a DC 17 Constitution saving throw or be stunned until the end of its next turn. The angel can use this feature 5 times. It regains any expended uses daily at dawn. \n'b' Wings of Fire . The angel of flames attempts to grapple a Large or smaller creature within 5 feet of it. If the target is Medium or smaller, the angel has advantage on its grapple check. While the angel is grappling the target, it takes 5 (1d10) bludgeoning damage plus 11 (2d10) fire damage at the end of each turn it stays grappled (escape DC 17). \n'b'\n'b' ABOUT \n'b' Not all angels are born of light and radiant energy. Some are born of fire and are bound to their deity with a burning sense of devotion. Their righteous rage, which they only unleash upon the wicked, is ferocious. An angel of flames is the blade of the divine that beheads heretics, and the arrow that pierces the hearts of the apostates. \n'b' These angels have four burning wings that illuminate their surroundings with holy fire. The same fire glows in the scars they have on their bodies. \n'b' Divine Creation . An angel of flames is an angel and doesn\xe2\x80\x99t require food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil Dog \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 67 (9d10 + 18) Speed 50 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 15 (+2) INT: 11 (+0) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +5, Wisdom +6, Charisma +5 Skills Insight +9, Perception +9, Stealth +6, Survival +9 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 120 ft., passive Perception 19 Languages Infernal, telepathy 120 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Keen Smell . The devil dog has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b' Scent of Prey . The devil dog knows the exact location of any soul whose true name it knows, as long as that soul resides in a vessel or body within 1 mile. If the soul is beyond that distance, it knows the direction the soul lies in. If the soul is on a different plane of existence, it knows the plane that the soul resides on. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' About \n'b' The devil dog is a terrifying creature, with a brow containing three sets of eyes, and a long snout full of jagged, alligator-like teeth. Red leathery skin stretches across the skull and the disproportionate body, and a skeletal red tail slinks behind it as it hunts the layers of Hell. \n'b' The devil dog is a lesser devil , often employed to hunt down those few souls who escape from the arch-devils. It is a bizarre looking creature; it has the locomotive skills of a hound, loping after prey, yet its rear digitigrade legs are longer than a normal hound\xe2\x80\x99s, giving them a hunched, perpetually-about-to-pounce posture. They possess clawed paws on both fore and rear limbs. \n'b' The devil dog is capable of smelling out a soul whose true name it knows. The devil dog cannot and will not rest until it locates the creature, sniffing out its soul \xe2\x80\x93 even if that soul leaves its body for another. None can avoid paying an arch- devil its due.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cauldronborn \n'b' A humanoid made of clods of earth, worn stones, and fragments of metal roams a forgotten battlefield. When it spies a potion, faint light flares in its eye sockets and the creature rushes toward it. \n'b' Small construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 13 (3d6 + 3) Speed 20 ft.\n'b' STATS STR: 14 (+2) DEX: 7 (-2) CON: 12 (+1) INT: 3 (-4) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances piercing and slashing from nonmagical attacks not made with adamantine Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Consumption . As a bonus action , a cauldronborn can consume one potion within 5 feet of it that is not being worn or carried. Along with the potion\xe2\x80\x99s effect, the cauldronborn\xe2\x80\x99s hp maximum increases by 3 (1d6) and it gains the same number of hp . \n'b' Detect Elixir . The cauldronborn can pinpoint the location of potions and magic items within 60 feet of it. Outside of 60 feet, it can sense the general direction of potions within 1 mile of it. \n'b' Regeneration . The cauldronborn regains 2 hp at the start of its turn if it has at least 1 hp . \n'b' Sprint . The cauldronborn triples its speed until the end of its turn when moving toward a potion it has detected. \n'b' Actions \n'b' Multiattack . The cauldronborn makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage. \n'b' Call Potion (Recharge 5-6) . The cauldronborn releases a hungry screech, magically reaching out to nearby potions. All potions within 10 feet of the cauldronborn magically move toward the cauldronborn by rolling out of backpacks, hopping off of belts, unburying themselves, etc. A creature wearing or carrying a potion must succeed on a DC 13 Dexterity saving throw or its potion moves to within 5 feet of the cauldronborn. The target must make a separate saving throw for each potion it is attempting to keep in its possession. \n'b' About \n'b' Sometimes mistaken for solitary earth elementals, cauldronborn arise from potions, corrupted by time or magic, that infuse nearby materials. The material animates with the potion\xe2\x80\x99s fluid holding the body together. They appear around ancient battlefields or magical ruins, searching for more potions to absorb and fuel their growth. Since a cauldronborn is only interested in potions, scavengers can search the same areas for other magic items the cauldronborn ignores. Having a lead-lined chest to safely store the magical items is vital to avoid the creature\xe2\x80\x99s attention. \n'b' Corruption Given Form . Nearly all cauldronborn arise from the common potion of healing , thus their forms regenerate slowly. It is possible for other potions to grant cauldronborn corresponding benefits. \n'b' Fueled Growth . Absorbing more potions increases a cauldronborn\xe2\x80\x99s resilience and eventually leads to gaining additional permanent benefits. The additional magical fluid also allows it to add more pieces onto its form and grow in size. It continues this cycle of searching, absorbing, and growing as long as it exists. \n'b' Magically Obsessed . Cauldronborn are innately aware of magic and fixate on absorbing potions. They become increasingly frantic and dangerous when they sense potions nearby. A farmer may only need to engage in a brisk walk to stay safely out of reach of a creature on the hunt, while an alchemist carrying several potions will be run to ground by the desperate construct. \n'b' Construct Nature . A cauldronborn doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil Lord, Archduke of the Undead \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 19 (skin from hell) Hit Points 425 (50d8 + 200) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 18 (+4) INT: 19 (+4) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +8 Skills Deception +21 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 12 Languages Common, Infernal, telepathy 120 ft. \n'b' Challenge 25 (75000 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight : Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Life Drain : Sword of the Dead adds +22 (4d12) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b' Legendary Resistance (3/day) : If the Archduke of the Undead fails a saving throw, he can choose to succeed instead. \n'b' Fear Aura : Any creature hostile to the Archduke of the Undead that starts its turn within 20 ft. of him must make a DC 21 Wisdom saving throw, unless the archdevil is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the archdevil\xe2\x80\x99s fear aura for the next 24 hours. \n'b' Actions \n'b' Multiattack : The Archduke of the Undead makes two melee attacks with the sword of the dead. \n'b' Sword of the Dead : Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 9 (1d8+5) slashing damage, +22 (4d12) necrotic damage + life drain (see above). \n'b' About \n'b' The Archduke of the Undead appears as a striking male but always shrouded is swirling shadows. He\xe2\x80\x99s been known to have been summoned by followers of Dozakad, Dozakad Chazda, and Toc. \n'b' Legendary Actions \n'b' The Archduke of the Undead can take three legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The archdevil regains spent legendary actions at the start of its turn. \n'b' Death-Spiral Gaze : The archdevil\xe2\x80\x99s gaze emits an invisible, magical 180-ft. cone of negative energy. The archdevil decides which direction the cone is facing. All creatures in that area cannot regain hit points . Any humanoid who dies there becomes a zombie under the control of the Archduke of the Undead. The zombie goes at the start of the archdevil\xe2\x80\x99s initiative . \n'b' Summon Bone Devil (3/day) : The Archduke of the Undead summons a bone devil up to 180-ft. away. If it appears next to an enemy, the bone devil can make an immediate attack . The bone devils go at the start of the archdevil\xe2\x80\x99s initiative . \n'b' Tired Now : A target within 60 ft. must make a DC 21 Constitution saving throw. On a failed save, the creature takes 25 (4d10+3) points of damage and become exhausted. If the creature\xe2\x80\x99s saving throw is successful, they lose 12 hit points . \n'b' Necrotic Swirling Shadows (Costs 3 Actions) : Each living creature within 20 ft. of the archdevil must make a DC 21 Constitution saving throw against this magic, taking 28 (6d8+1) necrotic damage on a failed save, or half as much damage on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Abhorrent \n'b' Family: Devils \n'b' Tiny fiend (devil), lawful evil \n'b' Armor Class 11 Hit Points 10 (3d4 + 3) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 13 (+1) CON: 13 (+1) INT: 12 (+1) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +4 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Infernal, Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b' Pact of Terror . While the abhorrent devil is bound to a master by a pact, when a creature that can see the eyes of the devil\xe2\x80\x99s master starts its turn it must succeed on a Wisdom saving throw (DC 10 + master\xe2\x80\x99s proficiency bonus + master\xe2\x80\x99s Charisma modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The abhorrent devil\xe2\x80\x99s master retains these abilities even if the abhorrent devil dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage. \n'b'\n'b' ABOUT \n'b' The shattered, faceless husk of an abhorrent devil is more reminiscent of a weathered skeleton than of any living being. Worn from aeons of existence, even an abhorrent devil\xe2\x80\x99s movements are enough to cause its aged frame to crack and slough off bits of crumbling debris that float on the air. Abhorrent devils are personifications of terror, their mere existence twisting the minds of those around them. \n'b' These fiends are seen as omens of darkness, and their masters are often persecuted for intermingling with them. \n'b' Bargain of Terror . Unlike most archdevils, Nycteus the Broken does not actually make bargains of his own; instead, those that seek his gifts perform rituals that bind themselves to the archfiend. Some prophets of good deities give dire warnings to those seeking to join with Nycteus, claiming that the abhorrent devils summoned from these unions are the weathered souls of their summoners, pulled back through time and space to serve their past selves. Creatures that gaze upon an abhorrent devil\xe2\x80\x99s summoner are filled with dread, as if helplessly watching their own demise. Because of this gift, cults of the Broken are both feared and despised. Nycteus\xe2\x80\x99 chosen often do not fear losing their life, having already felt the loss reflected in their devilish familiar.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Accuser \n'b' Family: Devils \n'b' Hooves, crimson legs, and tufts of black and brown hair cover this fiend\xe2\x80\x99s body, its torso home to snakes. \n'b' Small fiend (devil), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 44 (8d6 + 16) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 14 (+2) INT: 9 (-1) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +4, Intelligence +1, Charisma +3 Skills Deception +3, Perception +4, Stealth +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities acid, fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common, Infernal, telepathy 100 ft. Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Infernal Informant . The accuser devil records everything it witnesses and can pass this information onto another creature through visions. The accuser devil can replay up to 24 hours of events it has seen to a willing creature, taking 1 round per hour of recorded images. After replaying a vision, the accuser devil cannot replay it again. \n'b' Innate Spellcasting . The accuser devil\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The accuser devil can innately cast the following spells, requiring no material components:\n'b'\n'b' 3/day each : grease , invisibility , sending , teleport (self only) \n'b'\n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 7 (2d6) acid damage. A target hit by this attack makes a DC 12 Strength saving throw or gains the poisoned condition until the damage is healed. \n'b' Accuser devils are the souls of children that have been cast down to Hell, warped into stealthy sentries that can garner valuable secrets and share them with their masters without deception or guile.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Alastor (Executioner of Hell) \n'b' Family: Devils \n'b' Huge fiend (devil), lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 362 (25d12 + 200) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 28 (+9) DEX: 16 (+3) CON: 26 (+8) INT: 24 (+7) WIS: 18 (+4) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +15, Wisdom +11, Charisma +15 Skills Arcana +14, Acrobatics +10, Deception +15, Insight +11, Intimidation +15, Perception +11, Persuasion +15, Stealth +10 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 21 Languages Abyssal, Common, Celestial, Draconic, Giant, Ignan, Infernal, Terran, telepathy 100 ft. Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Fear Aura . Any hostile target that starts its turn within 20 feet of the Executioner must make a DC 23 Wisdom saving throw, unless the Executioner is incapacitated . On a failed save, the target is frightened until the start of its next turn. If the target\xe2\x80\x99s saving throw is successful, the target is immune to the Executioner\xe2\x80\x99s fear aura for the next 24 hours. \n'b' Innate Spellcasting . The Executioner\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : animate dead , bane , detect evil and good , detect thoughts , dispel magic , hold monster , invisibility , magic circle , major image , teleport (self only), true seeing , power word stun , wall of fire \n'b' 3/day : confusion \n'b' 1/day each : meteor swarm , power word kill \n'b' 1/week : wish \n'b'\n'b' Legendary Resistance (3/day) . If the Executioner fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . The Executioner has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Executioner\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . The Executioner regains 10 hit points at the start of its turn. If the Executioner takes damage from a silvered weapon, this trait doesn\xe2\x80\x99t function at the start of the Executioner\xe2\x80\x99s next turn. The Executioner is destroyed only if he starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Executioner makes one Grimfang attack , one Bite attack , and two Claw attacks, or one Grimfang attack , one Tail Swipe and two Claw attacks. He may substitute one Hellfire attack for his Claw attacks. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 5 ft., one target. Hit : 26 (5d6 + 9) piercing damage and the target must succeed at a DC 24 Constitution saving throw or suffer an additional 44 (8d10) poison damage. \n'b' Claw . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 19 (3d6 + 9) slashing damage. \n'b' Grimfang . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 22 (2d12 + 9) slashing damage and the target must succeed at a DC 24 Constitution saving throw or die. A creature that is killed by Grimfang cannot be brought back to life by any means short of a wish . \n'b' Hellfire . Ranged Weapon Attack : +10 to hit, range 60/120 ft., two targets. Hit : 21 (4d8 + 3) fire and necrotic damage. \n'b' Tail . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage and the target is grappled (escape DC 25). A creature that starts its turn grappled by the Executioner suffers 11 (2d10) bludgeoning damage. The Executioner has only one tail and can grapple only one creature with it at a time. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Executioner can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Executioner regains spent legendary actions at the start of his turn. \n'b'\n'b' Strafe . The Executioner moves up to 60 feet, and this movement does not provoke opportunity attacks. At any point during this movement, he may make one Hellfire attack. \n'b' Execution . The Executioner makes a Grimfang attack . \n'b' Wing Buffet (costs 2 actions) . The Executioner buffets the air with his wings to create a 20-foot cone of powerful wind. All creatures caught in this area must succeed at a DC 25 Strength check or be knocked prone and pushed 15 feet away from the Executioner. \n'b' Fiendish Recovery (costs 2 actions) . The Executioner recovers 50 hit points and ends one condition effecting it. \n'b'\n'b' ABOUT \n'b' The Arch Devil Alastor, the Executioner of Hell, is the mightiest of the pit fiends, standing 16 feet tall. This horror has a body cloaked entirely in hellish yellow flames, and huge bat-like wings spread from his scaly body, which glows faintly like cooling steel. Long, ape-like arms end in clawed hands that wield the wickedly curved infernal iron battleaxe Grimfang. The beast\xe2\x80\x99s coal-black eyes are lit with glinting red pupils, and his mouth is filled with row upon row of shark-like fangs. \n'b' Alastor\xe2\x80\x99s Keep is found on the great battle planes of Gehenna where the princes of darkness contest against one another for dominion over the throne of Hell. Alastor is an impartial observer in these contests between the demon lords. He seeks only to quench Grimfang\xe2\x80\x99s insatiable thirst in the blood of his brethren and any demons or angels Alastor can get his mighty paws on. Alastor takes great pride in his job, and his axe never falters. When tasked with the execution of a traitor or prisoner, Alastor does the job, neat and clean every time.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Alluring \n'b' Family: Devils \n'b' Tiny fiend (devil), lawful evil \n'b' Armor Class 12 Hit Points 10 (3d4 + 3) Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 12 (+1) INT: 12 (+1) WIS: 13 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Insight +3, Persuasion +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Infernal, Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b' Pact of Lust . While the alluring devil is bound to a master by a pact, when a creature can see the eyes of the devil\xe2\x80\x99s master or starts its turn within 30 feet of them, they must succeed on a Wisdom saving throw (DC 8 + the master\xe2\x80\x99s proficiency bonus + the master\xe2\x80\x99s Charisma modifier) or become charmed by the master for 1 minute or until the master or one of their companions do anything harmful to it. When the effect ends, the creature must repeat the saving throw, becoming obsessed with the alluring devil\xe2\x80\x99s master for 24 hours on a failed save. While obsessed with the devil\xe2\x80\x99s master in this way, the creature gains the flaw, \xe2\x80\x9cI can\xe2\x80\x99t think of anything or anyone other than the object of my obsession.\xe2\x80\x9d If either of the creature\xe2\x80\x99s saving throws is successful, the creature is immune to this effect for the next 24 hours. Repeated failed saves and bouts of obsession may cause this flaw to become permanent. The alluring devil\xe2\x80\x99s master retains these abilities, even if the alluring devil dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b'\n'b' ABOUT \n'b' With a charming figure not unlike pixies and sprites, alluring devils often hide their fiendish origin behind an attractive visage so they can manipulate unwitting creatures into bargains with their archdevil mistress. \n'b' Their playful and flirtatious nature, coupled with their fey-like appearance, is more than enough to trick most people into believing they are good natured sprites. \n'b' Archdevil Lysandra . Archdevil Lysandra is known throughout the Nine Hells for her beauty, her vanity, and her cruelty. Once an archangel, Lysandra was banished from the upper planes for torturing mortal races in an attempt to create angels in her own likeness. Though marked by the torments of the Nine Hells, Lysandra is beautiful and terrible to behold. Alluring devils serve their queen by bringing her souls to be carved and reshaped in her image. \n'b' Lysandra uses her broken celestial blade with surgical skill to reshape any soul that enters her domain until all that remains is an alluring devil that bears the likeness of the archfiend. Her court is filled with such creatures, hollow reflections of her cold beauty. \n'b' Bargain of Mirrors . Archdevil Lysandra gifts her worshipers with her enchanting beauty. Bargains with the archdevil are most often made by those seeking high social standing, their new allure captivating onlookers and bringing admirers to the brink of madness. Such pacts not only cost a mortal their soul, but requires them to draw others into the archdevil\xe2\x80\x99s web as well.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Amaimon \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 66 (7d10 + 28) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 14 (+2) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Intimidation +4, Insight +5, Perception +5 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Common, Draconic, Infernal, telepathy 100 ft. Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The amaimon devil has advantage on saving throws against spells and other magical effects. \n'b' Where\xe2\x80\x99s My Money . The amaimon devil has the ability to instill crippling greed in its opponents, forcing them to make a successful DC 15 Wisdom Saving throw or stop whatever they are doing to count each individual coin and gem in their possession. Creatures within a 30-foot radius who fail their save count out six coins per round until all the coins are counted. Suffering damage or serious attempts to distract them affords the victim an additional saving throw. \n'b' Innate Spellcasting . The amaimon devil\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 : major image , protection from evil and good , teleport (self only), wall of fire \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The amaimon devil makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 9 (2d4 + 4) slashing damage. \n'b' Sulfur Breath (recharge 4-6) . The amaimon devil spits out a 40-foot cone of sulfuric ash and hot coals. Each creature in the area must make a DC 15 Dexterity saving throw, taking 36 (8d8) fire damage on a failure or half as much on a success. \n'b'\n'b' ABOUT \n'b' Amaimons are grossly fat, 10-foot-tall, reddish orange giants weighing 700 pounds. They have miniature faces set with sapphire blue eyes fixed inside a massive head adorned with miniature horns that protrude from its brow. Spines run the length of its back to the tip of its forked tail. Stinking of corpulent sweat, sulfur and smelting iron, the creatures have powerful but stubby clawed arms and legs that are scarred and blistered from their work in forges of Hell. \n'b' Amaimons are most commonly encountered in the smelting pits of Mammon (see monster entry) where they forge soul ingots from the most worthless of the damned and pour molten metal down the throats of mealy-mouthed souls to forge weapons for the Great Miser\xe2\x80\x99s army. They are themselves intensely greedy creatures and try to pinch any last bit of worth from their victims.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Ammon (Duke of Malbolge, Keeper of the Kennels, Lord of the Ditches) \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 270 (20d10 + 160) Speed 60 ft.\n'b' STATS STR: 28 (+9) DEX: 18 (+4) CON: 26 (+8) INT: 24 (+7) WIS: 20 (+5) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +15, Wisdom +12, Charisma +15 Skills Arcana +14, Deception +15, Insight +12, Intimidation +15, Perception +12, Persuasion +15, Stealth +11 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 22 Languages Abyssal, Celestial, Common, Draconic, Goblin, Ignan, Infernal, telepathy 100 ft. Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede Ammon\xe2\x80\x99s darkvision . \n'b' Fear gaze . When a creature that can see Ammon\xe2\x80\x99s eyes starts its turn within 30 feet of him, Ammon can force it to make a DC 20 Wisdom saving throw if Ammon isn\xe2\x80\x99t incapacitated and can see the creature. On a failure, the creature is frightened for one minute. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see Ammon until the start of its next turn, when it can avert its eyes again. If the creature looks at Ammon in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on Ammon are done at disadvantage. \n'b' Innate Spellcasting . Ammon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : animate dead , bane , charm monster, detect evil and good , detect thoughts , fireball , fly , geas , magic circle , polymorph , suggestion , symbol , teleport , tongues , wall of ice \n'b'\n'b' Legendary Resistance (3/day) . If Ammon fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Ammon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Ammon\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . Ammon regains 15 hit points at the start of his turn. If Ammon takes damage from a silvered weapon, this trait doesn\xe2\x80\x99t function at the start of Ammon\xe2\x80\x99s next turn. Ammon is destroyed only if he starts his turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Ammon makes one Bite attack and two Mace attacks. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 5 ft., one target. Hit : 18 (2d8 + 9) piercing damage. \n'b' Mace . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 22 (2d12 + 9) bludgeoning damage plus 22 (5d8) thunder damage, and the target must make a DC 23 Constitution saving throw, being stunned until the end of its next turn and deafened for one hour on a failure, or just stunned on a successful save. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Ammon can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Ammon regains spent legendary actions at the start of his turn. \n'b'\n'b' Swing Around . Ammon makes a Mace attack . \n'b' Thundersmash . Ammon strikes the ground with his mace. All creatures within a 20-foot cube centered on Ammon must make a DC 24 Strength saving throw, taking 27 (6d8) thunder damage and being pushed to the edge of the area of effect on a failure, or taking half as much damage and not being pushed on a success. \n'b' Call the Hounds (costs 2 actions) . Ammon summons 2d4 hell hounds to his side to fight as his allies. \n'b' Fiendish Recovery (costs 2 actions) . Ammon recovers 50 hit points and ends one condition effecting him. \n'b'\n'b' ABOUT \n'b' Ammon is a 15-foot-tall fiendish humanoid with clawed hands and feet and the black-furred, lice-infested head of a wolf set with slavering jaws and glowing yellow eyes. An armor-plated left hand wields a cruel whip that coils of its own accord like a living serpent. \n'b' Ammon\xe2\x80\x99s iron fortress hangs from a precipice overlooking the Ditches of the Damned that surround the Ring of Hell known as the Pit of Malbolge. Ammon is attended by a host of werewolves, barbed devils, ghaddar, and his lieutenant, a pit fiend. The 10 ditches are greatly feared by worldly thieves and politicians who know they may very well end up plying eternity among the charlatans, confidence men, seducers, fraudsters, counterfeiters, and betrayers trapped there. \n'b' To keep the accursed dead in their ditches, Ammon oversees a kennel of 666 wolf-headed hell hounds he sired himself, as well as three legions of bone devils. The ditches are filled with nupperibos, lemurs, and even lesser souls who have found their just deserts in Malbolge.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Author \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 204 (24d8 + 96) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 18 (+4) INT: 21 (+5) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Con +9, Wis +7, Cha +8 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 12 Languages Infernal, telepathy 120 ft. Challenge 13 (10,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The author devil has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The author devil makes two pen attacks. Then, if it has blood from at least one target, it uses its Hostile Narration ability. \n'b' Pen . Melee or Ranged Weapon Attack : +10 to hit, reach 5 ft. and ranged 20/60 ft, one target. Hit : 7 (1d4+5) piercing damage and 16 (3d10) necrotic damage. If a creature takes necrotic damage this way, the author devil\xe2\x80\x99s pens fill with blood from that target. Each pen may only have blood from one creature at a time. If thrown, the pen teleports back to the devil\xe2\x80\x99s hand immediately after the attack . \n'b' Hostile Narration . The author devil writes narration in its book about the creatures whose blood they have. Each creature who blood is in a pen must make a DC 18 Wisdom saving throw or be forced to follow the author devil\xe2\x80\x99s narration. This functions as the suggestion spell except the author devil does not need to concentrate on it, and the target can attempt a new saving throw at the end of each turn, ending the effect on a success. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Friendly Narration . One creature within 120 feet of the author devil can use its reaction to move up to half its speed and then make a melee attack . \n'b'\n'b' ABOUT \n'b' This gaunt creature is vaguely humanoid but with unnatural features and four arms. The lower pair hold a heavy codex, while the upper two scribble in it with pens. As it does you hear a voice in your mind say, \xe2\x80\x9cThe hero beheld the devil in all its glorious splendor.\xe2\x80\x9d Just as the Fates weave their tapestries of human lives, author devils scribe the exploits of mortals in their dark tomes. \n'b' Chroniclers or Authors ? While most people think these devils are only recording events as they happen, some evidence suggests the devils can cause things to happen by writing the events in their books. Some even seek out author devils and make dark bargains with them to get them to add lines to their book. \n'b' Constant Narrators . Author devils constantly use their telepathy to narrate the actions of those around them as they write in their books. Sometimes this narration includes the thoughts and motives of those acting, though whether these are actual thoughts or just the devil\xe2\x80\x99s interpretations is debated. \n'b' If an author devil is killed on its home plane, it leaves behind its book, which functions as a magical item described below.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Automata \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 168 (16d10 + 80) Speed 40 ft.\n'b' STATS STR: 24 (+7) DEX: 17 (+3) CON: 20 (+5) INT: 11 (+0) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Dex +7, Wis +6, Cha +8 Skills Athletics +11, Intimidation +8 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 12 Languages Common, Infernal, telepathy 120 ft. Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision. \n'b' Fear Aura . A creature that starts its turn within 10 feet of the automata devil must succeed on a DC 17 Wisdom saving throw or become frightened until the start of its next turn. On a successful saving throw, the creature is immune to the automata devil\xe2\x80\x99s Fear Aura for 24 hours. \n'b' Magic Resistance . The automata devil has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The automata devil makes one Bite attack , one Whip attack , and two Claw attacks. It can replace two Claw attacks with a use of Shredding Maw. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 18 (2d10 + 7) slashing damage. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) slashing damage. \n'b' Whip . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 12 (2d4 + 7) slashing damage, and the target is grappled (escape DC 17). The automata devil has two whips, each of which can grapple only one target. \n'b' Shredding Maw . One creature grappled by the automata devil is pulled up to 10 feet toward the devil\xe2\x80\x99s central maw, which shreds the creature with churning gears, razor teeth, and whirling blades. The target must make a DC 17 Strength saving throw, taking 36 (8d8) slashing damage on a failed save, or half as much damage on a successful one. \n'b' Teleport . The automata devil magically teleports, along with any equipment it is wearing or carrying up to 120 feet to an unoccupied space it can see. \n'b'\n'b' ABOUT \n'b' A nightmare wrapped in chains and held together by cutting cogs and whirring gears, this fiend howls like a hurricane in battle. \n'b' Guards and Overseers . Sometimes called castigas, automata devils are made to monitor others. They are often put in charge of prisoners or infernal factories. \n'b' Pierced by Chain and Wire . This slender creature\xe2\x80\x99s skin is pierced with barbs, sharp nails, and coils of wire, which have been threaded through its flesh. Chains are buried under blisters and scabs. This infernal horror\xe2\x80\x99s eyelids\xe2\x80\x94both front and back pairs\xe2\x80\x94are sewn back with wire, while six arms ending in large grasping hands erupt from its shoulders. \n'b' Coiled Metal Whips . The creature\xe2\x80\x99s head is a dark mass ending in two large mandibles. By its side, it carries a huge coiled whip that squirms like a snake and is said to scent lies and treachery. The creature\xe2\x80\x99s stomach opens up like a second mouth, lined with tooth-like spines.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Protoaboleth \n'b' Family: Aboleth \n'b'\n'b' Medium aberration , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 39 (6d8+12) Speed 10ft., swim 30ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidate +3, Perception +5 Senses darkvision 120 ft., passive Perception 15 Languages Deep Speech, telepathy 120ft. \n'b' Challenge 3 (700 XP) \n'b' SPECIAL Traits \n'b'\n'b' Amphibious . The protoaboleth can breathe air and water. \n'b' Mucous Cloud . While underwater, the protoaboleth is surrounded by transformative mucus. The mucous cloud causes the area in a 5 ft. radius of the protoaboleth to be lightly obscured. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 13 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. \n'b' Probing Telepathy . If a creature communicates telepathically with the protoaboleth, the protoaboleth learns the creature\xe2\x80\x99s greatest desires. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The protoaboleth makes two tentacle attacks against a single target. If at least one of the tentacle attacks hits a target, the protoaboleth may also make a bite attack . \n'b' Tentacle . Melee Weapon Attack : +4 to hit, reach 5ft., one target. Hit : 5 (1d4 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature\xe2\x80\x99s skin becomes translucent and slimy, the creature can\xe2\x80\x99t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage at the end of every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5ft., one target. Hit : 6 (1d6 + 2) piercing damage. If the target is a creature, it becomes grappled (escape DC 13). At the start of each of the protoaboleth\xe2\x80\x99s rounds, the target takes 4 (1d6) necrotic damage due to blood loss. This damage reduces the target\xe2\x80\x99s hit point maximum until it takes a long rest. \n'b' Domination (1/Day) . The protoaboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be magically charmed by the protoaboleth until the protoaboleth dies or until it is on a different plane of existence from the target. The charmed target is under the protoaboleth\xe2\x80\x99s control and can\xe2\x80\x99t take reactions , and the protoaboleth and the target can communicate telepathically with each other over any distance. The target may repeat the saving throw at the end of any round in which it takes damage. On a success, the effect ends. The effect automatically ends anytime the target is at least 1 mile away from the aboleth. A protoaboleth may not have more than 3 creatures dominated at any one time. \n'b'\n'b' Rare in the extreme, protoaboleth are the forebears of modern aboleth. As befitting such primordial creatures, they dwell in the most forgotten area of the world, deep in dinosaur -haunted jungles, or miles beneath the earth. They hate most other creatures equally, especially their more powerful descendants. \n'b' Protoaboleth tend to keep a few powerful monsters at hand, charmed as bodyguards. They allow their slaves to do the bulk of any actual combat, attacking only the weakest or most gravely injured of their foes. They flee combat if they are wounded, retreating to sulk and seethe with hatred in the deepest pools. \n'b' Protoaboleth never keep intelligent creatures as direct slaves for long, as they loathe anything as intelligent as themselves. They may act as a bestial \xe2\x80\x9cgod\xe2\x80\x9d to primitive humanoids, appearing at dark ceremonies of appeasement, but only to gain unknowing bodyguards, food, and treasures. \n'b' True aboleth destroy protoaboleth when they discover them, viewing them as lesser creatures whose time has long passed. This mammalian humanoid has deep gray flesh and an elongated, rounded head. Its mouth forms a beaklike muzzle, full of sharp, conical teeth.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Caustic Charger \n'b' Huge monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 133 (14d12 + 42) Speed 30 ft., burrow 10 ft.\n'b' STATS STR: 19 (+4) DEX: 11 (+0) CON: 16 (+3) INT: 4 (-3) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Straddler . The caustic charger can end its move in the space of a prone Large or smaller creature. A creature standing up from prone in the same space as the charger can move to a space within 5 feet of the charger as part of standing up. \n'b' Wastes Walk . Difficult terrain composed of rocks or sand doesn\xe2\x80\x99t cost the caustic charger extra movement. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The caustic charger makes two Ram attacks. It can replace one Ram attack with a Tentacles attack . \n'b' Ram . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 22 (4d8 + 4) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be forced prone . If the charger moved at least 10 feet straight toward the target immediately before the hit, the target has disadvantage on the saving throw. \n'b' Tentacles . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage plus 14 (4d6) acid damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the caustic charger attacks a target that is not in the charger\xe2\x80\x99s space, the target takes half the acid damage and has advantage on the saving throw. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Slurp . The caustic charger feeds on a creature paralyzed by its Tentacles attack . The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by half the amount of acid damage dealt by the Tentacles attack that caused the paralysis, and the charger regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. \n'b'\n'b' ABOUT \n'b' This massive hexapod trundles along, the dangling tentacles festooning its squat body barely clearing the ground. A bony brow ridge set over beady eyes dominates its head. \n'b' Caustic chargers are large, squat creatures that dwell in inhospitable locations, making such lands even more dangerous. \n'b' Unusual Feeder . A caustic charger\xe2\x80\x99s odd, toothless snout makes it difficult to hunt and devour prey, but the creature has adapted by secreting a paralytic acid from its tentacles. To make the best use of its stubby tentacles, it charges its prey, striking with its powerful brow ridge to knock over the victim. Then, the charger stands over and dissolves the creature with its tentacles, slurping up the liquefied remains with its snout. \n'b' Solitary Hunters . Caustic chargers are belligerent horrors that attack anything that opposes them, including others of their own kind. Once a year, two chargers become tolerant enough of each other to produce young, resulting in a score of gray eggs with hard shells. \n'b' Ornery Steeds . While not very smart and exceedingly violent, caustic chargers can be persuaded to partner with smaller creatures that might not provide much nourishment but can offer a bounty of prey. Dust goblins are the most common creatures that partner with caustic chargers, with varying degrees of success.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel of Gates \n'b' Family: Angels \n'b' Huge celestial , lawful good \n'b' Armor Class 19 (natural armor) Hit Points 230 (20d12 + 100) Speed 0 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 20 (+5) INT: 20 (+5) WIS: 18 (+4) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +11, Constitution +11, Intelligence +11 Skills Arcana +17, History +11, Investigation +11, Nature +11, Perception +10, Religion +11 Damage Resistances acid, cold, fire, lightning, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities force, psychic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 200 ft., truesight 100 ft., passive Perception 20 Languages all, telepathy 120 ft. Challenge 19 (22,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' All-Aware . The angel of gates can cast the scrying spell requiring no components and without expending a spell slot. The spell\xe2\x80\x99s duration is infinite (the spell ends when the angel targets another creature or an area). The target doesn\xe2\x80\x99t have to be in the same plane of existence as the angel and the target automatically fails the saving throw. If the target is protected against divination spells by magical means, the angel of gates can\xe2\x80\x99t use this feature against it. \n'b' All-Seeing . The angel of gates can see everything within 100 feet of it. Any Dexterity ( Stealth ) check against it automatically fails. \n'b' Immutable Form . The angel of gates is immune to any spell or effect that would alter its form. \n'b' Instant Movement (1/turn) . The angel of gates can teleport to an unoccupied space within 100 feet of it. \n'b' Magic Resistance . The angel of gates has advantage on saving throws against spells and other magical effects. \n'b' Portal Knowledge . The angel of gates can sense the presence of a planar portal within 1 mile of it. It knows the distance and direction of any portal within the area as well as where they lead. \n'b' Innate Spellcasting . The angel of gates\xe2\x80\x99 innate spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The angel of gates can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , project image \n'b' 5/day each : dispel magic , counterspell \n'b' 3/day each : banishment \n'b' 1/day each : fall from heaven* \n'b' 1/week each : kingdom come* \n'b'\n'b' ACTIONS \n'b'\n'b' Angelic Plane Shift (1/day) . The angel of gates can travel to another plane as long as the plane has a temple in the name of the deity the angel serves. \n'b' Create a Gateway . The angel of gates can cast the gate spell without requiring any components and expending a spell slot. It can create and maintain up to six portals at the same time and the duration of the spell is infinite, or until it is dispelled. \n'b' Ray of Planar Destruction . Ranged Spell Attack : +11 to hit, range 120 ft., two targets. Hit : 50 (10d8 + 5) force damage. \n'b' Recall Creature . The angel of gates can teleport a willing creature that is on another plane of existence to an unoccupied space within 50 feet of it. In order to target a creature, the angel must know its specific location, and the creature must have been in the plane of existence that it will be teleported to. \n'b'\n'b' ABOUT \n'b' In the plane above, an angel sits like a sacred statue, holding its six arms open. An angel of gates is the angel that creates gateways for celestial armies to go through, holding a portal in each of its hands. Its duty is to protect portals and those who travel between realms. The angel\xe2\x80\x99s head is separate from its body and floats above it like a giant crystal. It also has eyes that can pierce illusions around it. \n'b' An angel of gates can open a portal to anywhere, so long as it is not protected by magical means, and they can sustain this magical passage for years to come. Also, they can summon a creature from other planes. An angel of gates never intervenes in others\xe2\x80\x99 missions, they just control the portals. \n'b' In addition, an angel of gates avoids battle as much as possible because it is not their duty to be a part of holy destruction but rather to bring to battle those who are the embodiment of righteous destruction itself. \n'b' Divine Creation . An angel of gates is an angel and doesn\xe2\x80\x99t require food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Baalzebal (Prince of Stygia, Lord of Flies) \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 21 (natural armor) Hit Points 250 (20d10 + 140) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX: 28 (+9) CON: 24 (+7) INT: 28 (+9) WIS: 18 (+4) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +14, Wisdom +11, Charisma +15 Skills Arcana +16, Deception +15, History +16, Insight +11, Intimidation +15, Nature +16, Perception +16, Persuasion +15, Religion +16, Stealth +16 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft, passive Perception 26 Languages Abyssal, Common, Celestial, Draconic, Giant, Infernal, Terran, telepathy 100 ft. Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Gianter Insect . When Baalzebal casts giant insect , the resulting insects are twice the size and have maximum hit points . \n'b' Innate Spellcasting . Baalzebal\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : animate dead , bane , detect evil and good , detect thoughts , dispel magic , giant insect , hold monster , insect plague , invisibility , magic circle , major image , teleport (self only), true seeing , power word stun \n'b' 1/day : power word kill \n'b' 1/week : wish \n'b'\n'b' Legendary Resistance (3/day) . If Baalzebal fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Baalzebal has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . Baalzebal regains 15 hit points at the start of his turn. If Baalzebal takes damage from a silvered weapon, this trait doesn\xe2\x80\x99t function at the start of Baalzebal\xe2\x80\x99s next turn. Baalzebal is destroyed only if he starts his turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' The Lord of Lies . The buzzing of Baalzebal sows discontent and confusion to those who hear his voice. Baalzebal may cause any creature within 30 feet who hears his voice to make a DC 19 Wisdom saving throw, suffering one of the following effects on a failure:\n'b'\n'b'\n'b' Suggestion . Baalzebal makes suggestions that go against the better judgment or best self-interest of the listener as per the spell suggestion . \n'b' Confusion . Victims of his words become disoriented and confused as per the spell confusion . \n'b' Murmuring Mirage . Baalzebal\xe2\x80\x99s voice can change people\xe2\x80\x99s perception and cause them to see terrain and their location as something different from what it actually is as per the spell hallucinatory terrain . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Baalzebal makes one Rotting Touch attack and two Vomit attacks. \n'b' Rotting Touch . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 29 (4d10 + 7) necrotic damage and the creature must succeed at a DC 22 Constitution saving throw or be cursed with fly rot. While cursed with fly rot, the creature can\xe2\x80\x99t regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the creature is reduced to 0 hit points by the fly rot, it dies and its body turns to a swarm of flies. The curse lasts until removed by the remove curse spell or other magic. \n'b' Vomit . Ranged Weapon Attack : +16 to hit, range 30/100 ft., one target. Hit : 22 (2d12 + 9) acid damage. \n'b' Spew Flies (recharge 5-6) . Baalzebal spews forth a cloud of biting insects that fill a 60-foot cube. Each creature in the area must make a DC 22 Constitution saving throw, taking 28 (8d6) poison damage on a failure and being blinded for one minute on a failure, or half as much on a success and not being blinded . \n'b'\n'b' LEGENDARY ACTIONS \n'b' Baalzebal can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Baalzebal regains spent legendary actions at the start of his turn. \n'b'\n'b' Projectile Vomit . Baalzebal makes a vomit attack . \n'b' Fly Vomit . Baalzebal attempts to recharge and use his spew flies breath weapon. \n'b' Swarms of Insects (costs 2 actions) . Baalzebal summons 1d4 insect swarms to appear within 60 feet of it. \n'b' Fiendish Recovery (costs 2 actions) . Baalzebal recovers 50 hit points and ends one condition effecting it. \n'b'\n'b' ABOUT \n'b' Baalzebal may take any form but is commonly encountered as a thin, 12-foot-tall figure with four insect-like arms that end in long hairy fingers. He is mostly bipedal, with translucent fly wings that fold down the back of rich silk robes that hide his bloated abdomen. His crowned and horned head resembles a cross between a human and fly with a thin cruel face punctuated by huge bulbous fly eyes, each of which can see in 333 degrees. \n'b' Baalzebal is one of the original fallen. Known as the Lord of the Flies, Baalzebal dwells in a fetid palace in the swamps of Stygia where his forces face the dual threats of incursions by the minions of Tsathogga whose own realm feeds the river Styx, and by the covetous intent of the other rulers of the Rings of Hell who seek to overthrow him.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Baaphell (Grand Duke of Covetous Regent of Belial) \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 17 (chainmail +1) Hit Points 312 (25d8 + 200) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 28 (+9) DEX: 16 (+3) CON: 26 (+8) INT: 24 (+7) WIS: 18 (+4) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +15, Wisdom +11, Charisma +15 Skills Arcana +14, Acrobatics +10, Deception +15, Insight +11, Intimidation +15, Perception +11, Persuasion +15, Stealth +10 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 21 Languages Abyssal, Common, Celestial, Draconic, Giant, Infernal, Terran, telepathy 100 ft. Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Innate Spellcasting . Baaphel\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can cast the following spells, requiring no material components: \n'b'\n'b' At will : bane , charm monster, detect evil and good , dispel magic , fire shield , invisibility , magic circle , suggestion , teleport (self only), tongues \n'b' 1/day each : flesh to stone , symbol \n'b' Legendary Resistance (3/day) . If Baaphel fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Baaphel has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Baaphel\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . Baaphel regains 10 hit points at the start of his turn. If Baaphel takes damage from a silvered weapon, this trait doesn\xe2\x80\x99t function at the start of Baaphel\xe2\x80\x99s next turn. Baaphel is destroyed only if he starts his turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Baaphel makes one Hell Reaper attack and two Fear Touch attacks. \n'b' Hell Reaper . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 31 (4d10 + 9) slashing damage. Baaphel scores a critical hit with Hell Reaper when he rolls a 19 or 20. \n'b' Fear Touch . Melee Weapon Attack : +16 to hit, reach 5 ft., one target. Hit : 23 (4d6 + 9) psychic damage and the target must succeed on a DC 19 Wisdom saving throw or be frightened of Baaphel for one hour. A creature who saves against this effect is immune to it for 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Baaphel can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Baaphel regains spent legendary actions at the start of his turn. \n'b'\n'b' Devil Touched . Baaphel makes a Fear Touch attack . \n'b' Reap the Souls . Baaphel makes two Hell Reaper attacks, scoring a critical hit on an 18, 19, or 20. \n'b' Wing Buffet (costs 2 actions) . Baaphel buffets the air with his wings to create a 20-foot cone of powerful wind. All creatures caught in this area must succeed at a DC 25 Strength check or be knocked prone and pushed 15 feet away from Baaphel. \n'b' Fiendish Recovery (costs 2 actions) . Baaphel recovers 50 hit points and ends one condition affecting him. \n'b'\n'b' ABOUT \n'b' Grand Duke Baaphel, the Lustful Hound, is a 10-foot-tall humanoid with the head of a horned hell hound , a humanoid torso, hooved feet, and the wings of a bat . He bears a wicked war scythe and is wreathed in hellfire. A forked crimson tails snakes out behind the arch devil . Once a beautiful member of the choirs of angels , Baaphel\xe2\x80\x99s visage now reflects the bestial nature of his corruption. \n'b' Baaphel is a grand duke in the service of Belial and leads two legions of bearded devils in battle for his lord. Baaphel is constantly scheming against the other dukes in Belial\xe2\x80\x99s service and takes every opportunity to discredit them in the eyes of their lord. Baaphel yearns to rule an entire plane and is waiting anxiously until the time comes that he can overthrow his lord. He makes his home in a storm-swept castle of basalt and iron known as Evermore.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Barbed \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 110 (13d8 + 52) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 18 (+4) INT: 12 (+1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Con +7, Wis +5, Cha +5 Skills Deception +5, Insight +5, Perception +8 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 18 Languages Infernal, telepathy 120 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Barbed Hide : At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. \n'b' Devil\xe2\x80\x99s Sight : Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision. \n'b' Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack : The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. \n'b' Claw : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Tail : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b' Hurl Flame : Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit : 10 (3d6) fire damage. If the target is a flammable object that isn\xe2\x80\x99t being worn or carried, it also catches fire. \n'b' About \n'b' From the tip of its lashing tail to the serrated features of its fang-filled visage, this fiery-eyed sentinel bristles with barbs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Bearded \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 15 (+2) INT: 9 (-1) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Con +4, Wis +2 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 10 Languages Infernal, telepathy 120 ft. Challenge 3 (700 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight : Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision. \n'b' Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. \n'b' Steadfast : The devil can\xe2\x80\x99t be frightened while it can see an allied creature within 30 feet of it. \n'b' Actions \n'b' Multiattack : The devil makes two attacks: one with its beard and one with its glaive. \n'b' Beard : Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can\xe2\x80\x99t regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Glaive : Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct , it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. \n'b' About \n'b' This seething devil deftly wields a vicious, saw-toothed glaive, while below its toothy maw writhes a hideous, twitching beard.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Belial (Prince of the Covetous, Lord of Lusts) \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 276 (24d8 + 168) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX: 22 (+6) CON: 24 (+7) INT: 24 (+7) WIS: 18 (+4) CHA: 28 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +14, Wisdom +11, Charisma +16 Skills Arcana +14, Acrobatics +13, Deception +16, Insight +11, Intimidation +16, Perception +11, Persuasion +16, Stealth +13 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 21 Languages Abyssal, Common, Celestial, Elven, Dwarven, Draconic, Halfling, Giant, Gnome, Goblin, Infernal, Orc , telepathy 100 ft. Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charming Devil . Belial has a way with words, which he infuses with his own Hellish pheromones. At the start of his turn, Belial chooses one of the following effects: Indecent Proposal. All who can hear Belial and are within 30 feet must succeed on a DC 25 Wisdom saving throw or suffer the effects of the spell suggestion . \n'b' Maleficent Mesmerism . Belial suggestive charms and animal magnetism leave his listeners enrapt in his words so that they are unable to move save to gape at his animal magnetism. All who can see Belial and are within 30 feet must succeed on a DC 25 Wisdom saving throw or become incapacitated until the end of their next turn. \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Legendary Resistance (3/day) . If Belial fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Belial has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Belial\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . Belial regains 10 hit points at the start of his turn. If Belial takes damage from a silvered weapon, this trait doesn\xe2\x80\x99t function at the start of Belial\xe2\x80\x99s next turn. Belial is destroyed only if he starts his turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Innate Spellcasting . Belial\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can cast the following spells, requiring no material components: \n'b'\n'b' At will : bane , dispel magic , detect evil and good , detect magic , detect thoughts , dominate beast , dominate monster , enthrall , hold monster , hold person , magic circle , modify memory , suggestion , teleport (self only) \n'b' 1/day : antipathy/sympathy , mass suggestion \n'b' 1/week wish \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Belial makes one Fork of Suffering attack and two Corrupting Touch attacks. \n'b' Fork of Suffering . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 25 (4d8 + 7) piercing damage and the target must succeed on a DC 21 Constitution saving throw or suffer an additional 7 (2d6) necrotic damage at the start of each of its turns. The target creature may attempt the save after suffering the additional damage, ending the effect with a successful save. The effect ends if the target creature is the recipient of healing magic. \n'b' Corrupting Touch . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 20 (3d8 + 7) psychic damage and the target must succeed on a DC 24 Wisdom saving throw or become charmed by Belial for one minute. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Belial can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Belial regains spent legendary actions at the start of his turn. \n'b'\n'b' Spear Thrust . Belial makes a Fork of Suffering attack . \n'b' Hordes of Admirers . Belial summons 2d6 commoners he has corrupted on the mortal planes and brings them to his palace for his own amusement, causing them to appear within 30 feet of Belial. They are useless in battle but provide a convenient distraction and slow attackers. \n'b' Wing Buffet (costs 2 actions) . Belial buffets the air with his wings to create a 20-foot cone of powerful wind. All creatures caught in this area must succeed at a DC 25 Strength check or be knocked prone and pushed 15 feet away from Belial. \n'b' Fiendish Recovery (costs 2 actions) . Belial recovers 50 hit points and ends one condition affecting him. \n'b'\n'b' ABOUT \n'b' Belial is a 10-foot-tall handsome humanoid with chalky skin and reddish-brown hair and beard. Rams horns curling from his wide brow flicker with hellfire. Charred wings sprout from the fiend\xe2\x80\x99s back, revealing the last vestiges of his once angelic form. \n'b' Belial is the most capricious and chaotic of the princes of darkness , leaving many among the courts of Hell to wonder if he has not been fully corrupted by demonic influences. Belial, more than others has made pacts with demons, and dark gods of the Underworld. He is always on the hunt for portals that allow him greater time and access to the mortal realms. \n'b' Belial\xe2\x80\x99s lair is found in the storm-thundered Hell Ring of Covetous where the lightning-wracked skies flock with harpies, night hags, succubi, and erinyes. Belial\xe2\x80\x99s legions throng with his many progeny, themselves brutal combatants who use complex asymmetrical tactics to finish off foes who often greatly outnumber them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Bestiola \n'b' Family: Devils \n'b' Weaving through the air on sickly spotted wings is a beaked fiend, barbs sprouting from beneath its beastly arms to cover a kaleidoscope of iridescent insectile scales that end in a wicked two-pronged stinger. \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 16 (natural) Hit Points 84 (8d10+40) Speed fly 50 ft. (hover)\n'b' STATS STR: 17 (+3) DEX: 17 (+3) CON: 20 (+5) INT: 16 (+3) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +6, Deception +7, Insight +5, Perception +5, Stealth +6 Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Common, Infernal, telepathy 100 ft. Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the bestiola\xe2\x80\x99s darkvision . \n'b' Innate Spellcasting . The bestiola devil\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The bestiola devil can innately cast the following spells, requiring no material components:\n'b'\n'b' 3/day each : invisibility (self only), major image , teleport (self only) \n'b'\n'b' Magic Resistance . The bestiola devil gains advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The bestiola devil makes two foul club and one stinger attack . \n'b' Foul Club . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 7 (1d6+4) magical bludgeoning damage plus 7 (2d6) necrotic damage. \n'b' Stinger . Melee Weapon Attack : +6 to hit, reach 15 ft., one target. Hit : 9 (1d12+3) piercing damage. A target hit by this attack makes a DC 16 Constitution saving throw or gains the poisoned condition until the damage is healed. \n'b' These officers of Hell\xe2\x80\x99s infantry command legions of lesser fiends, torture prisoners, and carry the potent secrets of their evil masters until an opportunity for profit or revenge reveals itself.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Blood Imp \n'b' Family: Devils \n'b' Tiny fiend (devil), lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 14 (4d4 + 4) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 13 (+1) INT: 12 (+1) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Persuasion +4, Religion +5, Stealth +4 Damage Resistances cold Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 10 Languages Common, Infernal Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Bleed the Dying . The imp\xe2\x80\x99s sting has greater efficacy against injured creatures. When the imp hits a creature that doesn\xe2\x80\x99t have all its hit points with its sting, the sting deals an extra 1d4 poison damage. \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the imp\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The imp has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Sting . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Spew Blood . Ranged Spell Attack : +4 to hit, range 20/60 ft., one target. Hit : 5 (2d4) poison damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn. \n'b' About \n'b' Blood drips from the lips of this crimson fiend. \n'b' Agents of Death . Blood imps are the devilish servants of gods of blood, death, and decay. On the Material Plane they are often found hastening the deaths of sacrifices and drinking spilled blood in the names of their masters. \n'b' Temple Bane . Blood imps despise the temples of gods of life and healing. The devils are driven to a mad rage when close to the altar of such a deity and go out of their way to defile or destroy it. \n'b' Blood Imp Familiars \n'b' Blood imps often serve the followers of their deities and encourage those followers to shed blood wherever they go. Such imps have the following trait. \n'b' The imp 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 imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its companion, the companion shares the imp\xe2\x80\x99s Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Bone \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 142 (15d10 + 60) Speed 40 ft., fly 40 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 13 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +5, Wis +6, Cha +7 Skills Deception +7, Insight +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 12 Languages Infernal, telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight : Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision. \n'b' Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack : The devil makes three attacks: two with its claws and one with its sting. \n'b' Claw : Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Sting : Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' Merging the most horrifying features of carrion-fed insect and withered cadaver, this bony devil moves in unsettling lurches.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devil, Caasimolar (Former President of Hell) \n'b' Family: Devils \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 22 (natural armor) Hit Points 337 (25d8 + 225) Speed 50 ft.\n'b' STATS STR: 28 (+9) DEX: 28 (+9) CON: 28 (+9) INT: 30 (+10) WIS: 30 (+10) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +16, Wisdom +17, Intelligence +17, Charisma +17 Skills Arcana +17, Deception +17, Insight +17, Intimidation +17, History +17, Religion +17, Perception +17, Persuasion +17 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 27 Languages Abyssal, Common, Celestial, Demonic, Draconic, Infernal, telepathy 100 ft. Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Innate Spellcasting . Caasimolar\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). He can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : animate dead , cone of cold , detect evil and good , detect magic , detect thoughts , dispel magic , invisibility , magic circle , polymorph , teleport (self only), tongues , true seeing \n'b' 3/day : wall of ice \n'b' 1/day each : lightning bolt , power word kill \n'b'\n'b' Legendary Resistance (3/day) . If Caasimolar fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Cassimolar has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Caasimolar\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . Caasimolar regains 10 hit points at the start of his turn. If Caasimolar takes damage from a silvered weapon, this trait doesn\xe2\x80\x99t function at the start of Caasimolar\xe2\x80\x99s next turn. Caasimolar is destroyed only if he starts his turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Caasimolar makes three Iron Rule of Law attacks. \n'b' Iron Rule of Law . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 35 (4d12 + 9) bludgeoning damage and the target must make a DC 26 Constitution save. The target dies on a failure while on a success it takes 27 (5d10) psychic damage. \n'b' Contractual Obligations . Caasimolar carries a copy of the Doctrines of Hell, a legal tome that he may use to write contracts. The contracts allow him to cast geas or symbol once per day. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Caasimolar can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Caasimolar regains spent legendary actions at the start of his turn. \n'b'\n'b' Hammer of the Law . Caasimolar makes an Iron Rule of Law attack . \n'b' Halt in the Name of the Law . Caasimolar targets one creature who must succeed at a DC 27 Wisdom saving throw or become incapacitated until the end of its next turn. \n'b' Signed in Blood (costs 2 actions) . All creatures within 30 feet of Caasimolar must make a DC 27 Wisdom saving throw. On a failure, the creature is subject to Caasimolar\xe2\x80\x99s will as per the spell suggestion on a failure, while on a success the creature takes 17 (5d6) psychic damage. \n'b' Fiendish Recovery (costs 2 actions) . Caasimolar recovers 50 hit points and ends one condition affecting him. \n'b'\n'b' ABOUT \n'b' Caasimolar appears as a bald, wizened old man with a reddish-gray beard and the blackened wings of one of the original fallen. Dressed in robes of gold and scarlet, he bears a ruby-tipped iron rod covered in wicked thorns that is known as \xe2\x80\x9cThe Rule of Law.\xe2\x80\x9d Caasimolar serves as chief councilor, advisor, and regent to his lord. \n'b' Caasimolar was once second-in-command of all of the legions of Hell, answering directly to his lord during his volatile reign as ruler of the nine Rings of Hell. In his role as president, Caasimolar oversaw the congress of devils and used his guile to negotiate terms between the factions of the fallen until the Second Schism that resulted in the current state of civil war between the rival princes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cavalry Camel \n'b' Large beast , unaligned \n'b' Armor Class 12 (light barding) Hit Points 37 (5d10 + 10) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 2 (-4) WIS: 9 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 9 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' ACTIONs \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. \n'b' Spit (Recharge 5-6) . The cavalry camel spits a nauseating wad of phlegm at a single target within 15 feet. The target must succeed on a DC 12 Constitution saving throw or be blinded until the end of its next turn.'}