prompt
stringclasses
1 value
response
stringlengths
486
21.9k
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'The Insatiable One \n'b' Family: Devils \n'b' Large swarm of Tiny elementals, lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 170 (20d10 + 60) Speed 5 ft., fly 40 ft. (hover)\n'b' STATS STR: 3 (-4) DEX: 21 (+5) CON: 16 (+3) INT: 20 (+5) WIS: 18 (+4) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Con +8, Wis +9, Cha +11 Skills Arcana +10, Deception +11, Insight +9, Perception +9, Persuasion +11 Damage Vulnerabilities cold Damage Immunities fire, poison; bludgeoning, piercing, slashing Condition Immunities charmed , frightened , paralyzed , petrified , prone , poisoned , restrained , stunned Senses blindsight 10 ft., darkvision 120 ft., passive Perception 19 Languages Common, Draconic, Infernal, Primordial Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Elemental Swarm . The Insatiable One can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. \n'b' Magic Resistance . The Insatiable One has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The Insatiable One\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The Insatiable One can innately cast the following spells, requiring no material components: \n'b' At will : fire bolt, poison spray \n'b' 3/day each : burning hands , invisibility , ray of enfeeblement , ray of sickness \n'b' 1/day each : bestow curse , contagion , harm , insect plague , fireball \n'b' Inhabit . The Insatiable One can enter the body of an incapacitated or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. The Insatiable One can abandon the body as an action. Attacks against the host deal half damage to the Insatiable One as well, but the Insatiable One\xe2\x80\x99s resistances and immunities still apply against this damage. If the Insatiable One inhabits a dead body, it can animate it and control its movements, effectively becoming a zombie for as long as it remains inside. In a living victim, the Insatiable One can control the victim\xe2\x80\x99s movement and actions as if using dominate monster (save DC 19) on the victim. The Insatiable One can consume a living victim; the target takes 5 (2d4) necrotic damage per hour while the Insatiable One inhabits its body, and the Insatiable One regains hit points equal to the damage dealt. When inhabiting a body, the Insatiable One can choose to have any spell it casts with a range of self, target the inhabited body rather than itself. The skin of a creature inhabited by the Insatiable One crawls with the forms of the insects inside. The Insatiable One can hide this telltale sign with a Charisma ( Deception ) check against a viewer\xe2\x80\x99s passive Insight . A greater restoration spell or comparable magic forces the Insatiable One to abandon the host. \n'b' Smoke Shroud . The Insatiable One is shrouded in a 5-foot-radius cloud of dark smoke. This area is lightly obscured to creatures other than the Insatiable One. Any creature that needs to breathe that begins its turn in the area must make a successful DC 16 Constitution saving throw or be stunned until the end of its turn. \n'b' Actions \n'b' Bites . Melee Weapon Attack : +10 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 21 (6d6) piercing damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage, or 10 (3d6) piercing damage plus 7 (2d6) fire damage plus 7 (2d6) poison damage if the Insatiable One has half of its hit points or fewer. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Smoke Jump . The Insatiable One can travel instantly to a space in sight where there\xe2\x80\x99s smoke. \n'b' Whirlwind (Recharge 4-6) . Each creature in the Insatiable One\xe2\x80\x99s space must make a DC 18 Strength saving throw. Each creature that fails takes 28 (8d6) bludgeoning damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage and is flung up 20 feet away from the Insatiable One in a random direction and knocked prone . If the saving throw is successful, the target takes half the bludgeoning damage and isn\xe2\x80\x99t flung away or knocked prone . If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it traveled. If the target collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Warmonger Devil (Levaloch) \n'b' Family: Devils \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 104 (11d10 + 44) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 19 (+4) INT: 14 (+2) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7 Skills Perception +6 Damage Immunities fire, poison Condition Immunities poisoned Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks; acid, cold Senses darkvision 60 ft., devil\xe2\x80\x99s sight, passive Perception 16 Languages Celestial, Draconic, Infernal; telepathy 100 ft. Challenge 7 (2,900 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' Hellstrider . Difficult terrain doesn\xe2\x80\x99t cost a levaloch extra movement. \n'b' Magic Resistance . The levaloch has advantage on saving throws against spells and other magical effects. \n'b' Merciless Blow . If a levaloch hits a restrained foe with an attack , the target takes 2d6 additional damage of the same type. \n'b' Phalanx . The levaloch has advantage on an attack roll against a creature if at least one levaloch ally 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 devil makes two weapon attacks. \n'b' Laser Rifle . Ranged Weapon Attack : +6 to hit, range 100/300 ft., one target. Hit: 30 (6d8 + 3) radiant damage. \n'b' Net . Ranged Weapon Attack : +6 to hit, range 5/15 ft., one target of Large or smaller size . Hit: target is restrained . A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. \n'b' Trident . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if wielded in two hands to make a melee attack . \n'b' Teleport . The levaloch 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' Few devils personify the infernal approach to military operations like a levaloch or warmonger devil. This fiend\xe2\x80\x99s mind is simultaneously logical and passionate, driven to promote Hell\xe2\x80\x99s order through conflict. Its restless spirit finds joy only in battle. Within Hell\xe2\x80\x99s hierarchy, levalochs serve in elite strike forces composed entirely of others of their kind or as commanders of units of other warlike devils. Fearsome in appearance and skill, warmonger devils are diabolical essences infused into constructed metallic frames. \n'b' Standing 10 feet tall and weighing 1 ton, a levaloch\xe2\x80\x99s body resembles the torso of a hellish, armored knight placed atop six fiendish, clawed, insectile legs. Even compared to other devils, the anatomy of a levaloch is an enigma. They have no internal physiology at all, being little more than living suits of blasphemous chitin and Hell-forged armor. \n'b' As a result, levalochs are often misidentified as constructs. \n'b' Cruel Commanders . A single levaloch is quite powerful on its own, but the devils\xe2\x80\x99 true might lies in working alongside other devils in battle. Levalochs lead from the front lines, inspiring their allies and terrifying their foes. They are demanding, stern leaders, but they aren\xe2\x80\x99t dismissive of devils lower in Hell\xe2\x80\x99s hierarchy. Levalochs instead assess a given ally based on that being\xe2\x80\x99s capabilities and strategic utility, knowing a single powerful devil might not be able to accomplish what a horde of lesser fiends can. Warmonger devils\xe2\x80\x99 grasp of strategy and tactics is undisputed, and they can understand and execute complex maneuvers. Coupled with this tactical mastery is a devious creativity that allows a levaloch to respond well to unexpected changes in a situation. This adaptability surprises foes that assume the ordered minds of devils are stagnant and resistant to change. \n'b' In any confrontation, warmonger devils prefer to wipe out weaker targets first and cut off routes of escape, leaving dangerous foes without allies to call upon or any recourse but defeat or surrender. Levalochs try to avoid throwing away their own troops needlessly, not out of any sense of compassion, but out of a desire to preserve numerical advantage. Fewer troops mean a diminished ability to wage war. Regardless, levalochs value infernal warriors over mortal troops and utilize them in battle accordingly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devourer \n'b' Large undead , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 172 (23d10 + 46) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 27 (+8) DEX: 16 (+3) CON: 15 (+2) INT: 19 (+4) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8, Stealth +8 Damage Resistances acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed , frightened , poisoned Senses darkvision 60 ft., passive Perception 18 Languages Abyssal, Celestial, Common, Infernal Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The devourer\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The devourer can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : animate dead \n'b' 3/day each : chill touch , inflict wounds , ray of enfeeblement \n'b' 1/day each : create undead , true seeing \n'b'\n'b' Devour Soul . When the devourer reduces a creature to 0 hit points , that creature must succeed on a DC 18 Wisdom saving throw or the devourer consumes the creature\xe2\x80\x99s soul. Creatures that die in this manner can only be restored to life by a true resurrection or wish spell. \n'b' Actions \n'b' Multiattack . The devourer makes one bite attack and two attacks with its claws. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 5 ft., one creature. Hit : 17 (2d8 + 8) piercing damage. \n'b' Claws . Melee Weapon Attack : +13 to hit, reach 10 ft., one creature. Hit : 15 (2d6 + 8) slashing damage. \n'b' Torment Soul (Recharge 6) . The devourer creates a howling whirlwind of necrotic energy in a 20-foot radius centered on itself. Each creature in that area that is not undead or a construct must succeed on a DC 18 Constitution saving throw, taking 55 (10d10) 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'Devouring Angel \n'b' Large aberration , neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 220 (21d10 + 105) \n'b' Speed 40 ft., climb 40 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 21 (+5) INT: 7 (\xe2\x80\x932) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Perception +7 \n'b' Damage Immunities acid, poison \n'b' Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned , prone \n'b' Senses blindsight 120 ft. (blind beyond this radius), passive Perception 17 \n'b' Languages understands Common and Celestial but can\xe2\x80\x99t speak \n'b' Challenge 12 (8,400 XP) \n'b' Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Assisted Leaping . The devouring angel can use its quasi-wings to fly up to 30 feet on its turn, but it must start and end its movement on a solid surface, such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage. \n'b' Flexible Form . The devouring angel can twist its body into unnatural positions, allowing it to easily move through any opening large enough for a Small creature. It can squeeze through any opening large enough for a Tiny creature. The angel\xe2\x80\x99s destination must still have suitable room to accommodate its volume. \n'b' Keen Smell . The devouring angel has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Limited Telepathy . The devouring angel can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The devouring angel makes one Bite attack and four Claw attacks. It can replace one Claw attack with a Spiked Tongue attack . \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) piercing damage plus 10 (3d6) acid damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Spiked Tongue . Melee Weapon Attack : +9 to hit, reach 20 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and takes 9 (2d8) piercing damage at the start of each of its turns, and the devouring angel can pull the creature up to 15 feet closer to it as a bonus action. The devouring angel can have only one target grappled in this way at a time. \n'b' Shed Spines (Recharge 5\xe2\x80\x936) . The devouring angel shakes its body, sending acid-coated spines outward. Each creature within 10 feet of the devouring angel must make a DC 17 Dexterity saving throw, taking 18 (4d8) piercing damage and 24 (7d6) acid damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Vaguely humanoid in shape, this creature has smooth, white skin with shifting red patterns. Its long, thin limbs are of differing proportions, giving it a jerking gait. Its eyeless face is dominated by a fanged maw with a long, red tongue. \n'b' Devouring angels are twisted planar predators that can and do attempt to consume any and all life forms. \n'b' Angelic Shape . Originating in the Upper Planes, devouring angels are nothing more than a semi?intelligent celestial slime mold that evolved a form loosely resembling the angels of its home. They even evolved fleshy quasi-wings, earning the creature its name. Though it isn\xe2\x80\x99t as malleable as its slimy ancestor, its body remains incredibly flexible, allowing the devouring angel to chase prey into small burrows or homes. \n'b' Planar Gourmands . Devouring angels like eating and consume anything they can easily bite. They aren\xe2\x80\x99t malicious and prefer easy meals to fighting when possible. However, their love of tasting something they have never tasted drives them to always seek new locales with new creatures to devour and new delicacies to sample. Clever travelers who know a devouring angel inhabits an area bring exotic foods to placate the hungry creature and earn safe passage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devouring Mist \n'b' Large undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 123 (19d10 + 19) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 19 (+4) CON: 13 (+1) INT: 8 (-1) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +8 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Mist Form . The devouring mist can occupy another creature\xe2\x80\x99s space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. The mist moves through water as if it were difficult terrain . The mist can\xe2\x80\x99t use objects in any way that requires hands; it can apply simple force only. \n'b' Blood Sense . The devouring mist can sense living creatures that have blood or similar vital fluids in a radius of 60 feet. \n'b' Sunlight Hypersensitivity . The devouring mist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks \n'b' Actions \n'b' Blood Drain . One creature other than a construct or undead that is in the devouring mist\xe2\x80\x99s space must make a DC 16 Constitution saving throw. On a failed save, the target takes 28 (8d6) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. In addition, the mist regains hit points equal to that amount. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the target finishes a long rest . It dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the mist\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The mist can have no more than twelve zombies under its control at one time. \n'b' About \n'b' This drifting nightmare resembles a cloud of dark-red vapor about 10 feet in diameter. \n'b' Devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. They look for living prey to feed on and torment. When they strike, they surround their enemies and draw their blood from their bodies.\xc2\xa0Devouring mists are possessed of a malicious cunning. They are quite capable of blending into natural mists so as to take their prey unaware. They may also follow creatures for a time and attack when they are distracted or preoccupied. A devouring mist may stalk its prey over hours or even days, striking again and again, in effect milking them of blood. \n'b' Devouring mists do not speak, nor can they be communicated with.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Devra \n'b' Medium fiend (shapechanger), chaotic evil \n'b' Armor Class 17 (natural armor, ring of protection , ioun stone ) Hit Points 121 (22d8 + 22) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 8 (-1) DEX: 17 (+3) CON: 13 (+1) INT: 18 (+4) WIS: 12 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +8, Wisdom +5, Charisma +9 Skills Arcana +8, Deception +13, Insight +9, Perception +9, Persuasion +13 Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 19 Languages Abyssal, Common, Infernal, telepathy 60 ft. Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Dual Enchantment . If Devra casts an enchantment spell that would normally target one creature, she can have it target two. \n'b' Redirect (recharge 4-6). When a creature within 40 feet of Devra attacks her, she can use her reaction to redirect the attack . The attacking creature must succeed on a DC 17 Wisdom saving throw or target another creature of Devra\xe2\x80\x99s choice within range of the attack . Creatures that can\xe2\x80\x99t be charmed are immune to this effect. \n'b' Shapechanger . Devra can use her action to polymorph into a Small or Medium humanoid, or back into her true form. Without wings, Devra loses her flying speed. Other than her size and speed, her statistics are the same in each form. Any equipment she is wearing or carrying isn\xe2\x80\x99t transformed. She reverts to her true form if she dies. \n'b' Special Equipment . Devra possesses a ring of protection and an ioun stone of protection \n'b' Spellcasting . Devra is a 10th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). She has the following spells prepared:\n'b'\n'b' Cantrips (at will): dancing lights , light , mage hand , minor illusion , prestidigitation \n'b' 1st level (4 slots): charm person , false life , hideous laughter , magic missile , unseen servant \n'b' 2nd level (3 slots): blur , detect thoughts , hold person , mirror image \n'b' 3rd level (3 slots): counterspell , dispel magic , fireball \n'b' 4th level (3 slots): black tentacles , confusion , greater invisibility \n'b' 5th level (2 slots): dominate person , wall of force \n'b'\n'b' Telepathic Bond . Devra ignores the range restriction on her telepathy when communicating with a creature she has charmed . The two don\xe2\x80\x99t even need to be on the same plane of existence. \n'b' Actions \n'b' Claw (fiend form only). Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' +1 Dagger . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Charm . One humanoid Devra can see within 30 feet of her must succeed on a DC 16 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Devra\xe2\x80\x99s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Devra\xe2\x80\x99s Charm for the next 24 hours. Devra can have only one target charmed at a time. If she charms another, the effect on the previous target ends. \n'b' Draining Kiss . Devra kisses a creature charmed by her or a willing creature. The target must make a DC 16 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b' Etherealness . Devra magically enters the Ethereal Plane from the Material Plane, or vice versa. \n'b' Bonus Actions \n'b' Hypnosis . Devra uses her charming voice to hypnotize one creature within 15 feet of her who can hear and understand her. The creature must succeed on a DC 17 Wisdom saving throw or be charmed until the end of her next turn. A hypnotized creature is incapacitated and does nothing but gaze at Devra. The effect ends for a hypnotized creature if that creature takes damage or is more than 15 feet from Devra.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dhampir Commander \n'b' Family: Dhampir \n'b' The thin, dark-haired commander wades into the throng of enemy soldiers. The leader\xe2\x80\x99s troops come rushing in, inspired by the courageous example. \n'b' Medium humanoid (dhampir), any alignment \n'b' Armor Class 17 (studded leather, shield) Hit Points 97 (13d8 + 39) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 16 (+3) INT: 14 (+2) WIS: 12 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +5, Dexterity +6, Wisdom +4, Charisma +7 Skills Athletics +5, Deception +7, Intimidation +7, Persuasion +7, Stealth +6 Damage Resistances necrotic Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Inspiring Savagery . Each ally within 30 feet of the dhampir that can see it can make one melee attack as a bonus action . \n'b' Undead Resistance . The dhampir has advantage on saving throws against disease. \n'b' Actions \n'b' Multiattack . The dhampir makes four rapier or four shortbow attacks. It can make a grapple attack or Dark Thirst attack in place of any attack . \n'b' Rapier . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +6 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Dark Thirst . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature that is grappled by the dhampir, incapactitated, or restrained . Hit : 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic damage. The dhampir commander regains hp equal to the amount of necrotic damage dealt. \n'b' Predatory Charm . The dhampir magically beguiles the mind of one humanoid it can see within 30 feet for 1 hour. The target Dhampir Commander must succeed on a DC 15 Charisma saving throw or the dhampir has advantage on Charisma checks against the target. If the dhampir or any of its allies damage the target, the effect ends. If the target\xe2\x80\x99s saving throw is successful or the effect ends, the target is immune to this dhampir\xe2\x80\x99s Predatory Charm for the next 24 hours. A creature immune to being charmed is immune to this effect. A dhampir can have only one target affected by its Predatory Charm at a time. If it uses its Predatory Charm on another target, the effect on the previous target ends. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the dhampir can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the dhampir. A creature can benefit from only one Leadership die at a time. This effect ends if the dhampir is incapacitated. \n'b' About \n'b' Dhampirs in military service fly up the ranks and use their natural charisma to inspire the soldiers beneath them to acts of heroism and violence. \n'b' Inspiring Leaders . Dhampir commanders lead by example on the battlefield, wading into combat and leading charges. A dhampir\xe2\x80\x99s troops die for their leader and offer their own necks for feeding if the commander is injured. Good dhampirs rely on this loyalty to fight malevolent forces, while evil half-living commanders relish the power they have over soldiers, pushing them to acts of depravity.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Diamantem \n'b' Large elemental , neutral \n'b' Armor Class 20 Hit Points 336 (24d10+204) Speed 40 ft., burrow 40 ft. ft.\n'b' STATS STR: 28 (+9) DEX: 10 (+0) CON: 27 (+8) INT: 6 (-2) WIS: 16 (+3) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8 Damage Immunities acid, fire Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 18 Languages \xe2\x80\x93 Challenge 16 (15000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Intrastellar . The diamantem is immune to any effect related to fusion, gravity, light, and pressure. It can move and see normally in the natural conditions of their home. \n'b' Light Immunity . The diamantem is immune to the harmful effects of bright light, including effects that blind with light and other light effects such as prismatic spray . \n'b' Radiant Light . The diamantem emits light as a torch. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The diamantem makes 2 slam attacks and one prismatic beam attack . \n'b' Slam . Melee Weapon Attack : +14 to hit, 10 ft. reach, 1 target. Hit : 45 (8d8 + 9) slashing damage. and is not subject to resistance or immunity unless the target is resistant or immune to magic bludgeoning, piercing, and slashing damage. \n'b' Prismatic Beam . The diamantem projects a beam of prismatic light to one target within 60 ft. The target suffers the effects of prismatic spray (DC 19). \n'b'\n'b' ABOUT \n'b' This glittering crystal creature is vaguely humanoid in form, sparkling with multicolored radiance from within even as it gathers all light around it and throws it back in a radiant display. Stardwellers. Star Diamantems manifest where elemental energies of earth and fire exist in extreme supply. The dense hearts of some dying stars provide the perfect home for these beings of compressed carbon and dazzling light. Native to their unusual homes, they engage in the processes of fusion or increasing gravity and defend their homes against any intruders who can survive their lethal environment.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dimspriggan \n'b' Large fey , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 67 (9d10 + 18) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 15 (+2) INT: 11 (+0) WIS: 16 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +6 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Senses darkvision 60 ft., passive Perception 16 Languages Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . If the dimspriggan remains motionless it appears to be a normal tree. \n'b' Innate Spellcasting . The dimspriggan\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : thorn whip \n'b' 2/day : invisibility \n'b'\n'b' Regeneration . The dimspriggan regains 10 hit points at the start of its turn as long as it has at least 1 hit point. \n'b' Tree Stride . Once on each of its turns, the dimspriggan can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Huge or bigger. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dimspriggan makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Breathe Insect Cloud (Recharge 2-3) . Swarming, biting locusts fill a 30-foot-radius sphere centered on the dimspriggan. The sphere spreads around corners. The sphere remains for 1 minute, and the terrain is lightly obscured. The sphere\xe2\x80\x99s area is also difficult terrain . When the area appears, each creature in it must make a DC 14 Constitution saving throw. A creature takes 5 (1d10) piercing damage on a failed save, or half as much damage on a successful save. A creature must also make this saving throw when it enters the spell\xe2\x80\x99s area for the first time on a turn or ends its turn there. \n'b'\n'b' ABOUT \n'b' Tons of flying insects pour into a cluster of tents, chasing away the inhabitants. Appearing out of thin air in the clearing, a dimspriggan begins ripping people to shreds. \n'b' Grove Guardian . Most dimspriggans are found in ruins guarding a hoard of treasure. As the guardian of the treasure, they will kill anyone who enters their territory. They are wicked, mischievous fey who also enjoy spreading misery and destruction. Dimspriggans love chasing newcomers out of the woods, making sure the scared explorers will never return again. \n'b' Dark Cloud . The clouds of insects breathed out by dimspriggans make a great deal of noise. Deep, buzzing sounds continue to haunt any survivors long after an encounter with these fey.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur King, Triceratops \n'b' Family: Dinosaurs \n'b' Gargantuan monstrosity , neutral good \n'b' Armor Class 15 (natural armor) Hit Points 294 (19d20 + 95) Speed 60 ft.\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 20 (+5) INT: 15 (+2) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Con +9, Wis +7 Skills Insight +7, Perception +7 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks Senses darkvision 60 ft, passive Perception 17 Languages Sylvan Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Herd Master . The Triceratops king may cast spells with the range of touch on allies if within 30 feet. \n'b' Innate Spellcasting . The Triceratops king\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : cure wounds , speak with animals , speak with plants \n'b' 3/day each : hold person , moonbeam , spike growth \n'b' 1/day each : dispel magic , conjure animals \n'b' Magic Resistance . The Triceratops king has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Triceratops king\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Triceratops king makes two Gore attacks. \n'b' Gore . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 29 (4d10 + 7) piercing damage. \n'b' Stomp . Melee Weapon Attack : +11 to hit, reach 5 ft., one prone target. Hit : 26 (3d12 + 7) type damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Triceratops king 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 Triceratops king regains spent legendary actions at the start of its turn. \n'b'\n'b' Rampage . The Triceratops king makes a Gore and a Stomp attack . \n'b' Bolster Herd (costs 2 actions) . The Triceratops king\xe2\x80\x99s allies within 30 feet may immediately attempt a saving throw against an ongoing effect. \n'b' Herd Charge (costs 2 actions) . All allies within 30 feet or the Triceratops king take a move and an action. \n'b'\n'b' ABOUT \n'b' Dinosaur kings look like a normal member of the species they bond with, albeit larger and far more intelligent. They are not truly made of flesh and blood, but of ephemeral spirit stuff that behaves much the same way. The Triceratops dinosaur kings are closer to their bonded species than others and often mate with their bonded species to produce hybrid flesh and spirit being that are nearly as powerful as their royal forebearers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ccoa \n'b' Tiny elemental , chaotic neutral \n'b' Armor Class 18 (natural) Hit Points 64 (16d4 + 32) Speed 30 ft., fly 50 ft. (cloud-form only)\n'b' STATS STR: 12 (+1) DEX: 23 (+6) CON: 14 (+2) INT: 17 (+3) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Int +6, Wis +5 Senses darkvision 60 ft., passive Perception 15 Languages Auran, Common Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The ccoa can use its action to polymorph into the form of a dark storm cloud or back to its cat-like form. In cloud form, the ccoa appears as a swirling 10-foot-tall black storm cloud with a 30-foot radius. The cloud form has a fly speed of 40 ft., can move through a hostile creature\xe2\x80\x99s space and stop there, and move through a space as narrow as 1 inch wide without squeezing. \n'b' Regeneration (cloud Form Only) . While in cloud form, the ccoa regenerates damage taken. The ccoa regains 10 hit points at the start of its turn. The ccoa only dies if it is slain in cat-form. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite (Cat-Form Only) . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 3) piercing damage. The target must also make a DC 16 Charisma save or become overwhelmed by hopelessness for 1 minute. During this time, the target cannot attack or target any creature with harmful Abilities, Spells, or other magical Effects. \n'b' Ice Stare (Cat-Form Only) . The ccoa can set its otherworldly gaze on a single target within 60 feet causing patches of ice to crystallize on its exposed flesh. The crystallized patches deal 22 (5d8) points of cold damage and reduce the target\xe2\x80\x99s speed by 10 feet until the start of its next turn. A successful DC 16 Constitution save halves the damage and the target\xe2\x80\x99s movement is unaffected. \n'b' Hailstorm (Cloud-form only) . Ranged Spell Attack : +10 to hit, 120 ft., one target. Hit : 14 (3d6) bludgeoning plus 14 (3d6) cold damage. \n'b' Lightning Blast (Recharge 5-6) . While in cloud form, the ccoa can target a single creature within any space it occupies with a bolt of lightning. The targeted creature and each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 27 (5d10) lightning damage on a failed save, or half as much damage on a successful one. Outdoors in stormy conditions, the damage increases to 38 (7d10) lightning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Vaporize (Recharge 5-6) . If an opponent successfully strikes the ccoa\xe2\x80\x99s cat-form, the creature can use a reaction to vaporize itself, instantaneously assuming its cloud form and ignoring any damage from the attack . \n'b'\n'b' ABOUT \n'b' Ccoa are tiny shape-changing beings that manifest from dark storm clouds that roam the lofty peaks marking the sacred rifts through which mortals attempt to cross into the spirit kingdoms. When confronting mortals, these dark clouds coalesce into small, feline creatures. Slightly larger than a cat but more bestial in appearance, the ccoa is covered with a thick coat of coarse gray fur streaked with black stripes that run the length of its torso. Eerily, its eyes glow with a soft green phosphorescence and its long jaws grimace with rows of broad pointed teeth or less frequently, small tusks. \n'b' Supernatural Agents . Some ccoa act as agents for more powerful spirits or gods; others mask their allegiances and intentions. They enjoy teasing and toying with mortals when they enter their domains, even those that share an alliance with their spirit masters. They are intolerant of trespassers, and upon first sighting them, attempt to drive them off or even slay them. Some ccoas enter pacts with priests or warlocks, viewing them as channeling the same eldritch powers they themselves wield. \n'b' Mercurial Extortionists . Ccoas frequently use their powers to humble the efforts of civilized folk by sweeping through fields and villages and demolishing homes and crops. Mortals can attempt to appease a ccoa\xe2\x80\x99s malicious behavior by presenting it with offerings and gifts; however, ccoas are mercurial creatures that may as graciously accept or violently reject an identical offering from one moment to the next. Some may ask for precious metals, incense, or wine, while others demand obscure items like a couatl feather or a baby\xe2\x80\x99s tears; rarely can mortals simply guess the object of the ccoa\xe2\x80\x99s desire. Failure to deliver the offering earns the ccoa\xe2\x80\x99s wrath, but if the gift is delivered before sunset the following day, the ccoa grants its boon, such as exposing an enemy\xe2\x80\x99s weakness, aiding it in combat, blessing a harvest, influencing the weather, or revealing an unknown location or forgotten secret.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Veiled Master \n'b' Family: Aboleth \n'b'\n'b' Large aberration (mythos), lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 300 (24d10+168) Speed 10 ft., swim 80 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 25 (+7) INT: 21 (+5) WIS: 18 (+4) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Int +10, Wis +9 Damage Resistances cold Damage Immunities lightning Skills History +15, Perception +14 Senses darkvision 120 ft., passive Perception 24 Languages Deep Speech, telepathy 120 ft. Challenge 16 (15,000 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The veiled master can breathe air and water. \n'b' Innate Spellcasting . A veiled master\xe2\x80\x99s spell casting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : glyph of warding , suggestion \n'b' 3/day : major image , symbol \n'b' 1/day each : polymorph (self only), programmed illusion , teleport \n'b'\n'b' Mucus Cloud . While underwater, the veiled master is surrounded by transformative mucus. A creature that touches the veiled master or that hits it with a melee attack while within 5 feet of it must succeed on a DC 20 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 veiled master, the veiled master learns the creature\xe2\x80\x99s greatest desires and darkest fears if the veiled master can see the creature. Additionally, for each minute of continued telepathic communication, the veiled master can experience one of that creature\xe2\x80\x99s memories. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The veiled master makes three tentacle attacks. \n'b' Tentacle . Melee Weapon Attack : +9 to hit, 20 ft. reach, one target. Hit : 13 (2d8 + 4) bludgeoning damage plus 21 (6d6) lightning damage. If the target is a creature, it must succeed on a DC 20 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 every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. \n'b' Bite . Melee Weapon Attack : +9 to hit, 10 ft. reach, one target. Hit : 15 (2d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 17 Wisdom saving throw or suffer an additional 27 (6d6 + 6) psychic damage as the veiled master consumes its memories. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the psychic damage taken, and the veiled master regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. If the target\xe2\x80\x99s hit point maximum is reduced to 0, it remains alive and conscious and is treated as though it had 1 hit point, but it becomes a mindless slave of the veiled master, as though affected by the veiled master\xe2\x80\x99s enslave ability. \n'b' Enslave (3/Day) . The veiled master targets one creature it can see within 60 feet of it. The target must succeed on a DC 19 Wisdom saving throw or be magically charmed by the veiled master until the veiled master dies or until it is on a different plane of existence from the target. The charmed target is under the veiled master\xe2\x80\x99s control and can\xe2\x80\x99t take reactions , and the veiled master and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the veiled master. \n'b'\n'b' Legendary Actions \n'b' The veiled master can take 4 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 veiled master regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The veiled master makes a Wisdom ( Perception ) check. \n'b' Mental Assault . The veiled master bombards the mind of a single creature within 60 feet with psychic static. That creature has disadvantage on all d20 rolls it makes until the beginning of its next turn. \n'b' Psychic Drain (Costs 2 Actions) . One creature charmed by the veiled master takes 21 (6d6) psychic damage, and the veiled master regains hit points equal to the damage the creature takes. \n'b'\n'b' About \n'b' Aboleths are ancient nigh-immortal creatures who have wandered the cosmos through the dreamlands, often influencing or even ruling the primordial deeps long before humanoid races rose to sentience and brought with them the attention of their gods. When younger races arose upon worlds aboleths claimed as their own, or alighted upon them during their exploration of space, aboleths began to manipulate these interlopers like puppets. Some of their kind disguized themselves to walk among their pets, veiling themselves with magic to appear as humanoids. These were the veiled masters- if one were to foolishly attempt to impose human hierarchies upon this alien race, veiled masters would be considered the nobility among their aboleth kin. In truth, while aboleths do treat veiled masters with utmost respect and defer to their decisions, they are not regarded as the rulers of the race. Stranger and still more dangerous entities rule over veiled masters from the deepest trenches below the sea. \n'b' Master Manipulators . While all aboleths are skilled at domination and illusion, veiled masters are the true experts of the arcane. Veiled masters engineered their grandest deceptions and manipulations, their subtle coaxings often encouraging a rise to glory with veiled masters walking among the populace, whispering into their leaders\xe2\x80\x99 ears. \n'b' The people knew the veiled masters as scholars and arcanists, with murmurs that their mysterious cabal was more than human , but veiled masters destroyed the bodies and minds of those who proved too curious. Whenever their proteges showed hubris- believing that they were greater than their patrons- these manipulators brought punishment upon them. \n'b' Should they fail to fall into line, the veiled masters unleashed their eldritch powers and rituals to invoke world-ending cataclysms while they retreated to the depths of the sea to live on, watching and waiting until the opportunity arose to walk among a new race once more and teach new lessons in secrets with too high a price. \n'b' The average veiled master measures 14 feet in length and weighs 1,500 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel, Kalkydra \n'b' Family: Angels \n'b' Huge celestial , lawful good \n'b' Armor Class 18 (natural armor) Hit Points 189 (14d12 + 98) Speed 40 ft., climb 30 ft., fly 90 ft. (hover)\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 24 (+7) INT: 17 (+3) WIS: 21 (+5) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Wis +10, Cha +11 Skills Insight +10, Perception +10 Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, radiant Condition Immunities charmed , exhaustion , frightened , poisoned , prone Senses truesight 120 ft., passive Perception 20 Languages all, telepathy 120 ft. Challenge 13 (10,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Angelic Weapons . The kalkydra\xe2\x80\x99s weapon attacks are magical. When the kalkydra hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack ). \n'b' Immortal Nature . The kalkydra doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Magic Resistance . The kalkydra has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kalkydra makes two Bite or Sunray attacks. It can replace one attack with a Constrict attack . \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) piercing damage plus 18 (4d8) radiant damage. \n'b' Constrict . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) bludgeoning damage plus 18 (4d8) radiant damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained , and the kalkydra can\xe2\x80\x99t constrict another target. \n'b' Sunray . Ranged Spell Attack : +11 to hit, range 120 ft., one target. Hit : 24 (4d8 + 6) radiant damage plus 9 (2d8) fire damage. \n'b' Song of Sunrise (1/Day) . The kalkydra sings a song to welcome the dawn, causing sunlight to fill the area in a 120-foot radius around it. This effect lasts for 1 minute. \n'b' Spellcasting . The kalkydra casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):\n'b'\n'b'\n'b' At will : detect evil and good , light \n'b' 3/day each : daylight , dispel evil and good \n'b' 1/day each : commune, greater restoration \n'b'\n'b' REACTIONS \n'b'\n'b' Solar Nimbus . When the kalkydra is hit by an attack , it surrounds itself in a fiery nimbus, searing the attacker. The attacker takes 9 (2d8) fire damage and 9 (2d8) radiant damage, and the nimbus sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the start of the kalkydra\xe2\x80\x99s next turn, a creature within 5 feet of the kalkydra that hits it with a melee attack takes 9 (2d8) fire and 9 (2d8) radiant damage. \n'b'\n'b' LAIR ACTIONS \n'b' When fighting on any battlefield, the kalkydra can invoke their nature as a patron of warriors and the besieged to take lair actions . On initiative count 20 (losing initiative ties), the kalkydra takes a lair action to cause one of the following effects; the kalkydra can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Adverse Terrain . The ground cracks and crumbles in a 30- foot radius centered on a point Iilari\xe2\x80\x99jil can see within 120 feet of them. The area is difficult terrain for hostile creatures and lasts until Iilari\xe2\x80\x99jil uses this lair action again or until the archangel dies. \n'b' Blinding Burst . Radiance bursts from a point the kalkydra can see within 90 feet of them. Each hostile creature within 20 feet of that point must succeed on a DC 21 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Luminous Blessing . The kalkydra\xe2\x80\x99s form illuminates, shedding bright light in a 60-foot radius and dim light for an additional 60 feet and infusing nearby weapons with divine energy. The light is sunlight and dispels magical darkness created by a spell of 6th level or lower or by a creature with a challenge rating of 22 or lower. The weapon attacks of friendly creatures in the bright light are magical. The light lasts until initiative count 20 on the next round. \n'b'\n'b' ABOUT \n'b' A massive serpent appears with gleaming copper scales and eyes of emerald green. From its back unfold six pairs of feathered wings that shine a pearlescent white. \n'b' Kalkydra are loyal servants and emissaries of solar deities. Their joyous songs herald the dawning of each day, and their melancholy refrains echo in the heavens as the sun sets each evening. It is said that those blessed by a solar deity can hear these songs echo across the aether while watching the sun rise or set, a reminder that they are watched over and protected. \n'b' Hatred of Darkness . While kalkydras oppose all evil, they are particularly vigilant against servants of darkness, especially undead that lurk at night, such as specters and vampires, and mortals and fiends that create, aid, or abet those undead. \n'b' There are times when the rare kalkydra falls from grace, forsaking its deity to consort with evil. Such fallen angels shroud the land in darkness so that evil may better execute its devious machinations. \n'b' Variant \n'b' For a fallen kalkydra, replace daylight with darkness on its list of spells, and replace Song of Sunrise with the following action: \n'b' Sing Out the Sun (1/Day) . The kalkydra sings a song that accompanies the sunset, draining the light from the area and creating an area of magical darkness in a 120-foot radius around it. This effect lasts for 1 minute.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur King, Tyrannosaurus \n'b' Family: Dinosaurs \n'b' Gargantuan monstrosity , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 313 (19d20 + 114) Speed 60 ft.\n'b' STATS STR: 26 (+8) DEX: 10 (+0) CON: 22 (+6) INT: 14 (+2) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Con +10, Wis +6 Skills Perception +6 Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities poisoned Senses darkvision 60 ft, passive Perception 16 Languages Sylvan Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cloud of Carrion . The Tyrannosaurus king is surrounded by a cloud of buzzing insects and the ripe stench of rotting carcasses. All creatures that begin their turn within 15 feet of the Tyrannosaurus king must succeed at a DC 15 Constitution saving throw or gain the poisoned condition until they begin their turn more than 15 feet from the Tyrannosaurus king. A creature that saves against this effect is immune to it for 24 hours. \n'b' Innate Spellcasting . The Tyrannosaurus king\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : darkness , dispel magic , ray of enfeeblement \n'b' 3/day : animate dead \n'b' 1/day : circle of death \n'b'\n'b' Magic Resistance . The Triceratops king has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Triceratops king\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Tyrannosaurus king makes one Bite attack and one Tail attack . The Tyrannosaurus king may substitute a swallow attack for its bite attack . It can\xe2\x80\x99t make both attacks against the same target. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 47 (6d12 + 8) piercing damage. \n'b' Swallow . The Tyrannosaurus king makes a Bite attack , and if it hits, the creature must succeed at a DC 18 Dexterity saving throw or be swallowed if the creature is Large sized or smaller. While swallowed, the creature is blind and restrained , it has total cover against attacks and other effects that originate from outside the Tyrannosaurus king and it takes 39 (6d12) acid damage at the start of the Tyrannosaurus king\xe2\x80\x99s turn. The Tyrannosaurus king can have only two Large-sized creatures, four Medium-sized creatures, or six Small-sized creatures swallowed at one time. If the Tyrannosaurus king takes 50 damage or more on a single turn from a creature inside it, the Tyrannosaurus king 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 Tyrannosaurus king. If the Tyrannosaurus king dies, all swallowed creatures are no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone . \n'b' Tail . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 24 (3d10 + 8) bludgeoning damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Tyrannosaurus king 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 Tyrannosaurus king regains spent legendary actions at the start of its turn. \n'b'\n'b' Rampage . The Tyrannosaurus king makes a Bite and a Tail attack . \n'b' Gobble (costs 2 actions) . The Tyrannosaurus king makes two swallow actions . \n'b' Spit (costs 2 actions) . The Tyrannosaurus king spits up to two creatures it has swallowed at up to two targets. This is a ranged weapon attack made at + 4 to hit, with a range of 20/40 feet, and inflicts 27 (5d10) bludgeoning damage on the creature hit and the creature spit out. Both the creature hit and the one spit out must succeed at a DC 20 Strength saving throw or become prone . \n'b'\n'b' ABOUT \n'b' Dinosaur kings look like a normal member of the species with which they have bonded, albeit larger and far more intelligent. They are not truly made of flesh and blood, but ephemeral spirit stuff that behaves much the same way. Solitary like the creature\xe2\x80\x99s whose form they have stolen, Tyrannosaurus dinosaur kings do not mate with their physical brethren nor do they associate with others of their kind. Instead, they draw to themselves a cadre of loyal raptors and other smaller predators who serve as a sort of court. While this court shows great loyalty to its king, the Tyrannosaurus king does not share that feeling and happily eats a follower if it pleases them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Allosaurus \n'b' Family: Dinosaurs \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 51 (6d10 + 18) Speed 60 ft.\n'b' STATS STR: 19 (+4) 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' Skills Perception +5 Senses passive Perception 15 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pounce . If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is prone , the allosaurus can make one bite attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' While smaller than the more famous Tyrannosaurus rex, the allosaurus is a fearsome predator. It is far stealthier than its larger kin and more likely to strike in ambush from behind large trees. Allosauruses tend to travel in pairs, either mated pairs or a pair of siblings of the same sex. Territorial, allosauruses are known to track foes for miles before making their presence known in a snarling, roaring attack.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Ankylosaurus \n'b' Family: Dinosaurs \n'b' Huge beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 95 (10d12 + 30) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 11 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' ACTIONS \n'b'\n'b' Tail . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 23 (4d8 + 5) bludgeoning damage and Large or smaller targets must succeed on a DC 16 Strength check or be knocked prone and stunned until the end of their next turn. \n'b'\n'b' ABOUT \n'b' Ankylosauruses are four-legged herbivores that graze on low-lying vegetation along the jungle\xe2\x80\x99s margins, be they the edge of the jungle, glades, or the banks of streams. Their bodies are encased in thick, scaly armor that features many points along the edges and down the back. Their tails are long and held aloft behind them. These tails are often tipped with a bony head although some have fluted spikes, but they are always strong and flexible. Ankylosauruses are irritable and nearsighted; they prefer to feel out strange creatures with a few tail whacks, just to be careful.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Archaeopteryx \n'b' Family: Dinosaurs \n'b' This flying creature looks to be a foot-long cross between a bird and a reptile, having both a beak and visible teeth. A fan-like tail flares open when it lands. \n'b' Tiny beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 7 (3d4) Speed 5 ft., fly 50 ft.\n'b' STATS STR: 6 (-2) DEX: 13 (+1) CON: 10 (+0) INT: 2 (-4) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 12 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Flyby . The archaeopteryx doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Actions \n'b' Multiattack . The archaeopteryx makes two attacks: one with its beak and one with its talons. \n'b' Beak . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Talons . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage. \n'b' About \n'b' The archaeopteryx is either a feathered lizard which flies or a bird with teeth and small claws on its wings; opinions vary. It is about the size of a raven with similar black plumage, long legs ending in talons, and a long, fan-like tail. Its beak is lined with small, sharp teeth. The archaeopteryx favors warm, coastal areas, swamps, and jungles.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Deinonychus \n'b' Family: Dinosaurs \n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 9 (2d8) Speed 40 ft.\n'b' STATS STR: 11 (+0) DEX: 15 (+2) CON: 10 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Perception +3, Stealth +4 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Keen Smell . The deinonychus has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The deinonychus has advantage on an attack roll against a creature if at least one of the deinonychus\xe2\x80\x99 allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Rush (3/day) . As a bonus action, the deinonychus can take the Dash action. \n'b' Actions \n'b' Multiattack . The deinonychus makes one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' About \n'b' As swift and agile as it is deadly, the deinonychus is a pack hunter, running with several of its kind to take down prey and rip it apart with their gutting talons. \n'b' You can apply the young simple template to create statistics for smaller, more agile velociraptors. Conversely, you can either increase the deinonychus to Large size and its Hit Dice to 8 or simply apply the giant and advanced simple templates to create a formidable megaraptor.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Diplodocus \n'b' Family: Dinosaurs \n'b' Gargantuan beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 198 (12d20 + 72) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 23 (+6) INT: 2 (-4) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9 Damage Resistances bludgeoning Senses passive Perception 12 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Trampling Charge . If the Diplodocus moves at least 20 feet straight toward a creature and then hits it with a tail attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone . If the target is prone , the Diplodocus can make one stomp attack against it as a bonus action. \n'b' Unstoppable . The Diplodocus has advantage on ability checks and saving throws against effects that would restrain it or knock it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Diplodocus makes two Tail Whip attacks. \n'b' Tail Whip . Melee Weapon Attack : +9 to hit, reach 20 ft., one target. Hit : 18 (3d8 + 5) slashing damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength check or be knocked prone . \n'b' Stomp . Melee Weapon Attack : +9 to hit, reach 5 ft., one prone creature. Hit : 21 (3d10 + 5) bludgeoning damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Diplodocus 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 Diplodocus regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The Diplodocus moves up to half its speed. \n'b' Stomp (costs 2 actions) . The Diplodocus makes one stomp attack . \n'b' Whip Crack (costs 3 actions) . The Diplodocus whips its tail in the air to create a thunderous crack. Each creature within 20 feet of it must succeed on a DC 17 Wisdom saving throw or take 14 (4d6) thunder damage and become frightened until the end of its next turn. \n'b'\n'b' ABOUT \n'b' Grazers of lakes, bogs, and in some cases, the shallow seas, the stately Diplodocus is generally not a threat. Slow moving, confident in their bulk, they rarely do more than watch passing creatures. These massive beasts move in small family groups and gather during the mating season in great herds to lay their eggs in dry nests. It is during this migration and mating period that they are the most dangerous, for the normally placid creatures become ill-tempered until their young hatch and become large enough to accompany their parents back to the lakes and swamps.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Hadrosaur \n'b' Family: Dinosaurs \n'b' Huge beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 76 (8d12 + 24) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 11 (+0) CON: 17 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Trampling Charge . If the Hadrosaur moves at least 20 feet straight toward a creature and hits that creature with a Ram attack on the same turn, that target must succeed on a DC 13 Strength check or be knocked prone . If the target is knocked prone , the Hadrosaur may make one Stomp attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Ram . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage. \n'b' Stomp . Melee Weapon Attack : +6 to hit, reach 5 ft., one prone creature. Hit : 17 (3d8 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' A generally placid and peaceful grazer of grass and ferns, the Hadrosaur is a danger only in large numbers. Shy, these creatures prefer to avoid trouble. However, each herd keeps several of its number on lookout. When danger threatens, the herd bunches together, placing young and pregnant females in the center. If the threat attacks, the herd attempts to move away en masse, but this direction is always away from the first threat and might lead to them trampling other hunters or running into a more dangerous situation.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Iguanodon \n'b' Family: Dinosaurs \n'b' Huge beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 96 (11d12 + 24) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 6 (2300 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 20 (3d10 + 4) piercing damage. \n'b' Thumb Spike . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) piercing damage and the target must succeed on a DC 12 Constitution saving throw or lose 4 (1d8) hit points at the start of each of its turns until healed with magic. \n'b'\n'b' ABOUT \n'b' Known primarily as herbivores, Iguanodons can be found in many regions of the world. While they do not seek prey to feed on, the Iguanodon is aggressive if they or their offspring are preyed on. Fighting with a formidable bite and thumb spike, this creature is not one to be taken lightly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal, Wolf (Dire) \n'b' Family: Canines \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 37 (5d10 + 10) Speed 50 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 15 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses : passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell : The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b' Pack Tactics : The wolf has advantage on an attack roll against a creature if at least one of the wolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. \n'b' About \n'b' This immense black wolf is the size of a horse, its fangs as large and sharp as knives.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Celestial Eagle \n'b' Family: Celestial Animals \n'b' Large celestial , neutral good \n'b' Armor Class 15 Hit Points 75 (10d10 + 20) Speed 10 ft., fly 80 ft.\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 14 (+2) INT: 12 (+1) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +10 Damage Resistances radiant Senses truesight 120 ft., passive Perception 20 Languages Giant Eagle , understands Auran, Celestial and Common but can\xe2\x80\x99t speak them Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The celestial eagle doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Holy Sight . The celestial eagle knows if there is an aberration, celestial, elemental , fey, fiend, or undead within its truesight range. It also knows the locations of these creatures. \n'b' Keen Sight . The celestial eagle has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Sudden Flutter (3/Day) . As a bonus action, the celestial eagle flaps its wings rapidly, spending half its movement, and gaining an altitude of 20 feet. This movement frees the celestial eagle if it is restrained or grappled , and it doesn\xe2\x80\x99t provoke an attack of opportunity. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The celestial eagle makes three melee weapon attacks, one with its beak and two with its talons. \n'b' Beak . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Talons . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) slashing damage. \n'b' Eye Gouge (Recharge 5-6) . The celestial eagle flies over a single target, scratching its face with its talons and eventually pecking at its eyes. The target must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) piercing damage and is temporarily blinded for 1d4 turns. On a successful save, the target takes half as much damage and is not blinded . \n'b' Flyby Attack (Recharge 6) . The celestial eagle lets out a loud scream and takes off. It flies over and attacks each target it would normally reach with its flying speed on a single turn. Then, it lands in an unoccupied space underneath. Each target must make a DC 15 Dexterity saving throw. A creature takes 10 (2d4 + 5) slashing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Raise the Dust (Recharge 5-6) . When a creature targets the celestial eagle with a melee attack , it flaps its wings, raising dust towards the opponent. The target must succeed on a DC 15 saving throw or have disadvantage on its attack rolls until the end of its next turn. \n'b'\n'b' ABOUT \n'b' Celestial eagles fly over the inhabitants of the upper planes with their large, gleaming white wings, filling them with a sense of security. \n'b' All eagles have sharp eyes, but only celestial eagles can see through souls. \n'b' Realizing what is evil and what is good, celestial eagles protect their offspring and the other inhabitants of the upper realms against imminent danger; albeit danger is a rare occurrence in the upper realms. But when danger does arise, celestial eagles spring into action and use their lethal beaks to cleanse their land. \n'b' They reside atop sharp cliffs, giant trees, or anywhere else high and mighty enough. They have a strong and possessive sense of home, they do not like when their peace is disturbed by visitors, or as they would call them, intruders. Although they can understand several languages, they can only speak their own language.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Lystrosaurus \n'b' Family: Dinosaurs \n'b' This creature, roughly the size of a hog, roots in the soil with tusks pointing downward from its upper jaw. The middle joints of its forelimbs point outward, like a lizard, and its thick, gray hide is sparsely covered with wiry hair down its back to its stubby tail. It makes a grunting, muttering sound to itself. \n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft., burrow 5 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception +3 Saving Throws Constitution +5, Wisdom +1 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Headbutt . If the lystrosaurus moves at least 10 feet straight toward a creature and then hits it with a ram attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is prone , the lystrosaurus can make one bite attack against it immediately as a bonus action . \n'b' Actions \n'b' Ram . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) piercing damage. \n'b' About \n'b' Often used as guard animals by kobolds in warmer climes, the lystrosaurus has a reputation as a sturdy and self-sufficient companion. When not working in some capacity, it rips up vegetation and masticates the day away. At night, it digs shallow burrows in the ground to sleep, which are occasionally expanded upon by its masters.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Mbielu \n'b' Family: Dinosaurs \n'b' Huge beast , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 76 (8d12 + 24) \n'b' Speed 30 ft., swim 20 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The mbielu can hold its breath for 30 minutes. \n'b' Toxic Skin . A creature that touches the mbielu or hits it with a melee attack while within 5 feet of it takes 2 (1d4) poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a creature has disadvantage on Intelligence , Wisdom , and Charisma saving throws as it experiences mild hallucinations. The 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'\n'b' ACTIONS \n'b'\n'b' Tail . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 20 (3d10 + 4) bludgeoning damage plus 2 (1d4) poison damage. If the target is a Large or smaller creature, it must succeed on a DC 13 Strength saving throw or be forced prone . \n'b' Rumbling Bellow (Recharge 5\xe2\x80\x936) . The mbielu releases a deep bellow that vibrates within the bodies of those nearby. Each creature within 15 feet of the mbielu must make a DC 13 Constitution saving throw, taking 18 (4d8) thunder damage on a failed save, or half as much damage on a successful one. If a creature poisoned by the mbielu\xe2\x80\x99s Toxic Skin fails this saving throw, it is also incapacitated until the end of its next turn as the combined vibrations and hallucinations disorient it. \n'b'\n'b' ABOUT \n'b' This lumbering saurian quadruped has large, oblong plates of bone covered in greenish slime protruding from its back and its thick, club-like tail. \n'b' Large plates . People describe this reptilian herbivore as \xe2\x80\x9cthe animal with planks growing out of its back.\xe2\x80\x9d The mbielu is a large dinosaur akin to a stegosaurus, with square dorsal plates that support symbiotic colonies of toxic, green algae. The plates themselves are as large as shields. \n'b' Aquatic Herbivore . An mbielu spends most of its life underwater, feeding on aquatic plants and avoiding the withering glare of the harsh sun, but it comes onto land frequently to sun itself for a few hours before immersing itself once again. \n'b' Toxic Alchemy . Its dorsal plate algae undergo an alchemical reaction in the continual transition between water and sky, especially during mbielu migrations to new watery dens. The algae produce a hallucinogenic poison that clouds the minds of most creatures. Mbielus themselves are immune to the toxin.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel, Mead Archon \n'b' Family: Angels \n'b' Medium celestial , chaotic good \n'b' Armor Class 14 (leather armor) Hit Points 82 (11d8 + 33) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 17 (+3) INT: 14 (+2) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Wis +6, Cha +7 Skills Athletics +7 Damage Resistances poison, radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 14 Languages all, telepathy 60 ft. Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The mead archon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The mead archon\xe2\x80\x99s weapon attacks are magical. \n'b' Innate Spellcasting . The mead archon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 15). The archon can innately cast the following spells, requiring only verbal components:\n'b'\n'b'\n'b' 1/day each : aid , enhance ability , lesser restoration , protection from poison , zone of truth \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mead archon makes two melee attacks . Alternatively, it can use its Radiant Bolt twice. It can use its Drunken Touch in place of one melee attack . \n'b' Maul . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Radiant Bolt . Ranged Spell Attack : +7 to hit, range 60 ft., one target. Hit : 10 (3d6) radiant damage. \n'b' Drunken Touch . The mead archon touches a creature within 5 feet of it. The creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. If a creature poisoned this way takes damage, it can repeat the saving throw, ending the condition on a success. \n'b' Create Potion of Healing (1/Day) . The mead archon touches a container containing 1 pint of alcohol and turns it into a potion of healing . If the potion is not consumed within 24 hours, it reverts back to its original form. \n'b' Divine Guzzle (Recharge 4-6) . The mead archon drinks a pint of alcohol and chooses one of the following effects:\n'b'\n'b'\n'b' The archon belches fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' The archon has advantage on attack rolls and saving throws until the end of its next turn. \n'b' The archon regains 10 hit points . \n'b'\n'b' Alternate Critical (Source: Monster Crits for 5e) . When the mead archon scores a critical hit, it doesn\xe2\x80\x99t deal extra damage. Instead, the creature it attacked has disadvantage on Constitution saving throws for 1 minute. \n'b'\n'b' ABOUT \n'b' Mead archons are the emissaries of deities who enjoy battle and strong drink. \n'b' Fight Hard, Party Harder . Mead archons are good-natured, bombastic warriors who inspire others in battle with their bravery and feats of strength. In times of desperation, a god sends these archons to bolster the ranks of mortal soldiers who serve the deity\xe2\x80\x99s cause. If the day is won, mead archons relish staying on the Material Plane to celebrate, drinking ale, bellowing songs, and sharing stories of victory. \n'b' Divine Trainers . When a mortal champion of a deity is part of an athletic competition or important battle, a mead archon is often sent to help prepare the mortal for the event.\xc2\xa0Mead archons are tough but encouraging trainers who enjoy celebrating wins and drinking away losses. \n'b' Immortal Nature . The mead archon doesn\xe2\x80\x99t require food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Ngobou \n'b' Family: Dinosaurs \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 102 (12d10 + 36) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 9 (-1) CON: 16 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses passive Perception 14 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Elephants\xe2\x80\x99 Bane . The ngobou has advantage on attack rolls against elephants. It can pinpoint, by scent, the location of any elephant or elephant material no older than 48 hours within 120 feet of it. \n'b' Jagged Hide . At the start of each of its turns, the ngobou deals 4 (1d8) piercing damage to any creature grappling it. \n'b' Reckless . At the start of its turn, the ngobou can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. If the ngobou detects an elephant within 120 feet of it, this trait is always active, and the ngobou can\xe2\x80\x99t choose to end it until it starts its turn more than 120 feet from an elephant. \n'b' Trampling Charge . If the ngobou moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced prone . If the target is prone , the ngobou can make one Stomp attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 27 (4d10 + 5) piercing damage. \n'b' Stomp . Melee Weapon Attack : +8 to hit, reach 5 ft., one prone creature. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This ill-tempered, six-horned creature resembles a triceratops the size of an ox, with pairs of horns atop its nose and brows, as well as great tusks jutting from each side of its mouth. \n'b' Hatred of Elephants . Ngobous are ox-sized dinosaurs often at war with elephants over territory. Ngobous are irascible and suspicious by nature, prone to chasing after any creature that stays too long inside its territory. They also become aggressive when they can see or smell elephants. Even old traces of elephant scent are sufficient to trigger an ngobou\xe2\x80\x99s rage. \n'b' Poor Beasts of War . Grasslands tribes sometimes try to train ngobous as beasts of burden or war, but most have given up on the ill-tempered animals. Most believe the ngobou\xe2\x80\x99s behavior is too erratic, especially if elephants are nearby or have been in the area recently. \n'b' Trample Crops . Stampeding ngobou herds can smash fields of crops flat in minutes, and their horns can tear through a herd of goats or cattle in little time.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Nodosaurus \n'b' Family: Dinosaurs \n'b' The nodosaurus is a broad-backed, armor-plated herbivore with a gentle disposition. When provoked or attacked, it can turn and slap opponents with its tail, but its thick hide and the spikes protruding from its side discourage most would-be predators from anything more than a cursory look. \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 45 (6d10 + 12) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 11 (+0) CON: 14 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Swamp Camouflage . The nodosaurus has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b' Actions \n'b' Tail . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. \n'b' About \n'b' Lizardfolk have long trained the dinosaurs as beasts of burden, and a single nodosaurus is capable of carrying nearly all of the material a migratory tribe could hope to bring along.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Pachycephalosaurus \n'b' Family: Dinosaurs \n'b'\n'b' This bipedal dinosaur stands as tall as a hut, and has a smooth domed head, and thick powerful legs. \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 68 (8d10 + 24) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 17 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +6 Skills Athletics +6; Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Charge. If the pachycephalosaurus moves at least 20 feet straight towards a target and then hits it with a ram attack on the same turn, the target takes an extra 11 (2d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Actions \n'b' Ram . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) bludgeoning damage. \n'b' The pachycephalosaurus is another herbivorous creature that gathers in herds. These creatures have a hardened head plate that makes them especially deadly when charging and ramming. The pachycephalosaurus is extremely territorial, and will try to frighten intruders before bashing them mercilessly. Some gladiatorial arenas use these creatures to engage in single combat for the benefit of spectators.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Plesiosaurus \n'b' Family: Dinosaurs \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 68 (8d10 + 24) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses : passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Hold Breath : The plesiosaurus can hold its breath for 1 hour. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 14 (3d6 + 4) piercing damage. \n'b' About \n'b' This streamlined reptile has a long, serpentine neck, at the end of which glares a many-fanged head.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Pteranodon \n'b' Family: Dinosaurs \n'b' Medium beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 22 (4d8 + 4) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 12 (+1) INT: 2 (-4) WIS: 8 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1 Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dive . If the Pteranodon dives at least 30 feet straight toward a target and then hits it with a Bite attack on the same turn, the target takes an additional 7 (2d6) piercing damage. \n'b' Flyby . The Pteranodon doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Largest of the flying reptiles, Pteranodons normally hunt large fish. They fly over shallow seas, dive into the water, and come up with a beak full of flapping fish. However, some species adapted to life in unusual conditions such as mountains towering over large jungles or open grasslands. These populations hunt small game. Some Pteranodons grow to be truly large, with wingspans of 20 feet or more. Such specimens are capable of snatching up prey as large as a halfling and carrying it away to tear it apart with its sharp-toothed beak.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Pterodactyl \n'b' Family: Dinosaurs \n'b' Tiny beast , unaligned \n'b' Armor Class 12 Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 2 (-4) DEX: 14 (+2) CON: 8 (-1) INT: 2 (-1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b'\n'b' ABOUT \n'b' Pterodactyls are small flying reptiles with wingspans of around two to three feet, beaks filled with small sharp teeth, and feet tipped with sharp claws. They tend to lair along seaside cliffs, but some species have colonized jungles and forests. While not much of a threat themselves, they become dangerous in large numbers. Any disturbance of a nesting cliff, such as collecting eggs or simply trying to scale the cliff, can stir up dozens of these small reptiles in a shrieking cloud.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Raptor \n'b' Family: Dinosaurs \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 26 (4d10 + 4) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 12 (+1) INT: 6 (-2) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses passive Perception 14 Languages \xe2\x80\x94 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sharp Senses . Raptors have advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The raptor makes one Bite attack and one Claw attack or two Claw attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. If the raptor hits the same target with two Claw attacks on the same turn, it inflicts an additional 4 (1d8) slashing damage. \n'b'\n'b' ABOUT \n'b' These man-sized, feathered bipedal dinosaurs are pack hunters with a mean streak. They are ambush predators that prefer to strike from multiple directions at once to confuse and confound their prey. Social creatures, the pack is the center of raptor life, and any injury to a pack member brings about a wrathful reckoning. This revenge is not necessarily immediate; raptors are clever and patient and will stalk a foe for days to strike when the moment is to their advantage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alp \n'b' Small fey (shapechanger), chaotic evil \n'b' Armor Class 13 Hit Points 44 (8d6 + 16) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 16 (+3) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, necrotic Condition Immunities charmed , exhaustion , paralyzed , unconscious Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan, Umbral Challenge 1 (200 XP) \n'b' Special Traits \n'b' Shadow Stealth . While in dim light or darkness, the alp can take the Hide action as a bonus action . \n'b' Shapechanger . The alp can use its action to polymorph into a Small or Tiny beast it has seen, or back into its true form. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Sunlight Sensitivity . While in sunlight, the alp has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Innate Spellcasting . The alp\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13). The alp can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : invisibility (self only) \n'b' 3/day each : silent image , sleep \n'b' 1/day each : bestow curse , dream \n'b'\n'b' Actions \n'b' Sleeper\xe2\x80\x99s Slap . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) bludgeoning damage, and, if the target was sleeping or unconscious before it was hit, it must succeed on a DC 13 Wisdom saving throw or become frightened and restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the restrained condition on itself on a success. The creature must succeed on another saving throw on a following round to end the frightened condition. \n'b'\n'b' About \n'b' A tiny, hirsute, unpleasant-looking little man squats here, wearing a burlap tunic and a tiny white cap. Bloodshot eyes beneath bushy brows take in the surroundings with a contemptuous sneer. \n'b' Bringer of Nightmares . Believed to be the horrid result of a childbirth in which traditions were flouted, an alp lives to torment anyone it can. It takes particular delight in turning the dreams of sleeping victims into bloodcurdling nightmares as it watches them toss and turn, leering from the edge of the bed. The alp uses its abilities to paralyze its victims as they wake, sitting atop them and forcing them to lie there in utter terror, unable to move or to scream for help before it vanishes. \n'b' Farmer\xe2\x80\x99s Bane . When not otherwise occupying itself with tormenting the unconscious, an alp gets up to all sorts of evil throughout the night, from draining the cows dry of milk, to returning soiled diapers to infants, to smothering chickens. \n'b' Hides in Plain Sight . Whenever people are about, the alp changes its form to that of a small farm creature. However, the tiny white cap which allows the alp to become invisible doesn\xe2\x80\x99t change with it, and so the alp tries to restrict itself to the forms of farm animals which are white in color. On occasion, though, in the excitement of the moment, the alp forgets. \n'b' Alp\xe2\x80\x99s Cap \n'b' Wondrous item, uncommon (requires attunement) \n'b' While wearing this tiny white cap, you can turn invisible as an action for 2d4 rounds once every three days. Once invisible, you don\xe2\x80\x99t know the duration of the invisibility .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Raptor (Mutant) \n'b' Family: Dinosaurs \n'b' Large magical beast , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 26 (4d10 + 4) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 12 (+1) INT: 6 (-2) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses passive Perception 14 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magical Mutation . A mutant raptor can innately cast one of the following spells using Wisdom as its spellcasting ability score (spell save DC 12, +4 to hit with magical attacks):\n'b'\n'b'\n'b' enlarge/reduce , invisibility , misty step , or scorching ray \n'b'\n'b' Sharp Senses . Raptors have advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mutant raptor makes one Bite attack and one Claw attack or two Claw attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. If the raptor hits the same target with two claw attacks on their turn, they inflict an additional 4 (1d8) slashing damage. \n'b'\n'b' ABOUT \n'b' Created by foul sorcery, mad alchemy, or some other perversion of the natural order, mutant raptors are savage, intelligent creatures capable of great magical power. Larger than their natural cousins, the mutant raptors combine the speed and strength of their bodies with cruel and cunning minds. Each mutant is slightly different than their brethren, and while some innately cast spells, others breathe out jets of flame or lightning, or sometimes even more exotic magical energies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Spinosaurus \n'b' Family: Dinosaurs \n'b' Gargantuan beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 232 (15d20 + 75) Speed 60 ft., swim 40 ft.\n'b' STATS STR: 25 (+7) DEX: 9 (-1) CON: 21 (+5) INT: 2 (-4) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Senses passive Perception 15 Languages \xe2\x80\x94 Challenge 13 (10,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The spinosaurus can hold its breath for 1 hour. \n'b' Reptilian Affinity . The spinosaurus never willingly attacks a reptilian Humanoid, such as a lizardfolk or dragonborn , unless attacked first. If magically forced to attack such a creature, the spinosaurus has disadvantage on attack rolls against it. This trait doesn\xe2\x80\x99t function if the spinosaurus\xe2\x80\x99s rider or tamer directs it to attack . \n'b' Siege Monster . The spinosaurus deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spinosaurus makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 33 (4d12 + 7) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained , and the spinosaurus can\xe2\x80\x99t Bite another target. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 21 (4d6 + 7) slashing damage. \n'b' Tail . Melee Weapon Attack : +12 to hit, reach 20 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. \n'b' Frightful Presence . Each creature of the spinosaurus\xe2\x80\x99 choice that is within 120 feet of the spinosaurus and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the spinosaurus\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The spinosaurus 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 spinosaurus regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The spinosaurus moves up to half its speed without provoking opportunity attacks. \n'b' Roar . The spinosaurus uses Frightful Presence. \n'b' Tail Attack (Costs 2 Actions) . The spinosaurus makes one Tail attack . \n'b'\n'b' ABOUT \n'b' Some\xc2\xa0lizardfolk\xc2\xa0use spinosauruses as a mode of transportation. The creatures are large enough to pull barges or to carry a crew of raiders anywhere on the rivers, and they are swift overland. Lizardfolk scouts are especially fond of these enormous reptiles, as they are powerful combatants and can carry a dozen lizardfolk warriors. In addition to their role as trained raiders in Veles-Sa, some spinosauruses live in or along major river systems. There they are also called \xe2\x80\x9criver dragons\xe2\x80\x9d or sometimes \xe2\x80\x9criver walkers\xe2\x80\x9d. \n'b' This massive, blue-skinned saurian lumbers out of the river, depositing a platoon of armed lizardfolk on the bank before releasing a terrifying roar. \n'b' Friend to Lizardfolk . The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care. \n'b' As spinosauruses age slowly, most large lizardfolk tribes have several young spinosauruses and one adult spinosaurus in their care, reserving the massive adult for major engagements or when the entire tribe must move at once. \n'b' Enormous Size and Color . This immense saurian has a long, tooth-filled maw, powerful claws, and colorful spines running the length of its back. An adult spinosaurus is 70 feet long and weighs 35,000 pounds or more, while a young spinosaurus is a mere 20 feet long, weighing 6,000 pounds or more. \n'b' Swift Predator . A spinosaurus is at home on both land and water, chasing prey from one to the other when necessary. Though they are carnivores, they have an affinity for lizardfolk and other reptilian humanoids, eating such creatures only if the creatures horribly mistreat them or if they experience extreme starvation with such creatures as the only option for food. \n'b' Spinosauruses As Mounts \n'b' They are sometimes stolen and sold, generally to lizardfolk and sometimes to daring humans with a knack for training animals. These eggs are worth as much as 2,000 gp apiece; live young are worth twice that. Characters eager for dire spinosaurus mounts, however, should note that buying or domesticating such an enormous carnivore requires vast amounts of food and vast stores of patience. They do not take easily to domestication. \n'b' Before it can be ridden in combat, a spinosaurus must practice bearing the weight of its trainer and passengers.\xc2\xa0They rarely master more than a handful of tricks, but they are extremely comfortable in the water and are aware that some of their riders may not breathe water.\xc2\xa0An adult spinosaurus can carry up to six tons as cargo.\xc2\xa0Riding a spinosaurus requires an exotic saddle, riding platform, or howdah. \n'b' Lizardfolk use spinosauruses as a mode of transportation; they are large enough to pull barges or to carry a crew of raiders anywhere on the rivers, and they are reasonably swift overland as well. Lizardfolk scouts are especially fond of these enormous reptiles, as they are powerful combatants and capable of carrying a dozen lizardfolk warriors. \n'b' In addition to their role as trained raiders, some spinosauruses live in or along major river systems. There they are also called \xe2\x80\x9criver dragons\xe2\x80\x9d or sometimes \xe2\x80\x9criver walkers\xe2\x80\x9d. They are kept as sacred animals in several river temples, where they are fed regular meals and have been known to grow to enormous size and strength. \n'b' Finally, spinosauruses carry high value spice cargoes when banditry is rife or when a lizardfolk mercenary company is available to guard materials. \n'b' These beasts are often especially bred for gaudy coloration: green-and-orange, blue-and-gold, and even red-and-black bloodlines are spotted occasionally.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Spinosaurus, Young \n'b' Family: Dinosaurs \n'b' Huge beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 105 (10d12 + 40) Speed 50 ft., swim 30 ft.\n'b' STATS STR: 21 (+5) DEX: 11 (+0) CON: 19 (+4) INT: 2 (-4) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The spinosaurus can hold its breath for 1 hour. \n'b' Reptilian Affinity . The spinosaurus never willingly attacks a reptilian Humanoid, such as a lizardfolk or dragonborn , unless attacked first. If magically forced to attack such a creature, the spinosaurus has disadvantage on attack rolls against it. This trait doesn\xe2\x80\x99t function if the spinosaurus\xe2\x80\x99s rider or tamer directs it to attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spinosaurus makes one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained , and the spinosaurus can\xe2\x80\x99t Bite another target. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) slashing damage. \n'b'\n'b' Spinosauruses As Mounts \n'b' Spinosauruses mate each year in the winter. A male spinosaurus brings food and helps build an enormous nest of reeds, sticks, and mud. Then the male departs, leaving the female to lay and care for the eggs. Spinosaurus eggs are typically found in nests along riversides or deep in marshes. They are sometimes stolen and sold, generally to lizardfolk and sometimes to daring humans with a knack for training animals. These eggs are worth as much as 2,000 gp apiece; live young are worth twice that. Characters eager for spinosaurus mounts, however, should note that buying or domesticating such an enormous carnivore requires vast quantities of food and patience. They do not take easily to domestication. \n'b' Before it can be ridden in combat, a spinosaurus must practice bearing the weight of its trainer and passengers. They rarely master more than a handful of tricks, but they are extremely comfortable in the water and can be trained to be are aware that some of their riders may not breathe water. \n'b' An adult spinosaurus can carry up to six tons as cargo. \n'b' Riding a spinosaurus requires an exotic saddle, riding platform, or howdah.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel, Oath \n'b' Family: Angels \n'b' Medium celestial , lawful good \n'b' Armor Class 13 (16 with mage armor ) Hit Points 30 (4d8 + 12) Speed fly 30 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 16 (+3) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Intelligence +5, Wisdom +6 Skills Acrobatics +5, Arcana +5, Insight +6, Perception +6, Religion +5 Senses truesight 30 ft., passive Perception 16 Languages all, telepathy 120 ft. Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The oath angel has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The oath angel\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 14). The oath angel can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : cure wounds , detect evil and good , mage armor * \n'b' 1/day each : hold person , locate object , spiritual weapon \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The oath angel makes two silver spear attacks. \n'b' Silver Spear . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage or 7 (1d8 + 3) piercing damage when used with two hands. \n'b'\n'b' *The oath angel casts this spell on itself before combat. \n'b' ABOUT \n'b' Oath angels are scholars who keep the records of the oathbound. As angels that represent the sacred nature of oaths and of the truth, they sanction agreements, bless the oathbound, hunt oath breakers, and try to stand in the way of fiends deceiving mortals through unholy contracts. \n'b' Oath angels like to wander the realms of mortals as old wizards. They wear dark blue robes and carry silver spears, which they use as valuable walking staves. \n'b' Divine Creation . An oath angel is an angel and doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Oath Keepers . All oath angels carry a parchment, on which the oaths they sanctioned are written in Celestial. When an oath must remain a secret, it is written in Sacred Language (p. 23). The length of the parchment changes from oath angel to oath angel, in accordance with the number of oaths written on it. \n'b' Variants \n'b' There are some rumors about the existence of elderly oath angels, whose parchments are said to fill entire buildings. \n'b' Sanctioned Oaths . When an oath is sanctioned by an oath angel, the creature who took the oath gains the Oathbound (p. 97) feat. \n'b' Scholarly Angel . An oath angel has a book on its person at all times. The book contains prayers in Celestial, from which the angel channels its powers. When an oath angel dies, the book is left behind. Each of its pages can be used as a spell scroll of a spell that the oath angel could cast (1 scroll for each spell).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Therizinosaurus \n'b' Family: Dinosaurs \n'b'\n'b' This bipedal dinosaur stands nearly 20 feet tall, while its forelimbs end in elongated and deadly claws. \n'b' Huge beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 95 (10d12 + 30) Speed 50 ft\n'b' STATS STR: 23 (+6) DEX: 13 (+1) CON: 17 (+3) INT: 2 (-4) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5; Senses passive Perception 15 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Actions \n'b' Multiattack . The monster name makes two attacks with its claws. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 22 (3d10+6) slashing damage. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 17 (3d6+6) slashing damage. \n'b' The therizinosaurus, while appearing as a fearsome clawed dinosaur , is actually a herbivore.\xc2\xa0Though used to gather food, its claws act as a powerful weapon against predators, allowing the therizinosaurus to make deadly rakes.\xc2\xa0The therizinosaurus is a popular creature to domesticate (or just chain up) for guard duty, as it is a fierce attacker when agitated.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Triceratops \n'b' Family: Dinosaurs \n'b' Huge beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 95 (10d12 + 30) Speed 50 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 17 (+3) INT: 2 (-4) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Trampling Charge : If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action . \n'b' Actions \n'b' Gore : Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 24 (4d8 + 6) piercing damage. \n'b' Stomp : Melee Weapon Attack : +9 to hit, reach 5 ft., one prone creature. Hit : 22 (3d10 + 6) bludgeoning damage. \n'b' About \n'b' This beast\xe2\x80\x99s armored head has three sharp horns decorating its face and a large round crest angling back over its neck from its skull.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dinosaur, Tyrannosaurus Rex \n'b' Family: Dinosaurs \n'b' Huge beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 136 (13d12 + 52) Speed 50 ft.\n'b' STATS STR: 25 (+7) DEX: 10 (+0) CON: 19 (+4) INT: 2 (-4) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' Actions \n'b' Multiattack : The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can\xe2\x80\x99t make both attacks against the same target. \n'b' Bite : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained , and the tyrannosaurus can\xe2\x80\x99t bite another target. \n'b' Tail : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage. \n'b' About \n'b' This bipedal dinosaur\xe2\x80\x99s front arms seem small compared to the rest of its bulk, but its enormous head is all teeth.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Guardian Archaeopteryx \n'b' Family: Dinosaurs \n'b' Small beast , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 36 (8d6 + 8) \n'b' Speed 15 ft., fly 50 ft.\n'b' STATS STR: 7 (\xe2\x80\x932) DEX: 14 (+2) CON: 13 (+1) INT: 5 (\xe2\x80\x933) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 \n'b' Damage Resistances poison \n'b' Senses passive Perception 14 \n'b' Languages understands Common but can\xe2\x80\x99t speak \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The archaeopteryx doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Magic Resistance . The archaeopteryx has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The guardian archaeopteryx makes one Beak attack and one Talons attack , or it makes two Spit Thorn attacks. If the archaeopteryx hits one creature with two attacks, the target must succeed on a DC 11 Constitution saving throw or take 2 (1d4) poison damage and be poisoned until the end of its next turn. \n'b' Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage plus 2 (1d4) poison damage. \n'b' Talons . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. \n'b' Spit Thorn . Ranged Spell Attack : +4 to hit, range 60 ft., one target. Hit : 4 (1d4 + 2) piercing damage plus 2 (1d4) poison damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Imbue Poison . The guardian archaeopteryx chooses a friendly creature it can see within 30 feet of it and imbues that creature\xe2\x80\x99s attacks with magical poison. The next time the friendly creature hits with an attack before the start of the guardian archaeopteryx\xe2\x80\x99s next turn, the target of the attack takes an extra 2 (1d4) poison damage and must succeed on a DC 11 Constitution saving throw or be poisoned until the end of its next turn. \n'b'\n'b' ABOUT \n'b' This small flying creature is covered in hair-like fibers, and its mouth resembles that of a rattlesnake. The jeholopterus is an acrobatic flying reptile about the size of a goose that dwells in warm swamps and jungles and along tropical coastlines. It feasts on insects, especially those attracted to bloody wounds on other creatures. A particularly hungry jeholopterus might take this a step further by making its own fresh wounds. After landing on a suitable target and securing itself with its hand and foot claws, the jeholopterus latches on with its fangs. It then uses its plier-like jaws to squeeze the wound and keep the blood flowing to attract insects. \n'b' An enormous archaeopteryx, easily the size of a small dog, stares down from its high perch. Its plumage is a muted blue, and its eyes shine with intelligence. \n'b' Guardian archaeopteryxes are enormous feathered dinosaurs bred by ancient druids to guard sacred sites. Their glowing green eyes hint at the ancient magic that still suffuses their forms. \n'b' Prehistoric Guardians . In a time before writing, ancient druids infused archaeopteryx with magic and bred them to guard the druids\xe2\x80\x99 most sacred sites. The resulting creatures could spit enchanted thorns and poison foes beset by their lesser kin. \n'b' Flock Leaders . Guardian archaeopteryxes gather flocks of their smaller brethren to help perform their duties. The mundane archaeopteryx alert the guardians to intruders, scare off smaller creatures, and hunt for the shared nest, ensuring the flock grows strong. When a significant threat arrives, the guardian peppers foes with thorns and imbues the flock with magical poison. \n'b' Made Obsolete by Time . In the millennia since the guardians were first created, many of the sites they once guarded have been destroyed, profaned, or changed biome from the passage of time. Additionally, when a flock grows too large for a sacred site to support, the youngest guardian archaeopteryx leaves with a section of the flock, looking for a new site to guard. All of these processes create \xe2\x80\x98orphaned\xe2\x80\x99 flocks that guard ruins or verdant bits of forest, unrelated to their ancient purpose.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Jeholopterus \n'b' Family: Dinosaurs \n'b' Small beast , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 12 (5d4) \n'b' Speed 10 ft., fly 60 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 10 (+0) INT: 2 (\xe2\x80\x934) WIS: 12 (+1) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Perception +3, Stealth +5 \n'b' Senses passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The jeholopterus doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Sight . The jeholopterus has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Blood Drain . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 8 (2d4 + 3) piercing damage, and the jeholopterus attaches to the target. While attached, the jeholopterus doesn\xe2\x80\x99t attack . Instead, at the start of each of the jeholopterus\xe2\x80\x99s turns, the target loses 8 (2d4 + 3) hp due to blood loss. The jeholopterus can detach itself by spending 5 feet of its movement. It does so after it drains 15 hp of blood from the target or the target dies. A creature, including the target, can take its action to detach the jeholopterus by succeeding on a DC 13 Strength check. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 7 (1d6 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' Harnessed Labor . Settlements near therizinosaurus territory often come to understandings with the massive dinosaurs. Therizinosaurus are surprisingly docile with humanoids they know, and they accept bribes of greenery and fermented fruit. Some villages even train therizinosaurus to wear harnesses and perform tasks for the village, such as felling trees for lumber, pulling large loads, or even plowing stony fields. \n'b' Kobold Warmounts . Enterprising kobolds have discovered combat applications for therizinosaurus domestication. Their harnesses incorporate wooden platforms and slats of armor, allowing kobold riders to direct the therizinosaurus while shooting at foes from the safety of their massive mount. While terrifying to behold, the ornery dinosaurs occasionally resist being ridden into battle and drop to the floor, crushing the platforms and potentially their riders. \n'b' Familiar \n'b' Some jeholopterus are willing to serve spellcasters as a familiar. \n'b' Such jeholopterus have the following trait. \n'b' Familiar . The jeholopterus 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 jeholopterus senses as long as they are within 1 mile of each other. While the jeholopterus is within 10 feet of its companion, the companion shares the jeholopterus\xe2\x80\x99s Keen Sight trait. At any time and for any reason, the jeholopterus can end its service as a familiar, ending the telepathic bond .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mosasaur \n'b' Family: Dinosaurs \n'b' Huge beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 145 (14d12 + 56) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 18 (+4) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath A mosasaur can hold its breath for up to 30 minutes. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 4d10+7 piercing damage. If the target is a Large or smaller creature, the mosasaur gains a bonus action to use its Swallow attack against the target. \n'b' Swallow . Melee Weapon Attack : special, reach 0 ft., one Large or smaller creature hit by the mosasaur\xe2\x80\x99s bite. The target must make a Str save (DC 18) or be swallowed by the mosasaur. A swallowed creature is blinded and restrained , and takes 4d6 acid damage at the start of each of its turns. It has total cover from attacks outside the mosasaur. If a mosasaur takes damage from a swallowed creature, it must make a Con save (DC equal to damage dealt) or regurgitate all creatures in its stomach. If the mosasaur dies, a swallowed creature can escape by using an action to crawl 10 feet back up its throat. \n'b'\n'b' ABOUT \n'b' Inland seas are home to a variety of large, hungry marine predators, but none are feared as much as the terrible mosasaur. A throwback to a far-distant past when giant reptiles roamed all the oceans of the world, the mosasaur is thankfully rare in the present age. They have been known to sink galleys by ramming them beneath the waterline, then gorge themselves on a dozen or more of the surviving sailors as they struggle in the water. Mosasaurs have also been known to crawl ashore and attack coastal villages, although they are slow and clumsy on land. \n'b' Stocky and powerfully built, this great cat\xe2\x80\x99s most salient feature is a pair of foot-long fangs jutting down from its upper jaw.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Celestial Sphinx \n'b' Family: Celestial Animals \n'b' Large celestial , lawful good \n'b' Armor Class 16 (natural armor) Hit Points 119 (14d10 + 42) Speed 50 ft., fly 50 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 16 (+3) INT: 22 (+6) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +11, Wisdom +9 Skills Arcana +16, Insight +9, History +16, Religion +16 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities psychic, thunder Senses truesight 120 ft., passive Perception 14 Languages Celestial, Common, Sphinx Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blessing of the Sphinx (1/Year) . The celestial sphinx blesses a creature. The blessing grants a limited ability to sense the immediate future. Those who are blessed by a celestial sphinx in this way gain the benefits of the foresight spell for a week. People have often been known to visit the mountains where sphinxes live to receive this blessing. However, a celestial sphinx only blesses those with good intentions that it sees to be worthy. \n'b' Guiding Commune . The celestial sphinx has a strong spiritual connection with the divine beings of the upper planes. The celestial sphinx can cast the commune spell at will, and the answer is never \xe2\x80\x9cunclear\xe2\x80\x9d. They always get the answer to their question. When a mortal visiting a celestial sphinx asks for its guidance , and the sphinx is sure that their intentions are pure it casts a commune spell on their behalf. Once the sphinx has the answer, it usually provides them to the mortal through cunning riddles. \n'b' Inscrutable . The celestial sphinx is immune to any magical effect that can sense its emotions or read its thoughts, as well as any divination spell if it refuses to be affected. Wisdom ( Insight ) checks made to ascertain the sphinx\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b' Knowledge of the Ages (3/Day) . The celestial sphinx automatically succeeds on an Intelligence ( Arcana , History , or Religion ) check, provided that its DC is no more than 30. \n'b' Magic Resistance . The celestial sphinx has advantage on saving throws against spells and other magical effects. \n'b' Riddler (1/Year) . The celestial sphinx can choose to ask a convoluted riddle to a creature. If the creature answers the riddle correctly, the sphinx rewards it with a piece of knowledge that the creature is looking for. The content of the knowledge can range from the location of a vampire\xe2\x80\x99s secret haven to one of the vulnerabilities of a primordial. \n'b' Spellcasting . The celestial sphinx is a 19th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can cast its spells requiring no material components. The sphinx has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : calm mind*, mending , mindful insight*, minor illusion , prestidigitation \n'b' 1st level (4 slots) : comprehend languages , detect magic , identify \n'b' 2nd level (3 slots) : detect thoughts , gust of wind , locate object , suggestion \n'b' 3rd level (3 slots) : clairvoyance , dispel magic , remove curse , sending , tongues \n'b' 4th level (3 slots) : banishment , greater invisibility \n'b' 5th level (3 slots) : legend lore , scrying \n'b' 6th level (2 slots) : exclusion*, disintegrate \n'b' 7th level (2 slots) : prismatic spray , symbol \n'b' 8th level (1 slot) : feeblemind \n'b' 9th level (1 slot) : constant reshape*. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage plus 4 (1d8) radiant damage. \n'b' Thunderous Roar (Recharge 5-6) . The celestial sphinx roars with all its might. Each ally within 20 feet of it has advantage on its next attack roll within 1 minute. Each opponent within 20 feet of the sphinx must make a Constitution saving throw. On a failed save, a creature takes 49 (11d8) thunder damage, or half as much damage on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The celestial sphinx 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 celestial sphinx regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The celestial sphinx makes one claw attack . \n'b' Teleport (Costs 2 Actions) . The celestial sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b' Cast a Spell (Costs 3 Actions) . The celestial sphinx casts a spell from its list of prepared spells, using a spell slot. \n'b'\n'b' ABOUT \n'b' Roaming heavenly skies with their magnificent angelic wings, celestial sphinxes are inhabitants of the sacred azures of the upper planes. They have a hybrid form made up of a lion\xe2\x80\x99s body and an owl\xe2\x80\x99s head. Legend has it; celestial sphinxes are as wise as sages who bathe in the river of time, and as pure as the mind of a newborn. \n'b' They live upon giant cliffs in the upper realms where they are free to fly as they wish, and from where they have a view of the entirety of the upper realms. Those endowed with knowledge of the celestial sphinxes\xe2\x80\x99 existence often try to climb mountains, just to get a glimpse of these astonishing celestial creatures and be blessed with a morsel of their wisdom. Celestial sphinxes like it when they have visitors, or \xe2\x80\x9cpilgrims\xe2\x80\x9d. Because their home does not resemble that of a mortal they can only offer the caves they use for meditation as accommodation; but any visitor is encouraged to stay as much as they\xe2\x80\x99d like. \n'b' Divine Creation . A celestial sphinx doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Heavenly Creations . As celestial beings, celestial sphinxes deny evil and seek uncorrupted knowledge. \n'b' Judges of Knowledge . Celestial sphinxes highly value knowledge. Although they archive corrupt and evil knowledge as well, they do not share them. With this lore of evil under their belt, they seek to find the weaknesses of evil, in a sense battling them philosophically.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Razorfeather Raptor \n'b' Family: Dinosaurs \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 39 (6d8 + 12) \n'b' Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 17 (+3) CON: 14 (+2) INT: 7 (\xe2\x80\x932) WIS: 12 (+1) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 \n'b' Skills Perception +3, Stealth +5\n'b'\n'b' Senses passive Perception 13 \n'b' Languages understands Common but can\xe2\x80\x99t speak \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . The raptor has advantage on attack rolls against a creature if at least one of the raptor\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Pounce . If the raptor moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is prone , the raptor can make one Bladed Feather attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The raptor makes one Bladed Feather attack and one Claw attack . \n'b' Bladed Feather . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 30/90 ft., one target. Hit : 8 (1d10 + 3) slashing damage, and the target\xe2\x80\x99s speed is reduced by 10 feet until the end of its next turn. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' A large raptor stalks through the brush, chittering and chirping. Its vibrant emerald feathers gleam like steel, and its eyes reflect a malevolent intelligence. \n'b' Razorfeather raptors are the results of arcane experiments in creating a more lethal and intelligent velociraptor. They were imbued with blade-like feathers, armored skin, great intelligence, and an instinctive drive to hunt humanoids. The result was a terrifying pack hunter with an urge to hunt and eat humanoids. Now, they\xe2\x80\x99re a relentless scourge upon isolated communities and lost hunters. \n'b' Escaped Experiment . An arcano-paleontologist thought he had designed the perfect soldier: intelligent, social, lethal, and easy to control. The process went well until the first batch of raptors were purchased and deployed. Without warning or apparent cause, they slaughtered their handlers and escaped into the wilds, leaving a trail of bodies in their wake. The wizard stopped his experiments and destroyed the raptors he had, but he was already too late. Hundreds had escaped from half a dozen buyers, most of whom died during the escape. The wizard\xe2\x80\x99s reputation was ruined, and the razorfeather raptors were free. \n'b' Intelligent Hunters . Though lacking speech, razorfeather raptors are almost as intelligent as the humanoids they devour. They understand the speech of those around them, can work door handles, latches, and basic locks, and can set elaborate traps for their prey. Many adventurers who think they have cornered a raptor find they have stumbled into an ambush from the pack. \n'b' Rumors abound of raptors that have learned literacy or how to use magic items, but they remain unconfirmed. \n'b' Jungle Stalkers . Razorfeather raptors dwell in thick jungles and wetlands. They live in networks of small packs, which share nests and protect each other\xe2\x80\x99s eggs but hunt and socialize separately. Though fully capable of living on prey animals, the raptors have a compulsive need to hunt humanoids. They stalk hunters, lost travelers, and even attack rural villages and isolated mines. Most of these attacks are months-long campaigns of terror, with isolated individuals or families disappearing in surprise attacks. When humanoids discover razorfeather raptors, or hunt them in retaliation, the attacks escalate and often lead to small villages being wiped from the map.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Therizinosaurus \n'b' Family: Dinosaurs \n'b' Huge beast , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 95 (10d12 + 30) \n'b' Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 9 (\xe2\x80\x931) CON: 17 (+3) INT: 3 (\xe2\x80\x934) WIS: 14 (+2) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8 \n'b' Senses passive Perception 12 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 5 (1,800 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Relentless (Recharges after a Short or Long Rest) . If therizinosaurus would take 20 or less damage that would reduce it to less than 1 hp , it is reduced to 1 hp instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The therizinosaurus makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 18 (3d8 + 5) slashing damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' The massive, shuffling dinosaur seems an improbable cross between ground sloth and pigeon yet stands taller than an elephant. Its brown, bristle-like feathers are broken up by a shock of blue around its neck and head, and sword-like claws extend from its arms. Therizinosaurus are tall, herbivorous theropods native to dense forests. These thick-set creatures sport great bellies, muscular haunches, and thick?set necks that allow them to sit comfortably as they browse for food. Their massive claws are used to harvest great clumps of foliage, pulling it into their maws as they feed. The claws can also rip apart any predator who dares attack them. Feeding therizinosaurus have been compared to gluttonous halflings, happily shoving everything they can reach into their bottomless bellies. \n'b' Territorial Giants . Therizinosaurus are not truly solitary creatures, but they react poorly to anything they see as a threat. \n'b' Annoying humanoids, aggressive wolves, predatory dinosaurs, and even herbivores who share the therizinosaurus\xe2\x80\x99s favored foods are chased away with deep, guttural bellows and flourishes of scythe-like claws. \n'b'\n'b'Open Design, LLC'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Thundercall Hadrosaur \n'b' Family: Dinosaurs \n'b' Huge monstrosity , unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 168 (16d12 + 64) \n'b' Speed 40 ft.\n'b' STATS STR: 24 (+7) DEX: 9 (\xe2\x80\x931) CON: 18 (+4) INT: 4 (\xe2\x80\x933) WIS: 13 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +8, Wis +5 \n'b' Skills Perception +5 \n'b' Damage Resistances thunder \n'b' Condition Immunities deafened \n'b' Senses passive Perception 15 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 11 (7,200 XP) \n'b' Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Siege Monster . The hadrosaur does double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hadrosaur makes three Slam attacks. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 23 (3d10 + 7) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Thunderous Bellow (Recharge 5\xe2\x80\x936) . The thundercall hadrosaur unleashes a ground-shattering bellow in a 120-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failure, a creature takes 38 (7d10) thunder damage and is knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t knocked prone . \n'b'\n'b' REACTIONS \n'b'\n'b' Sonic Shield . The hadrosaur adds 4 to its AC against one ranged attack that would hit it. To do so, the hadrosaur must see the attacker and not be in an area of magical silence . \n'b'\n'b' ABOUT \n'b' An enormous hadrosaur lumbers through the trees, then rises onto its hind legs, letting out a thunderous call that splinters tree branches and sends soil flying into the air around it. \n'b' A thundercall hadrosaur is a magically augmented hadrosaur designed as a living siege weapon. However, the first such hadrosaurs escaped, resulting in a strain of dangerous hadrosaurs with a bellow that can liquefy organs and shatter buildings. \n'b' Escaped Experiment . Designed by an arcano-paleontologist who thought she had found the perfect tool to create new and terrifying forms of life, the first batch of successful hadrosaurs escaped, killing her, and destroying most of her research. The escaped hadrosaurs swiftly returned to the wild, and they are almost indistinguishable from their lesser kin, save for their larger crests and bulkier musculature. Though they reproduced slowly, even when interbreeding with mundane hadrosaurs, they had no natural predators, unnaturally long lifespans, and proved excellent parents. As a result, thundercall hadrosaurs can spread anywhere they can get enough food. \n'b' Defensive Giant . Although they are phenomenally lethal, thundercall hadrosaurs aren\xe2\x80\x99t aggressive. They are happy to simply exist, attacking only if threatened and using their bellow only if they believe they\xe2\x80\x99re in danger. However, their voracious appetites and enormous bulk often lead them to eat fields of crops and scatter terrified herds of livestock. When town militias or enraged farmers try to scare off the titanic hadrosaurs, a retaliatory bellow can level houses and kill dozens. \n'b' Hunted for War . The thundercall hadrosaur was meant as a siege weapon, and those who have seen one in action see the potential. As a result, nobles and wizards occasionally put out a bounty for live hadrosaurs, sparing no expense in training and harnessing the creatures. Such hunts are bloody and brutal, for the hadrosaurs resist captivity. However, when they succeed, the results are worth the trouble. Clad in armor and topped with a howdah, a tamed thundercall hadrosaur is a mobile fortress capable of smashing castle walls and ripping gaping holes in any battle formation.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Diomedian Horse \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 57 (6d10 + 24) \n'b' Speed 60 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 4 (\xe2\x80\x933) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Perception +3 \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The diomedian horse has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The diomedian horse has advantage on attack rolls against a creature if at least one of the horse\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Pounce . If the diomedian horse moves at 20 feet straight toward a creature and then hits with a Claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone . If the target is prone , the diomedian horse can make one Bite attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The diomedian horse makes one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 12 (2d6 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 10 (2d4 + 5) slashing damage. \n'b'\n'b' ABOUT \n'b' The brindled, horse-like creature rears in fury, its claws pawing the air and its wide mouth bristling with sharp fangs. \n'b' Diomedian horses are carnivorous equines that gather in herds, hunting and devouring beasts and other creatures smaller than them. Their claws and powerful jaws are suited to tearing and rending flesh, though diomedians can subsist on vegetation for short periods of time if no meat is available. \n'b' Fierce Free-Spirit . Diomedian horses have never been domesticated on a large scale. Their demeanor is too fierce and they cooperate only with others of their kind. In rare cases, very young diomedians have been trained to bear a rider but most such attempts fail. A trained diomedian will only ever accept a single rider, returning to the wild if that rider is ever lost or dies. Trainers with the skill to teach such a beast are rare and expensive to hire, but such a mount does confer great prestige. \n'b' Rite of Passage . Given the fierce reputation these creatures have, some societies consider it a mark of skill and bravery for a hunter or warrior of their culture kill or capture a diomedian horse. Those that do are often rewarded with a special rank or exceptional gift.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel, Pelagic Deva \n'b' Family: Angels \n'b' Medium celestial , neutral good \n'b' Armor Class 17 (Living Coral Armor) Hit Points 142 (15d8 + 75) Speed 20 ft., swim 90 ft.\n'b' STATS STR: 19 (+4) DEX: 18 (+4) CON: 20 (+5) INT: 17 (+3) WIS: 20 (+5) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Wis +9, Cha +10 Skills Nature +7, Perception +9 Damage Resistances cold, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses darkvision 120 ft., passive Perception 19 Languages all, telepathy 120 ft. Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The pelagic deva can breathe air and water. \n'b' Angelic Weapons . The pelagic deva\xe2\x80\x99s weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack ). \n'b' Immortal Nature . The pelagic deva doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Living Coral Armor . The pelagic deva\xe2\x80\x99s armor is made of living coral. If the deva\xe2\x80\x99s armor is damaged, such as from a black pudding\xe2\x80\x99s Pseudopod attack , the armor fully repairs itself within 1 minute, provided it wasn\xe2\x80\x99t destroyed. \n'b' Magic Resistance . The pelagic deva has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pelagic deva makes three Trident attacks. \n'b' Trident . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 18 (4d8) radiant damage. If the pelagic deva makes a ranged attack with its trident, the trident returns to its hands at the start of its next turn. \n'b' Transforming Touch (5/Day) . The pelagic deva can magically polymorph a willing creature into a giant octopus, hunter shark, or plesiosaurus. The transformation lasts 8 hours, until the target uses a bonus action to transform back into its true form, or until the target dies. Any equipment the target is wearing or carrying is absorbed into its new form. In the new form, the target retains its alignment and Intelligence , Wisdom , and Charisma scores as well as its ability to speak. Its other statistics are replaced by those of its new form, and it gains any capabilities that the new form has but it lacks. \n'b' Alternate Critical (Source: Monster Crits for 5e) . When the pelagic deva scores a critical hit with its trident, it doesn\xe2\x80\x99t deal extra damage. Instead, the trident punctures the target creature\xe2\x80\x99s lung, who immediately begins suffocating. This condition ends if the target creature receives a DC 17 Wisdom (Medicine) check or recovers 20 hp through magic healing or other means. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Anoxic Aura (1/Day) . The pelagic deva removes oxygen from the nearby water for 1 minute. Each creature that requires oxygen to live (including air-breathing creatures under the effects of the water breathing spell) and that starts its turn within 20 feet of the pelagic deva must succeed on a DC 17 Constitution saving throw or begin suffocating. The deva never suffers the effects of this aura and can choose any number of creatures in the area to ignore its effects. \n'b'\n'b' ABOUT \n'b' This androgynous humanoid angel has a large-finned fishlike tail and fine scales with a brilliantly hued striped pattern cover its body. Colorful, living-coral armor protects the angel\xe2\x80\x99s torso and head. \n'b' Pelagic devas are sent to the Material Plane to protect the good and righteous from threats posed by fell marine creatures such as scheming aboleths, greedy dragon turtles, and uncaring krakens. They prefer to explore deeper waters ranging from 3,000 to 13,000 feet below sea level, but they enter the shallows or the trenchant depths when evil needs to be overcome. \n'b' Beacons of Hope . Pelagic devas are renowned for their pleasant and loquacious demeanors, and they fall silent or take on a grim expression only when they encounter creatures that revel in the suffering of others. Unless they are set to a specific task, they range far and wide to assist stranded mariners, troubled aquatic communities, and beleaguered sea life. Except in the case of fiends, pelagic devas assess each intelligent creature they encounter as an individual and don\xe2\x80\x99t condemn whole crews or communities for the evil actions of individual members.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dipsa \n'b' Tiny ooze , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 27 (6d4 + 12) \n'b' Speed 20 ft., climb 20 ft., swim 20 ft.\n'b' STATS STR: 3 (-4) DEX: 17 (+3) CON: 14 (+2) INT: 1 (-5) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 \n'b' Damage Resistances acid \n'b' Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/4 (50 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The dipsa can move through a space as narrow as 1 inch wide without squeezing. \n'b' Discreet Bite . The bite of a dipsa is barely perceptible and the wound is quickly anesthetized. When the dipsa hits with a Bite attack , the target must succeed on a DC 15 Wisdom ( Perception ) check to notice the dipsa and its attack . Each time the creature takes acid damage from an attached dipsa , it can repeat this check, noticing the dipsa on a success. A creature that takes acid damage from the dipsa while below half its hp maximum automatically succeeds on this check. \n'b' Ooze Nature . The dipsa doesn\xe2\x80\x99t require sleep . \n'b' Swamp Camouflage . The dipsa has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 1 piercing damage, and the dipsa attaches to the target. While attached, the dipsa can\xe2\x80\x99t attack , and at the start of each of the dipsa\xe2\x80\x99s turns, the target takes 3 (1d6) acid damage and must succeed on a DC 12 Constitution saving throw or have its hp maximum 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 hp maximum to 0. The attached dipsa moves with the target whenever the target moves, requiring none of the dipsa\xe2\x80\x99s movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the dipsa . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Translucent . The dipsa takes the Hide action. \n'b'\n'b' ABOUT \n'b' Except for a pair of tiny fangs, the entire body of this yellowishgreen worm looks like a ropy tangle of slime-covered tubes and puddles of mucus. \n'b' Anesthetic Ooze . Many jungle clans believe the dipsa is an eyeless snake, but it is a tubular ooze with a lethal, poisonous bite. The dipsa\xe2\x80\x99s venom has an anesthetic quality that allows the ooze to cling to creatures and slowly turn their innards to jelly without being noticed until the victim falls down dead. Once the poison\xe2\x80\x99s numbing property wears off, however, victims report an agonizing sense of burning from the inside out. \n'b' Tiny fangs . A dipsa\xe2\x80\x99s undulating movement evokes that of a snake as much as its serpentine form, but close examination reveals that it has neither bones nor internal organs, only tiny fangs of the same color and substance as the rest of its body. A dipsa never exceeds 1 foot in length. Its coloration oscillates between sickly hues of yellow or green. \n'b' Gelatinous Eggs . Dipsas are hermaphroditic. When two dipsas breed, they leave behind a hundred gelatinous eggs in a small puddle of highly acidic milt. A dozen become fertilized and survive long enough to hatch, after which they immediately devour the others.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dipulve Assassin, Corporeal \n'b' Medium undead (incorporeal and corporeal), any non-good alignment \n'b' Armor Class 15 (studded leather) Hit Points 91 (14d8 + 28); Wound Threshold N/A Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Int +5 Skills Acrobatics +7, Deception +4, Perception +4, Stealth * +11 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities exhaustion Senses darkvision 120 ft., passive Perception 14 Languages understands thieves\xe2\x80\x99 cant and any two languages, but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Assassinate . During its first turn, the corporeal dipulve assassin has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the corporeal dipulve assassin scores against a surprised creature is a critical hit. \n'b' Evasion . If the corporeal dipulve assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the corporeal dipulve assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Shell of Life . When the corporeal dipulve assassin has lost half its hp , its physical body breaks and crumbles into dust. The corporeal dipulve assassin then switches to its incorporeal form. \n'b' Sneak Attack (1/Turn) . The corporeal dipulve assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the corporeal dipulve assassin that isn\xe2\x80\x99t incapacitated and the corporeal dipulve assassin doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The corporeal dipulve assassin makes two shortsword attacks. \n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Light Crossbow . Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target. Hit : 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The dipulve, sometimes also called \xe2\x80\x9csubface dweller,\xe2\x80\x9d is a usually incorporeal undead that is common in the Netherworld. It can shift between the Ethereal Plane and the Material Plane with ease, with the place where the air touches the rock surface acting like a gate between these two realities, as the dipulve is incorporeal in the rock and corporeal in the air. Due to the intensity and nature of underground magical currents, it can live alternatively amidst shadows and across corridors, and mingle with the living. A dipulve has two aspects, both of which are evocative of dust, hence its name: \n'b' Incorporeal dipulve . The natural aspect of a dipulve is a humanoid silhouette made of energy fragments of variable sizes, each like a dot from a pointillist work of art. In this state, its color is reminiscent of smoked glass. \n'b' Corporeal dipulve . Once a dipulve has accumulated enough energy, it can exit the rock, carrying with it a fine layer of mineral dust that settles all over its body, giving it the appearance of a living statue with no distinguishing features. In this form, the dipulve can wear clothes, carry equipment made for humanoids, and generally interact with all material things. \n'b' The Enemies of Dipulves \n'b' Being undead, dipulves face hostility from the clergy of Death, as well as other enemies of the \xe2\x80\x9cunnatural.\xe2\x80\x9d Their ability to go unnoticed among the living has given rise to frightening legends, and sometimes to preposterous suspicion toward especially untalkative individuals. \n'b' Informed persons-such as adventurers succeeding on a DC 15 Intelligence ( Arcana ) check-might believe that since dipulves are mute, identifying them should be child\xe2\x80\x99s play. But certain magic items, like the thoughtful voice, can artificially provide a dipulve with speech, thus concealing its true nature all the better. \n'b' Two dipulve profiles are provided for each variant: a scout and an assassin. For easier use, two stat blocks are provided for each profile: one for the incorporeal form, and one for the corporeal form. The dipulve retains its hp when it switches from its incorporeal form to its corporeal one, and vice versa. \n'b' A dipulve retains all the knowledge and skills of its former life, but loses all abilities related to the Awakening. It is also mute, and its memory is imperfect, worn down by the passing of time. \n'b' Only recently dead (and suitably disguised) dipulves can conceivably pass for living humanoids. \n'b' Even if a dipulve clearly remembers its past life, its features have become too indistinct to be recognizable. A dipulve that wants to prove its identity cannot rely on its current appearance alone. \n'b' For a dipulve, the simplest way of accumulating sufficient life energy to make a body for itself is to steal the vitality of living humanoids, killing them in the process. However, legends make mention of more principled dipulves that have achieved the same result by basking in the essence of maelossas. \n'b' Depending on whether a dipulve is in its corporeal or incorporeal form, it will have different Traits and Actions. For the sake of simplicity and convenience of gameplay, the dipulve\xe2\x80\x99s Strength is the same as when it was alive, even if the notion of \xe2\x80\x9c Strength \xe2\x80\x9d doesn\xe2\x80\x99t really apply to an incorporeal creature. In the dipulve\xe2\x80\x99s case, its Strength is an expression of its energetic intensity and willpower rather than a measure of muscular mass.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dipulve Assassin, Incorporeal \n'b' Medium undead (incorporeal and corporeal), any non-good alignment \n'b' Armor Class 13 Hit Points 91 (14d8 + 28); Wound Threshold N/A Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Int +5 Skills Acrobatics +7, Deception +4, Perception +4, Stealth * +11 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , prone , restrained Senses darkvision 120 ft., passive Perception 14 Languages understands thieves\xe2\x80\x99 cant and any two languages, but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Assassinate . During its first turn, the incorporeal dipulve assassin has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the incorporeal dipulve assassin scores against a surprised creature is a critical hit. \n'b' Evasion . If the incorporeal dipulve assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the incorporeal dipulve assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Incorporeal Movement . The incorporeal dipulve assassin 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' Innate Spellcasting (at will) . The incorporeal dipulve assassin can cast psychic weapon (included in the attacks). \n'b' Sneak Attack (1/Turn) . The incorporeal dipulve assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the incorporeal dipulve assassin that isn\xe2\x80\x99t incapacitated and the incorporeal dipulve assassin doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The incorporeal dipulve assassin makes two psychic shortsword attacks. \n'b' Psychic Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) psychic damage. \n'b' Psychic Light Crossbow . Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target. Hit : 7 (1d8 + 3) psychic damage. \n'b' Etherealness . The incorporeal dipulve assassin shifts from the Material Plane to the Ethereal Plane, or vice versa. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Numbing Touch . The incorporeal dipulve assassin grasps a creature within 5 feet of it that it can see. The target must succeed on a DC 12 Constitution saving throw or be numbed for 1 minute. If the target is already numbed, it is also poisoned . If the target is already poisoned , it also falls unconscious . The numbed, poisoned , and unconscious conditions end simultaneously. The creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. \n'b'\n'b' ABOUT \n'b' The dipulve, sometimes also called \xe2\x80\x9csubface dweller,\xe2\x80\x9d is a usually incorporeal undead that is common in the Netherworld. It can shift between the Ethereal Plane and the Material Plane with ease, with the place where the air touches the rock surface acting like a gate between these two realities, as the dipulve is incorporeal in the rock and corporeal in the air. Due to the intensity and nature of underground magical currents, it can live alternatively amidst shadows and across corridors, and mingle with the living. A dipulve has two aspects, both of which are evocative of dust, hence its name: \n'b' Incorporeal dipulve . The natural aspect of a dipulve is a humanoid silhouette made of energy fragments of variable sizes, each like a dot from a pointillist work of art. In this state, its color is reminiscent of smoked glass. \n'b' Corporeal dipulve . Once a dipulve has accumulated enough energy, it can exit the rock, carrying with it a fine layer of mineral dust that settles all over its body, giving it the appearance of a living statue with no distinguishing features. In this form, the dipulve can wear clothes, carry equipment made for humanoids, and generally interact with all material things. \n'b' The Enemies of Dipulves \n'b' Being undead, dipulves face hostility from the clergy of Death, as well as other enemies of the \xe2\x80\x9cunnatural.\xe2\x80\x9d Their ability to go unnoticed among the living has given rise to frightening legends, and sometimes to preposterous suspicion toward especially untalkative individuals. \n'b' Informed persons-such as adventurers succeeding on a DC 15 Intelligence ( Arcana ) check-might believe that since dipulves are mute, identifying them should be child\xe2\x80\x99s play. But certain magic items, like the thoughtful voice, can artificially provide a dipulve with speech, thus concealing its true nature all the better. \n'b' Two dipulve profiles are provided for each variant: a scout and an assassin. For easier use, two stat blocks are provided for each profile: one for the incorporeal form, and one for the corporeal form. The dipulve retains its hp when it switches from its incorporeal form to its corporeal one, and vice versa. \n'b' A dipulve retains all the knowledge and skills of its former life, but loses all abilities related to the Awakening. It is also mute, and its memory is imperfect, worn down by the passing of time. \n'b' Only recently dead (and suitably disguised) dipulves can conceivably pass for living humanoids. \n'b' Even if a dipulve clearly remembers its past life, its features have become too indistinct to be recognizable. A dipulve that wants to prove its identity cannot rely on its current appearance alone. \n'b' For a dipulve, the simplest way of accumulating sufficient life energy to make a body for itself is to steal the vitality of living humanoids, killing them in the process. However, legends make mention of more principled dipulves that have achieved the same result by basking in the essence of maelossas. \n'b' Depending on whether a dipulve is in its corporeal or incorporeal form, it will have different Traits and Actions. For the sake of simplicity and convenience of gameplay, the dipulve\xe2\x80\x99s Strength is the same as when it was alive, even if the notion of \xe2\x80\x9c Strength \xe2\x80\x9d doesn\xe2\x80\x99t really apply to an incorporeal creature. In the dipulve\xe2\x80\x99s case, its Strength is an expression of its energetic intensity and willpower rather than a measure of muscular mass.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dipulve Scout, Corporeal \n'b' Medium undead (incorporeal and corporeal), any non-good alignment \n'b' Armor Class 13 (leather armor) Hit Points 27 (5d8 + 5); Wound Threshold N/A Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 11 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception * +5, Stealth * +6, Survival * +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities exhaustion Senses darkvision 120 ft., passive Perception 15 Languages understands any three languages, but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Sight . The corporeal dipulve scout has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Shell of Life . When the corporeal dipulve scout is reduced to half its hp , its physical body breaks and crumbles into dust. The corporeal dipulve scout then switches to its incorporeal form. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The corporeal dipulve scout makes two shortsword attacks or two longbow attacks. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' The dipulve, sometimes also called \xe2\x80\x9csubface dweller,\xe2\x80\x9d is a usually incorporeal undead that is common in the Netherworld. It can shift between the Ethereal Plane and the Material Plane with ease, with the place where the air touches the rock surface acting like a gate between these two realities, as the dipulve is incorporeal in the rock and corporeal in the air. Due to the intensity and nature of underground magical currents, it can live alternatively amidst shadows and across corridors, and mingle with the living. A dipulve has two aspects, both of which are evocative of dust, hence its name: \n'b' Incorporeal dipulve . The natural aspect of a dipulve is a humanoid silhouette made of energy fragments of variable sizes, each like a dot from a pointillist work of art. In this state, its color is reminiscent of smoked glass. \n'b' Corporeal dipulve . Once a dipulve has accumulated enough energy, it can exit the rock, carrying with it a fine layer of mineral dust that settles all over its body, giving it the appearance of a living statue with no distinguishing features. In this form, the dipulve can wear clothes, carry equipment made for humanoids, and generally interact with all material things. \n'b' The Enemies of Dipulves \n'b' Being undead, dipulves face hostility from the clergy of Death, as well as other enemies of the \xe2\x80\x9cunnatural.\xe2\x80\x9d Their ability to go unnoticed among the living has given rise to frightening legends, and sometimes to preposterous suspicion toward especially untalkative individuals. \n'b' Informed persons-such as adventurers succeeding on a DC 15 Intelligence ( Arcana ) check-might believe that since dipulves are mute, identifying them should be child\xe2\x80\x99s play. But certain magic items, like the thoughtful voice, can artificially provide a dipulve with speech, thus concealing its true nature all the better. \n'b' Two dipulve profiles are provided for each variant: a scout and an assassin. For easier use, two stat blocks are provided for each profile: one for the incorporeal form, and one for the corporeal form. The dipulve retains its hp when it switches from its incorporeal form to its corporeal one, and vice versa. \n'b' A dipulve retains all the knowledge and skills of its former life, but loses all abilities related to the Awakening. It is also mute, and its memory is imperfect, worn down by the passing of time. \n'b' Only recently dead (and suitably disguised) dipulves can conceivably pass for living humanoids. \n'b' Even if a dipulve clearly remembers its past life, its features have become too indistinct to be recognizable. A dipulve that wants to prove its identity cannot rely on its current appearance alone. \n'b' For a dipulve, the simplest way of accumulating sufficient life energy to make a body for itself is to steal the vitality of living humanoids, killing them in the process. However, legends make mention of more principled dipulves that have achieved the same result by basking in the essence of maelossas. \n'b' Depending on whether a dipulve is in its corporeal or incorporeal form, it will have different Traits and Actions. For the sake of simplicity and convenience of gameplay, the dipulve\xe2\x80\x99s Strength is the same as when it was alive, even if the notion of \xe2\x80\x9c Strength \xe2\x80\x9d doesn\xe2\x80\x99t really apply to an incorporeal creature. In the dipulve\xe2\x80\x99s case, its Strength is an expression of its energetic intensity and willpower rather than a measure of muscular mass.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dipulve Scout, Incorporeal \n'b' Medium undead (incorporeal and corporeal), any non-good alignment \n'b' Armor Class 12 Hit Points 27 (5d8 + 5); Wound Threshold N/A Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 11 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception * +5, Stealth * +6, Survival * +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , prone , restrained Senses darkvision 120 ft., passive Perception 15 Languages understands any three languages, but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The incorporeal dipulve scout 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' Innate Spellcasting (at will) . The incorporeal dipulve scout can cast psychic weapon (included in the attacks). \n'b' Keen Hearing and Sight . The incorporeal dipulve scout has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The incorporeal dipulve scout makes two psychic shortsword attacks or two psychic longbow attacks. \n'b' Psychic Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) psychic damage. \n'b' Psychic Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) psychic damage. \n'b' Etherealness . The incorporeal dipulve scout shifts from the Material Plane to the Ethereal Plane, or vice versa. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Numbing Touch . The incorporeal dipulve scout grasps a creature within 5 feet of it that it can see. The target must succeed on a DC 10 Constitution saving throw or be numbed for 1 minute. If the target is already numbed, it is also poisoned . If the target is already poisoned , it also falls unconscious . The numbed, poisoned , and unconscious conditions end simultaneously. The creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. \n'b'\n'b' ABOUT \n'b' The dipulve, sometimes also called \xe2\x80\x9csubface dweller,\xe2\x80\x9d is a usually incorporeal undead that is common in the Netherworld. It can shift between the Ethereal Plane and the Material Plane with ease, with the place where the air touches the rock surface acting like a gate between these two realities, as the dipulve is incorporeal in the rock and corporeal in the air. Due to the intensity and nature of underground magical currents, it can live alternatively amidst shadows and across corridors, and mingle with the living. A dipulve has two aspects, both of which are evocative of dust, hence its name: \n'b' Incorporeal dipulve . The natural aspect of a dipulve is a humanoid silhouette made of energy fragments of variable sizes, each like a dot from a pointillist work of art. In this state, its color is reminiscent of smoked glass. \n'b' Corporeal dipulve . Once a dipulve has accumulated enough energy, it can exit the rock, carrying with it a fine layer of mineral dust that settles all over its body, giving it the appearance of a living statue with no distinguishing features. In this form, the dipulve can wear clothes, carry equipment made for humanoids, and generally interact with all material things. \n'b' The Enemies of Dipulves \n'b' Being undead, dipulves face hostility from the clergy of Death, as well as other enemies of the \xe2\x80\x9cunnatural.\xe2\x80\x9d Their ability to go unnoticed among the living has given rise to frightening legends, and sometimes to preposterous suspicion toward especially untalkative individuals. \n'b' Informed persons-such as adventurers succeeding on a DC 15 Intelligence ( Arcana ) check-might believe that since dipulves are mute, identifying them should be child\xe2\x80\x99s play. But certain magic items, like the thoughtful voice, can artificially provide a dipulve with speech, thus concealing its true nature all the better. \n'b' Two dipulve profiles are provided for each variant: a scout and an assassin. For easier use, two stat blocks are provided for each profile: one for the incorporeal form, and one for the corporeal form. The dipulve retains its hp when it switches from its incorporeal form to its corporeal one, and vice versa. \n'b' A dipulve retains all the knowledge and skills of its former life, but loses all abilities related to the Awakening. It is also mute, and its memory is imperfect, worn down by the passing of time. \n'b' Only recently dead (and suitably disguised) dipulves can conceivably pass for living humanoids. \n'b' Even if a dipulve clearly remembers its past life, its features have become too indistinct to be recognizable. A dipulve that wants to prove its identity cannot rely on its current appearance alone. \n'b' For a dipulve, the simplest way of accumulating sufficient life energy to make a body for itself is to steal the vitality of living humanoids, killing them in the process. However, legends make mention of more principled dipulves that have achieved the same result by basking in the essence of maelossas. \n'b' Depending on whether a dipulve is in its corporeal or incorporeal form, it will have different Traits and Actions. For the sake of simplicity and convenience of gameplay, the dipulve\xe2\x80\x99s Strength is the same as when it was alive, even if the notion of \xe2\x80\x9c Strength \xe2\x80\x9d doesn\xe2\x80\x99t really apply to an incorporeal creature. In the dipulve\xe2\x80\x99s case, its Strength is an expression of its energetic intensity and willpower rather than a measure of muscular mass.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Celestial Warhorse \n'b' Family: Celestial Animals \n'b' Large celestial , neutral good \n'b' Armor Class 13 (natural armor) Hit Points 30 (4d10 + 8) Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 15 (+2) INT: 10 (+0) WIS: 7 (-2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire Condition Immunities exhausted Senses darkvision 60 ft., passive Perception 8 Languages Understands the languages of its rider but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Consecrating Steps . If its rider wants, the horse leaves holy traces that can be detected as consecrated by features such as Divine Sense. The traces persist for 1 day. \n'b' Trampling Charge . If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone . If the target is prone , the horse can make another attack with its hooves against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Blessed Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 1 radiant damage. \n'b'\n'b' ABOUT \n'b' These blessed creatures live on the vast steppes of the celestial realms. They wander tirelessly, free of stress or responsibility. They answer the summons of the champions of good, such as holy knights, out of kindness and their need for companionship. \n'b' A celestial warhorse is the sanctified version of a normal warhorse. Its hooves consecrate the ground upon which it walks, its blessed body is strong, and its compassionate eyes glow with a bright white hue. \n'b' A celestial warhorse is accustomed to conflict and doesn\xe2\x80\x99t fear battle. No exploding spell, warcry, or death of a warrior frightens this holy steed. A celestial warhorse is so brave in fact that it may try to protect its riders by making others meet their maker. \n'b' There can be other kinds of celestial mounts as well. As long as the GM approves, celestial camels, elephants, griffons, hippogriffs, mastiffs, pegasi, sea horses and much more can be included in the game. \n'b' The challenge rating of the mount can also change depending on the creature.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dipulve, Corporeal Assassin \n'b' Medium undead (incorporeal and corporeal), any non-good \n'b' Armor Class 15 (studded leather) Hit Points 91 (14d8 + 28); Wound Threshold N/A Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Int +5 Skills Acrobatics +7, Deception +4, Perception +4, Stealth * +11 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities exhaustion Senses darkvision 120 ft., passive Perception 14 Languages understands thieves\xe2\x80\x99 cant and any two languages, but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Assassinate . During its first turn, the corporeal dipulve assassin has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the corporeal dipulve assassin scores against a surprised creature is a critical hit. \n'b' Evasion . If the corporeal dipulve assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the corporeal dipulve assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Shell of Life . When the corporeal dipulve assassin has lost half its hp , its physical body breaks and crumbles into dust. The corporeal dipulve assassin then switches to its incorporeal form. \n'b' Sneak Attack (1/Turn) . The corporeal dipulve assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the corporeal dipulve assassin that isn\xe2\x80\x99t incapacitated and the corporeal dipulve assassin doesn\xe2\x80\x99t have Disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The corporeal dipulve assassin makes two shortsword attacks. \n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Light Crossbow . Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target. Hit : 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Dual Profile . There are two dipulve profiles: a scout and an assassin. For easier use, two stat blocks are provided for each profile: one for the incorporeal form, and one for the corporeal form. The dipulve retains its hp when it switches from its incorporeal form to its corporeal one, and vice versa. \n'b' The dipulve, sometimes also called \xe2\x80\x9csubface dweller,\xe2\x80\x9d is a usually incorporeal undead that is common in the Netherworld. It can shift between the Ethereal Plane and the Material Plane with ease, with the place where the air touches the rock surface acting like a gate between these two realities, as the dipulve is incorporeal in the rock and corporeal in the air. Due to the intensity and nature of underground magical currents, it can live alternatively amidst shadows and across corridors, and mingle with the living. A dipulve has two aspects, both of which are evocative of dust, hence its name: \n'b'\n'b' Incorporeal dipulve . The natural aspect of a dipulve is a humanoid silhouette made of energy fragments of variable sizes, each like a dot from a pointillist work of art. In this state, its color is reminiscent of smoked glass. \n'b' Corporeal dipulve . Once a dipulve has accumulated enough energy, it can exit the rock, carrying with it a fine layer of mineral dust that settles all over its body, giving it the appearance of a living statue with no distinguishing features. In this form, the dipulve can wear clothes, carry equipment made for humanoids, and generally interact with all material things. \n'b'\n'b' Being undead, dipulves face hostility from the clergy of Death, as well as other enemies of the \xe2\x80\x9cunnatural.\xe2\x80\x9d Their ability to go unnoticed among the living has given rise to frightening legends, and sometimes to preposterous suspicion toward especially untalkative individuals. \n'b' Informed persons-such as adventurers succeeding on a DC 15 Intelligence ( Arcana ) check-might believe that since dipulves are mute, identifying them should be child\xe2\x80\x99s play. But certain magic items, like the thoughtful voice, can artificially provide a dipulve with speech, thus concealing its true nature all the better. \n'b' Understanding the Existence of Dipulves \n'b' What Do Dipulves Know and What Are They Capable Of? A dipulve retains all the knowledge and skills of its former life, but loses all abilities related to the Awakening. It is also mute, and its memory is imperfect, worn down by the passing of time. \n'b' Only recently dead (and suitably disguised) dipulves can conceivably pass for living humanoids. \n'b' Even if a dipulve clearly remembers its past life, its features have become too indistinct to be recognizable. A dipulve that wants to prove its identity cannot rely on its current appearance alone. \n'b' What Do Dipulves Get Energy From? \n'b' For a dipulve, the simplest way of accumulating sufficient life energy to make a body for itself is to steal the vitality of living humanoids, killing them in the process. However, legends make mention of more principled dipulves that have achieved the same result by basking in the essence of maelossas. \n'b' How Do Dipulves Fight? \n'b' Depending on whether a dipulve is in its corporeal or incorporeal form, it will have different Traits and Actions. For the sake of simplicity and convenience of gameplay, the dipulve\xe2\x80\x99s Strength is the same as when it was alive, even if the notion of \xe2\x80\x9c Strength \xe2\x80\x9d doesn\xe2\x80\x99t really apply to an incorporeal creature. In the dipulve\xe2\x80\x99s case, its Strength is an expression of its energetic intensity and willpower rather than a measure of muscular mass. \n'b' Creating a Dipulve \n'b' The dipulve archetype applies to humanoids who died in the Netherworld. \n'b' Type . The dipulve is an undead. \n'b' Speed . In its incorporeal form, the dipulve has a flying (hover) speed of 40 feet. \n'b' Damage Resistances . The dipulve is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t silvered. \n'b' Damage Immunities . The dipulve is immune to poison damage. \n'b' Condition Immunities . In its incorporeal form, the dipulve is immune to being exhausted, grappled , paralyzed , prone , or restrained . \n'b' Senses . The dipulve has darkvision out to a range of 120 feet. \n'b' Languages . The dipulve understands any languages it knew in life, but it cannot speak. \n'b' Incorporeal Movement . In its incorporeal form, the dipulve 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' Shell of Life . When a dipulve in corporeal form is reduced to half its hp , its physical body breaks and crumbles into dust. The dipulve then switches to its incorporeal form. \n'b' Etherealness . In its incorporeal form, as an action, the dipulve shifts from the Material Plane to the Ethereal Plane, or vice versa. \n'b' Innate Spellcasting . In its incorporeal form, the dipulve can cast psychic weapon at will. This spell, described in Grimoire, creates a weapon the dipulve is proficient with, which inflicts psychic damage. \n'b' Numbing Touch . In its incorporeal form, as a bonus action, the dipulve can grasp a creature within 5 feet of it that it can see. The target must succeed on a DC [8 + dipulve\xe2\x80\x99s proficiency bonus + dipulve\xe2\x80\x99s Charisma modifier] Constitution saving throw or be numbed for 1 minute. If the target is already numbed, it is also poisoned . If the target is already poisoned , it also falls unconscious . The numbed, poisoned , and unconscious conditions end simultaneously. The creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. \n'b' Hit Dice/HD . The creature\xe2\x80\x99s Hit Dice are increased by 2. \n'b' Challenge/CR . The creature\xe2\x80\x99s CR is increased by 1. If this archetype is applied to an Awakened creature, it may be considerably weakened by the loss of its magical features. Its CR may then be decreased down to half its original value.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dipulve, Corporeal Scout \n'b' Medium undead (incorporeal and corporeal), any non-good \n'b' Armor Class 13 (leather armor) Hit Points 27 (5d8 + 5); Wound Threshold N/A Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 11 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +6, Survival +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities exhaustion Senses darkvision 120 ft., passive Perception 15 Languages understands any three languages, but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Sight . The corporeal dipulve scout has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Shell of Life . When the corporeal dipulve scout is reduced to half its hp , its physical body breaks and crumbles into dust. The corporeal dipulve scout then switches to its incorporeal form. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The corporeal dipulve scout makes two shortsword attacks or two longbow attacks. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' Dual Profile . There are two dipulve profiles: a scout and an assassin. For easier use, two stat blocks are provided for each profile: one for the incorporeal form, and one for the corporeal form. The dipulve retains its hp when it switches from its incorporeal form to its corporeal one, and vice versa. \n'b' The dipulve, sometimes also called \xe2\x80\x9csubface dweller,\xe2\x80\x9d is a usually incorporeal undead that is common in the Netherworld. It can shift between the Ethereal Plane and the Material Plane with ease, with the place where the air touches the rock surface acting like a gate between these two realities, as the dipulve is incorporeal in the rock and corporeal in the air. Due to the intensity and nature of underground magical currents, it can live alternatively amidst shadows and across corridors, and mingle with the living. A dipulve has two aspects, both of which are evocative of dust, hence its name: \n'b'\n'b' Incorporeal dipulve . The natural aspect of a dipulve is a humanoid silhouette made of energy fragments of variable sizes, each like a dot from a pointillist work of art. In this state, its color is reminiscent of smoked glass. \n'b' Corporeal dipulve . Once a dipulve has accumulated enough energy, it can exit the rock, carrying with it a fine layer of mineral dust that settles all over its body, giving it the appearance of a living statue with no distinguishing features. In this form, the dipulve can wear clothes, carry equipment made for humanoids, and generally interact with all material things. \n'b'\n'b' Being undead, dipulves face hostility from the clergy of Death, as well as other enemies of the \xe2\x80\x9cunnatural.\xe2\x80\x9d Their ability to go unnoticed among the living has given rise to frightening legends, and sometimes to preposterous suspicion toward especially untalkative individuals. \n'b' Informed persons-such as adventurers succeeding on a DC 15 Intelligence ( Arcana ) check-might believe that since dipulves are mute, identifying them should be child\xe2\x80\x99s play. But certain magic items, like the thoughtful voice, can artificially provide a dipulve with speech, thus concealing its true nature all the better. \n'b' Understanding the Existence of Dipulves \n'b' What Do Dipulves Know and What Are They Capable Of? A dipulve retains all the knowledge and skills of its former life, but loses all abilities related to the Awakening. It is also mute, and its memory is imperfect, worn down by the passing of time. \n'b' Only recently dead (and suitably disguised) dipulves can conceivably pass for living humanoids. \n'b' Even if a dipulve clearly remembers its past life, its features have become too indistinct to be recognizable. A dipulve that wants to prove its identity cannot rely on its current appearance alone. \n'b' What Do Dipulves Get Energy From? \n'b' For a dipulve, the simplest way of accumulating sufficient life energy to make a body for itself is to steal the vitality of living humanoids, killing them in the process. However, legends make mention of more principled dipulves that have achieved the same result by basking in the essence of maelossas. \n'b' How Do Dipulves Fight? \n'b' Depending on whether a dipulve is in its corporeal or incorporeal form, it will have different Traits and Actions. For the sake of simplicity and convenience of gameplay, the dipulve\xe2\x80\x99s Strength is the same as when it was alive, even if the notion of \xe2\x80\x9c Strength \xe2\x80\x9d doesn\xe2\x80\x99t really apply to an incorporeal creature. In the dipulve\xe2\x80\x99s case, its Strength is an expression of its energetic intensity and willpower rather than a measure of muscular mass. \n'b' Creating a Dipulve \n'b' The dipulve archetype applies to humanoids who died in the Netherworld. \n'b' Type . The dipulve is an undead. \n'b' Speed . In its incorporeal form, the dipulve has a flying (hover) speed of 40 feet. \n'b' Damage Resistances . The dipulve is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t silvered. \n'b' Damage Immunities . The dipulve is immune to poison damage. \n'b' Condition Immunities . In its incorporeal form, the dipulve is immune to being exhausted, grappled , paralyzed , prone , or restrained . \n'b' Senses . The dipulve has darkvision out to a range of 120 feet. \n'b' Languages . The dipulve understands any languages it knew in life, but it cannot speak. \n'b' Incorporeal Movement . In its incorporeal form, the dipulve 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' Shell of Life . When a dipulve in corporeal form is reduced to half its hp , its physical body breaks and crumbles into dust. The dipulve then switches to its incorporeal form. \n'b' Etherealness . In its incorporeal form, as an action, the dipulve shifts from the Material Plane to the Ethereal Plane, or vice versa. \n'b' Innate Spellcasting . In its incorporeal form, the dipulve can cast psychic weapon at will. This spell creates a weapon the dipulve is proficient with, which inflicts psychic damage. \n'b' Numbing Touch . In its incorporeal form, as a bonus action, the dipulve can grasp a creature within 5 feet of it that it can see. The target must succeed on a DC [8 + dipulve\xe2\x80\x99s proficiency bonus + dipulve\xe2\x80\x99s Charisma modifier] Constitution saving throw or be numbed for 1 minute. If the target is already numbed, it is also poisoned . If the target is already poisoned , it also falls unconscious . The numbed, poisoned , and unconscious conditions end simultaneously. The creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. \n'b' Hit Dice/HD . The creature\xe2\x80\x99s Hit Dice are increased by 2. \n'b' Challenge/CR . The creature\xe2\x80\x99s CR is increased by 1. If this archetype is applied to an Awakened creature, it may be considerably weakened by the loss of its magical features. Its CR may then be decreased down to half its original value.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dipulve, Incorporeal Assassin \n'b' Medium undead (incorporeal and corporeal), any non-good \n'b' Armor Class 13 Hit Points 91 (14d8 + 28); Wound Threshold N/A Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Int +5 Skills Acrobatics +7, Deception +4, Perception +4, Stealth * +11 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , prone , restrained Senses darkvision 120 ft., passive Perception 14 Languages understands thieves\xe2\x80\x99 cant and any two languages, but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Assassinate . During its first turn, the incorporeal dipulve assassin has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the incorporeal dipulve assassin scores against a surprised creature is a critical hit. \n'b' Evasion . If the incorporeal dipulve assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the incorporeal dipulve assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Incorporeal Movement . The incorporeal dipulve assassin 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' Innate Spellcasting (at will) . The incorporeal dipulve assassin can cast psychic weapon (included in the attacks). \n'b' Sneak Attack (1/Turn) . The incorporeal dipulve assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the incorporeal dipulve assassin that isn\xe2\x80\x99t incapacitated and the incorporeal dipulve assassin doesn\xe2\x80\x99t have Disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The incorporeal dipulve assassin makes two psychic shortsword attacks. \n'b' Psychic Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) psychic damage. \n'b' Psychic Light Crossbow . Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target. Hit : 7 (1d8 + 3) psychic damage. \n'b' Etherealness . The incorporeal dipulve assassin shifts from the Material Plane to the Ethereal Plane, or vice versa. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Numbing Touch . The incorporeal dipulve assassin grasps a creature within 5 feet of it that it can see. The target must succeed on a DC 12 Constitution saving throw or be numbed for 1 minute. If the target is already numbed, it is also poisoned . If the target is already poisoned , it also falls unconscious . The numbed, poisoned , and unconscious conditions end simultaneously. The creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. \n'b'\n'b' ABOUT \n'b' Dual Profile . There are two dipulve profiles: a scout and an assassin. For easier use, two stat blocks are provided for each profile: one for the incorporeal form, and one for the corporeal form. The dipulve retains its hp when it switches from its incorporeal form to its corporeal one, and vice versa. \n'b' The dipulve, sometimes also called \xe2\x80\x9csubface dweller,\xe2\x80\x9d is a usually incorporeal undead that is common in the Netherworld. It can shift between the Ethereal Plane and the Material Plane with ease, with the place where the air touches the rock surface acting like a gate between these two realities, as the dipulve is incorporeal in the rock and corporeal in the air. Due to the intensity and nature of underground magical currents, it can live alternatively amidst shadows and across corridors, and mingle with the living. A dipulve has two aspects, both of which are evocative of dust, hence its name: \n'b'\n'b' Incorporeal dipulve . The natural aspect of a dipulve is a humanoid silhouette made of energy fragments of variable sizes, each like a dot from a pointillist work of art. In this state, its color is reminiscent of smoked glass. \n'b' Corporeal dipulve . Once a dipulve has accumulated enough energy, it can exit the rock, carrying with it a fine layer of mineral dust that settles all over its body, giving it the appearance of a living statue with no distinguishing features. In this form, the dipulve can wear clothes, carry equipment made for humanoids, and generally interact with all material things. \n'b'\n'b' Being undead, dipulves face hostility from the clergy of Death, as well as other enemies of the \xe2\x80\x9cunnatural.\xe2\x80\x9d Their ability to go unnoticed among the living has given rise to frightening legends, and sometimes to preposterous suspicion toward especially untalkative individuals. \n'b' Informed persons-such as adventurers succeeding on a DC 15 Intelligence ( Arcana ) check-might believe that since dipulves are mute, identifying them should be child\xe2\x80\x99s play. But certain magic items, like the thoughtful voice, can artificially provide a dipulve with speech, thus concealing its true nature all the better. \n'b' Understanding the Existence of Dipulves \n'b' What Do Dipulves Know and What Are They Capable Of? A dipulve retains all the knowledge and skills of its former life, but loses all abilities related to the Awakening. It is also mute, and its memory is imperfect, worn down by the passing of time. \n'b' Only recently dead (and suitably disguised) dipulves can conceivably pass for living humanoids. \n'b' Even if a dipulve clearly remembers its past life, its features have become too indistinct to be recognizable. A dipulve that wants to prove its identity cannot rely on its current appearance alone. \n'b' What Do Dipulves Get Energy From? \n'b' For a dipulve, the simplest way of accumulating sufficient life energy to make a body for itself is to steal the vitality of living humanoids, killing them in the process. However, legends make mention of more principled dipulves that have achieved the same result by basking in the essence of maelossas. \n'b' How Do Dipulves Fight? \n'b' Depending on whether a dipulve is in its corporeal or incorporeal form, it will have different Traits and Actions. For the sake of simplicity and convenience of gameplay, the dipulve\xe2\x80\x99s Strength is the same as when it was alive, even if the notion of \xe2\x80\x9c Strength \xe2\x80\x9d doesn\xe2\x80\x99t really apply to an incorporeal creature. In the dipulve\xe2\x80\x99s case, its Strength is an expression of its energetic intensity and willpower rather than a measure of muscular mass. \n'b' Creating a Dipulve \n'b' The dipulve archetype applies to humanoids who died in the Netherworld. \n'b' Type . The dipulve is an undead. \n'b' Speed . In its incorporeal form, the dipulve has a flying (hover) speed of 40 feet. \n'b' Damage Resistances . The dipulve is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t silvered. \n'b' Damage Immunities . The dipulve is immune to poison damage. \n'b' Condition Immunities . In its incorporeal form, the dipulve is immune to being exhausted, grappled , paralyzed , prone , or restrained . \n'b' Senses . The dipulve has darkvision out to a range of 120 feet. \n'b' Languages . The dipulve understands any languages it knew in life, but it cannot speak. \n'b' Incorporeal Movement . In its incorporeal form, the dipulve 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' Shell of Life . When a dipulve in corporeal form is reduced to half its hp , its physical body breaks and crumbles into dust. The dipulve then switches to its incorporeal form. \n'b' Etherealness . In its incorporeal form, as an action, the dipulve shifts from the Material Plane to the Ethereal Plane, or vice versa. \n'b' Innate Spellcasting . In its incorporeal form, the dipulve can cast psychic weapon at will. This spell, described in Grimoire, creates a weapon the dipulve is proficient with, which inflicts psychic damage. \n'b' Numbing Touch . In its incorporeal form, as a bonus action, the dipulve can grasp a creature within 5 feet of it that it can see. The target must succeed on a DC [8 + dipulve\xe2\x80\x99s proficiency bonus + dipulve\xe2\x80\x99s Charisma modifier] Constitution saving throw or be numbed for 1 minute. If the target is already numbed, it is also poisoned . If the target is already poisoned , it also falls unconscious . The numbed, poisoned , and unconscious conditions end simultaneously. The creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. \n'b' Hit Dice/HD . The creature\xe2\x80\x99s Hit Dice are increased by 2. \n'b' Challenge/CR . The creature\xe2\x80\x99s CR is increased by 1. If this archetype is applied to an Awakened creature, it may be considerably weakened by the loss of its magical features. Its CR may then be decreased down to half its original value.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dipulve, Incorporeal Scout \n'b' Medium undead (incorporeal and corporeal), any non-good \n'b' Armor Class 12 Hit Points 27 (5d8 + 5); Wound Threshold N/A Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 11 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +6, Survival +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , prone , restrained Senses darkvision 120 ft., passive Perception 15 Languages understands any three languages, but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The incorporeal dipulve scout 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' Innate Spellcasting (at will) . The incorporeal dipulve scout can cast psychic weapon (included in the attacks). \n'b' Keen Hearing and Sight . The incorporeal dipulve scout has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The incorporeal dipulve scout makes two psychic shortsword attacks or two psychic longbow attacks. \n'b' Psychic Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) psychic damage. \n'b' Psychic Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) psychic damage. \n'b' Etherealness . The incorporeal dipulve scout shifts from the Material Plane to the Ethereal Plane, or vice versa. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Numbing Touch . The incorporeal dipulve scout grasps a creature within 5 feet of it that it can see. The target must succeed on a DC 10 Constitution saving throw or be numbed for 1 minute. If the target is already numbed, it is also poisoned . If the target is already poisoned , it also falls unconscious . The numbed, poisoned , and unconscious conditions end simultaneously. The creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. \n'b'\n'b' ABOUT \n'b' Dual Profile . There are two dipulve profiles: a scout and an assassin. For easier use, two stat blocks are provided for each profile: one for the incorporeal form, and one for the corporeal form. The dipulve retains its hp when it switches from its incorporeal form to its corporeal one, and vice versa. \n'b' The dipulve, sometimes also called \xe2\x80\x9csubface dweller,\xe2\x80\x9d is a usually incorporeal undead that is common in the Netherworld. It can shift between the Ethereal Plane and the Material Plane with ease, with the place where the air touches the rock surface acting like a gate between these two realities, as the dipulve is incorporeal in the rock and corporeal in the air. Due to the intensity and nature of underground magical currents, it can live alternatively amidst shadows and across corridors, and mingle with the living. A dipulve has two aspects, both of which are evocative of dust, hence its name: \n'b'\n'b' Incorporeal dipulve . The natural aspect of a dipulve is a humanoid silhouette made of energy fragments of variable sizes, each like a dot from a pointillist work of art. In this state, its color is reminiscent of smoked glass. \n'b' Corporeal dipulve . Once a dipulve has accumulated enough energy, it can exit the rock, carrying with it a fine layer of mineral dust that settles all over its body, giving it the appearance of a living statue with no distinguishing features. In this form, the dipulve can wear clothes, carry equipment made for humanoids, and generally interact with all material things. \n'b'\n'b' Being undead, dipulves face hostility from the clergy of Death, as well as other enemies of the \xe2\x80\x9cunnatural.\xe2\x80\x9d Their ability to go unnoticed among the living has given rise to frightening legends, and sometimes to preposterous suspicion toward especially untalkative individuals. \n'b' Informed persons-such as adventurers succeeding on a DC 15 Intelligence ( Arcana ) check-might believe that since dipulves are mute, identifying them should be child\xe2\x80\x99s play. But certain magic items, like the thoughtful voice, can artificially provide a dipulve with speech, thus concealing its true nature all the better. \n'b' Understanding the Existence of Dipulves \n'b' What Do Dipulves Know and What Are They Capable Of? A dipulve retains all the knowledge and skills of its former life, but loses all abilities related to the Awakening. It is also mute, and its memory is imperfect, worn down by the passing of time. \n'b' Only recently dead (and suitably disguised) dipulves can conceivably pass for living humanoids. \n'b' Even if a dipulve clearly remembers its past life, its features have become too indistinct to be recognizable. A dipulve that wants to prove its identity cannot rely on its current appearance alone. \n'b' What Do Dipulves Get Energy From? \n'b' For a dipulve, the simplest way of accumulating sufficient life energy to make a body for itself is to steal the vitality of living humanoids, killing them in the process. However, legends make mention of more principled dipulves that have achieved the same result by basking in the essence of maelossas. \n'b' How Do Dipulves Fight? \n'b' Depending on whether a dipulve is in its corporeal or incorporeal form, it will have different Traits and Actions. For the sake of simplicity and convenience of gameplay, the dipulve\xe2\x80\x99s Strength is the same as when it was alive, even if the notion of \xe2\x80\x9c Strength \xe2\x80\x9d doesn\xe2\x80\x99t really apply to an incorporeal creature. In the dipulve\xe2\x80\x99s case, its Strength is an expression of its energetic intensity and willpower rather than a measure of muscular mass. \n'b' Creating a Dipulve \n'b' The dipulve archetype applies to humanoids who died in the Netherworld. \n'b' Type . The dipulve is an undead. \n'b' Speed . In its incorporeal form, the dipulve has a flying (hover) speed of 40 feet. \n'b' Damage Resistances . The dipulve is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t silvered. \n'b' Damage Immunities . The dipulve is immune to poison damage. \n'b' Condition Immunities . In its incorporeal form, the dipulve is immune to being exhausted, grappled , paralyzed , prone , or restrained . \n'b' Senses . The dipulve has darkvision out to a range of 120 feet. \n'b' Languages . The dipulve understands any languages it knew in life, but it cannot speak. \n'b' Incorporeal Movement . In its incorporeal form, the dipulve 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' Shell of Life . When a dipulve in corporeal form is reduced to half its hp , its physical body breaks and crumbles into dust. The dipulve then switches to its incorporeal form. \n'b' Etherealness . In its incorporeal form, as an action, the dipulve shifts from the Material Plane to the Ethereal Plane, or vice versa. \n'b' Innate Spellcasting . In its incorporeal form, the dipulve can cast psychic weapon at will. This spell, described in Grimoire, creates a weapon the dipulve is proficient with, which inflicts psychic damage. \n'b' Numbing Touch . In its incorporeal form, as a bonus action, the dipulve can grasp a creature within 5 feet of it that it can see. The target must succeed on a DC [8 + dipulve\xe2\x80\x99s proficiency bonus + dipulve\xe2\x80\x99s Charisma modifier] Constitution saving throw or be numbed for 1 minute. If the target is already numbed, it is also poisoned . If the target is already poisoned , it also falls unconscious . The numbed, poisoned , and unconscious conditions end simultaneously. The creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. \n'b' Hit Dice/HD . The creature\xe2\x80\x99s Hit Dice are increased by 2. \n'b' Challenge/CR . The creature\xe2\x80\x99s CR is increased by 1. If this archetype is applied to an Awakened creature, it may be considerably weakened by the loss of its magical features. Its CR may then be decreased down to half its original value.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dire Abyssal Frog, Giant \n'b' Large elemental , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 105 (10d10 + 50) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 20 (+5) INT: 5 (-3) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +8 Skills Stealth +7, Perception +6 Damage Resistances acid, cold; bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Amphibious . The frog can breathe air and water. \n'b' Keen Smell . The frog has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Poison Hide . A creature that touches the giant dire Abyssal frog or hits it with an unarmed or natural weapon attack takes 10 (3d6) poison damage from the milky, poisonous slime that oozes from its hide. \n'b' Standing Leap . The frog\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start. \n'b' Actions \n'b' Multiattack . The giant dire Abyssal frog makes three attacks: one with its bite, one with its claws, and one with its tongue. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and the frog can\xe2\x80\x99t bite another target. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) slashing damage. \n'b' Tongue . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 18 (2d12 + 5) slashing damage, and the target must succeed on a DC 16 Strength saving throw or be pulled up to 10 feet toward the giant dire Abyssal frog. \n'b' Swallow . The giant dire Abyssal frog makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the giant dire Abyssal frog, and it takes 14 (4d6) acid damage at the start of each of the giant dire Abyssal frog\xe2\x80\x99s turns. The giant dire Abyssal frog can only swallow one target at a time. If the giant dire Abyssal frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel, Psychopomp \n'b' Family: Angels \n'b' Medium celestial , lawful neutral \n'b' Armor Class 14 (natural armor) Hit Points 68 (8d8 + 32) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 18 (+4) INT: 14 (+2) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +5, Cha +6 Skills Deception +6, History +4, Intimidation +6, Perception +5 Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 120 ft., passive Perception 15 Languages all, telepathy 60 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Death\xe2\x80\x99s Accomplice . When the psychopomp deals radiant damage, it can choose to deal necrotic damage instead. \n'b' Fiendish Countenance . When traveling the planes of existence demons and devils are native to, such as Hell or the Abyss, the psychopomp appears to be a Fiend of a type native to that plane. Until it reveals its true nature (no action required) or uses its Divine Dictum, Spirit Usher, or Unmake Contract features, it is undetectable as a Celestial. \n'b' Immortal Nature . The psychopomp doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Magic Resistance . The psychopomp has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The psychopomp makes two Lantern Flail attacks. \n'b' Lantern Flail . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) bludgeoning damage plus 4 (1d8) radiant damage. A fiend or undead hit by this attack takes an extra 10 (3d6) radiant damage. \n'b' Divine Dictum (Recharge 5\xe2\x80\x936) . The psychopomp unleashes a small portion of its creator\xe2\x80\x99s influence. Each creature of the psychopomp\xe2\x80\x99s choice that it can see within 30 feet of it must make a DC 14 Wisdom saving throw, taking 22 (5d8) radiant damage on a failed save, or half as much damage on a successful one. Each charmed , frightened , or possessed creature of the psychopomp\xe2\x80\x99s choice within 60 feet of it can choose to end the condition. \n'b' Unmake Contract (1/Day) . The psychopomp can project the pure power and majesty of its patron deity. A creature the psychopomp can see or hear within 60 feet of it is freed of all liens upon its soul. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Spirit Usher (3/Day) . The psychopomp wards a creature with divine power for 1 hour. While warded, celestials, fiends, and undead have disadvantage on attack rolls against the creature, and the creature can\xe2\x80\x99t be charmed , frightened , or possessed by them. In addition, the warded creature gains 11 temporary hit points and, if slain, can\xe2\x80\x99t be raised as an undead for 1 year. \n'b'\n'b' ABOUT \n'b' A skeletal figure in a gray cloak steps from the shadows. In the light, its bony aspect is replaced with muscled flesh and pale skin. When its work is done, it spreads its gray wings and disappears with the sound of dozens of birds taking flight. \n'b' Psychopomps are created by deities to collect the souls of the faithful after they have been judged and carry them on to their final reward. These angels are single-minded in their devotion to their creators and their purpose, and they suffer no impediments while they go about their divine task. Despite their grim-faced countenances, psychopomps are interesting conversationalists that enjoy clever wordplay and challenging tests of logic and reason. \n'b' Saviors of the Faithful . In addition to gathering and delivering souls after they have been judged, psychopomps descend into the Lower Planes and retrieve those wayward souls lost to fiendish promises. Psychopomps retain the complete knowledge of celestial and infernal law, and they are empowered with their patron\xe2\x80\x99s authority to forcibly unmake infernal contracts when they can\xe2\x80\x99t trick, bully, or otherwise manipulate a fiend into giving up its claim on a mortal soul. \n'b' Bestial Countenance . Psychopomps that serve deities of death and the afterlife often have the head and other features of beasts favored by their patrons, such as jackals, owls, or ravens.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dire Corby \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 11 \n'b' Hit Points 11 (2d8 + 2) \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 13 (+1) INT: 6 (\xe2\x80\x932) WIS: 10 (+0) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages Deep Speech, Undercommon \n'b' Challenge 1/2 (100 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . A dire corby makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft.; one creature. Hit : 6 (1d6 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' Dire corbies are humanoid, bipedal birdmen that dwell deep beneath the surface world. They make their homes in large, open caverns where they hollow out individual shelters in the walls. These creatures do not now have wings, but they almost certainly did in the remote past. Why their wings disappeared and were replaced by muscular arms with claws is unknown. \n'b' Dire corbies hunt in flocks, finding great pleasure in chasing down prey. While they are omnivores, they prefer a diet of fresh meat. They hunt and enjoy the flesh of subterranean rodents, animals, and even other races. They are particularly fond of the leathery flesh of bats. A typical hunt ends with the prey cornered and trapped, then cruelly tormented and tortured for many minutes before the dire corbies finally tear it to shreds with their claws.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dire Goose \n'b' Large beast , unaligned \n'b' Armor Class 1 Hit Points 52 (7d10 + 14) Speed 30 ft., fly 60 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 14 (+2) INT: 2 (-4) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Condition Immunities frightened Senses passive Perception 13 Languages \xe2\x80\x94 Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The goose doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (1d10 + 4) piercing damage. \n'b' Dire Honk . The goose lets out a fearsome honk audible out to 300 feet and flaps its wings aggressively at one creature it can see within 30 feet of it. If the creature can see and hear the goose, it must succeed a DC 13 Wisdom saving throw or become frightened of the goose until the end of its next turn and lose concentration if it was concentrating on a spell. A creature that succeeds on the saving throw is immune to the goose\xe2\x80\x99s dire honk for the next 24 hours. \n'b'\n'b' ABOUT \n'b' Towering over regular geese, dire geese are migratory birds of impressive size and surprisingly strong memories. These enormous birds usually lead peaceful lives in the wild but can be fiercely aggressive against anyone who threatens them or those they consider family. \n'b' Dire geese usually fly together in a V formation in groups known as wedge elementals and use their mighty honks to communicate with each other and instill fear in the hearts of their enemies. Powerful and defiant, dire geese can be challenging to train, but once tamed, they become fiercely protective and develop parental tendencies towards their riders. \n'b' When threatened, a dire goose will flap its wings aggressively and let out deafening honks to drive enemies away. If this fails, the fearless bird will fight with surprising aggression and ferocity. \n'b' Greater Steed . At the gamemaster\xe2\x80\x99s discretion, a player character who can obtain a greater steed through magic may choose the form of a dire goose for their greater steed. \n'b' Awakened Dire Geese . Dire geese are eligible targets for the awaken spell. Awakened dire geese might become minstrels and sing loud and energetic ballads and use intimidating wing flapping and dire honks in their performances. \n'b' Entire wedges of awakened dire geese might take up aerobatics or precision marching as fun pastimes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dire Lionfish \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 136 (16d10 + 48) \n'b' Speed 0 ft., swim 60 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 17 (+3) INT: 3 (\xe2\x80\x934) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 \n'b' Damage Resistances poison \n'b' Senses passive Perception 14 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 6 (2,300 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the lionfish moves at least 30 feet straight toward a target and then hits it with a Headbutt attack on the same turn, the target takes an extra 9 (2d8) piercing damage. \n'b' Coral Camouflage . The lionfish has advantage on Dexterity ( Stealth ) checks made to hide in underwater terrain that includes plant life or coral reefs. \n'b' Envenomed Spines . A creature that touches the lionfish or hits it with a melee attack while within 5 feet of it takes 7 (2d6) poison damage. \n'b' Poison Affinity . The lionfish has advantage on saving throws against being poisoned . \n'b' Water Breathing . The dire lionfish can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dire lionfish makes one Bite attack and one Headbutt attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) piercing damage. \n'b' Headbutt . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) poison damage. \n'b' Forceful Spit (Recharge 4\xe2\x80\x936) . The dire lionfish launches a stream of pressurized water from its mouth in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw. On a failure, a creature takes 21 (6d6) bludgeoning damage and is pushed up to 20 feet away from the lionfish and is knocked prone . On a success, a creature takes half the damage and is pushed up to 10 feet away from the lionfish and isn\xe2\x80\x99t knocked prone . \n'b' Keen Sight and Smell . The dire owlbear has advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dire owlbear makes one attack with its beak and one attack with its claws. \n'b' Beak . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b'\n'b' ABOUT \n'b' This large orange and red fish has dozens of long spines extending from its body, and its magnificent fins display black stripes. \n'b' It stalks the coral with intent, aggressively protecting its underwater home. \n'b' Dire lionfish are especially deadly creatures with morphology accentuated from minor Plane of Water influences and the sacred coral groves tended by sea druids. Many times the size of their cousins, dire lionfish can weigh well over 1,500 pounds and eagerly throw their weight behind fierce headbutts and powerful bites. Dire lionfish venom, while still deadly, decreases with potency as they grow in size . The tradeoff for these marvelous beasts is an increased constitution and remarkable resilience against the toxins of others. \n'b' Deep Sea Bullies . Dire lionfish are highly territorial, and whatever they cannot eat, they doggedly pursue. Many fishermen recount tales of being harassed for leagues by dire lionfish and a few claim the beasts spit torrents of water at them, knocking them into the sea. Sahuagin , alpha fish, and even the bigger pelagic blush worm have to fend off the highly combative dire lionfish. Some merfolk know how to assuage these beasts\xe2\x80\x99 savage nature and employ dire lionfish to guard their sunken secrets.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dire Mole Rat \n'b' Large beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 37 (5d10 +10) Speed 30 ft., burrow 15 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 15 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Immunities poison Damage Resistances piercing, slashing Condition Immunities blinded , poisoned , exhaustion Senses tremorsense 30 ft., passive Perception 12 Languages \xe2\x80\x93 Proficiency Bonus +2 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The dire mole rat can hold its breath for 15 minutes. \n'b' Poor Vision . The dire mole rat has disadvantage on Perception ( Wisdom ) checks that rely on vision. \n'b' Saddle . The mount carries a saddle on its back. Up to two Medium creatures can ride on the saddle without squeezing. To make a melee attack against a target within 5 feet of the mount, they must use spears or weapons with reach. If the mount dies, creatures on the saddle are placed in unoccupied spaces within 5 feet of the mount. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dire mole rat makes two attacks: one with its tusks and one with its bite. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Tusks . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 7 (1d10 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' This enormous rat-like creature bristles with fur. Two sets of tusks grow out of its chin. \n'b' Dire mole rats take a role in dwarven society similar to pigs. They are frequently fattened and left to graze, which makes them an important source of protein as well as form of garbage recycling, as there\xe2\x80\x99s little dire mole rats can\xe2\x80\x99t consume, including their own waste. They also use remarkably little water, as their stomachs are highly efficient at extracting liquid from anything they consume. \n'b' With small eyes, dire mole rats have difficulty seeing. Conversely, they require little oxygen and have no pain receptors, and thus make particularly fearsome steeds. As mounts, dire mole rats are carefully bred so that their ever-growing teeth are not worn down. Dwarves cultivate the cheeks of the dire mole rat to ensure no infection occurs (which would normally kill a mole rat in the wild). These four teeth are then sharpened and reinforced to be used in battle.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Celestial Aspect, Charity \n'b' Medium celestial , lawful good \n'b' Armor Class 19 (natural armor) Hit Points 294 (28d8 + 168) Speed 30 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +13, Wis +14, Cha +12 Skills Insight +14, Perception +14, Persuasion +12 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhausted, frightened Senses darkvision 120 ft., passive Perception 24 Languages all, telepathy 120 ft. Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . Charity\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). She can innately cast the following spells, requiring no components:\n'b'\n'b' At will : create food and water , friends, guidance , light , prestidigitation \n'b' 3/day each : bless , charm person , create or destroy water , dimension door , enhance ability , lesser restoration , revivify , thunderwave (5th level) \n'b' 1/day each : beacon of hope , calm emotions , expeditious retreat , suggestion \n'b'\n'b' Joyful Presence . Any creature that starts its turn within 60 feet of Charity must make a DC 20 Wisdom saving throw. On a failed save, the creature becomes charmed by Charity for 1 minute. If the charmed creature takes any damage, the effect ends. On a successful save, the creature becomes immune to this feature for the next 24 hours. \n'b' Legendary Resistance (3/day) . If Charity fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . Charity has advantage on saving throws against spells and other magical effects. \n'b' Magical Weapons . Charity\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . Charity makes two melee attacks . \n'b' Longsword . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) slashing damage plus 31 (7d8) radiant damage. Charity can use a bonus action to make this sword cast bright light in a 30 ft.-radius. Any non-evil creature that sees this light adds +1 to their saving throws. \n'b' Legendary Actions \n'b' Can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. Spent legendary actions are regained at the start of each turn. \n'b' Cantrip . Charity casts a cantrip. \n'b' Bolster (Costs 2 Actions) . Charity bolsters all non-hostile creatures within 120 feet of her until the end of her next turn. Bolstered creatures can\xe2\x80\x99t be charmed or frightened , and they gain advantage on ability checks and saving throws until the end of Charity\xe2\x80\x99s next turn. \n'b' Healing Touch (Costs 3 Actions) . Charity touches another creature. The target magically regains 34 (7d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness. \n'b' About \n'b' Giving assistance to those in need is the generous being known as Charity. This celestial encourages nobles to share their wealth for the benefit of their fellow citizens. She teaches the elite that this is the right thing to do. Setting a virtuous example to other wealthy individuals is her continuing mission. \n'b' Divine Reflection . Charity is a pure reflection of divine goodness. She influences any creatures that are around her with her joyful outlook. Her trusty golden sword radiates a holy light, giving hope to all those who see it. \n'b' Generous Noble . This celestial is actually very wealthy and invests back in her community. She runs a large guild with other merchants who also share their wealth. Their guild helps anyone in need. \n'b' Ethical Market . Charity is constantly trying to influence the market by promoting ethical businesses.\xc2\xa0She and her followers will engage greedy merchants and attempt to enlighten them. This celestial is genuinely concerned for others and doesn\xe2\x80\x99t see herself as more important than anyone else.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dire Pangolin \n'b' Large beast , unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 82 (11d10 + 22) \n'b' Speed 30 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 15 (+2) INT: 3 (\xe2\x80\x934) WIS: 12 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Damage Resistances poison \n'b' Senses passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 4 (1100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Edged Scales . A creature that touches the pangolin or hits it with a melee attack while within 5 feet of it takes 4 (1d8) slashing damage. \n'b' Keen Hearing and Smell . The pangolin has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pangolin makes two Claws attacks and one Tail Slap attack . \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 4) slashing damage. \n'b' Tail Slap . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Tuck In . The dire pangolin curls its entire body, forming an armored ball. While an armored ball, it moves by rolling, has resistance to bludgeoning, piercing, and slashing damage, is immune to the prone condition, and it can\xe2\x80\x99t make Claw or Tail Slap attacks or climb. The dire pangolin can uncurl its body as a bonus action. \n'b'\n'b' ABOUT \n'b' A pangolin as big as an ox uses its foreclaws and sharp armored plates to rip apart the bole of a large tree. Its long tongue snakes into the opening and slurps out swarms of ants. \n'b' Equipped with keen instincts, sharp claws, and keratinous scales that would make a dwarven armorer envious, dire pangolins are deadly. \n'b' Fierce Tree Dwellers . Too big to burrow effectively, dire pangolins live in temperate forests and warm plains, resting in the upper boughs of trees at night. Unlike their small cousins, dire pangolins are fierce when fought. Some docile denizens of the forests and plains develop symbiotic relationships with dire pangolins, relying on their bulk and demeanor for protection, in exchange for help finding ant nests or scouting out predators. \n'b' Insectivores . Dire pangolins subsist entirely on insects and take great delight when encountering swarms of ants, beetles, termites, and centipedes. Pangolins have adapted a resistance to most poisons as a result of their choice of prey. Because of their size , dire pangolins are especially equipped to prey upon giant insects, though they adjust their hunting tactics to ambush from trees. Dire pangolins are particularly aggressive toward giant ants, though encounters between them often end in stalemates.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dire Ram \n'b' Large beast , unaligned \n'b' Armor Class 18 (plate barding) Hit Points 63 (6d10 + 30) Speed 60 ft., climb 30 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 20 (+5) INT: 3 (-4) WIS: 15 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Perception +4 Senses passive Perception 14 Languages \xe2\x80\x93 Proficiency Bonus +2 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Mountain Walk . The dire ram can move across and climb rocky surfaces without needing to make an ability check. Additionally, difficult terrain composed of rocks or rocky debris doesn\xe2\x80\x99t cost it extra movement. \n'b' Relentless (Recharges after a Short or Long Rest) . If the dire ram takes 10 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. \n'b' Running Leap . With a 10-foot running start, the dire ram can long jump up to 25 ft. \n'b' Saddle . The mount carries a saddle on its back. Up to two Medium creatures can ride on the saddle without squeezing. To make a melee attack against a target within 5 feet of the mount, they must use spears or weapons with reach. If the mount dies, creatures on the saddle are placed in unoccupied spaces within 5 feet of the mount. \n'b' Sure-Footed . The dire ram has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b' Trampling Charge . If the dire ram moves at least 20 ft. straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone , the dire ram can make another attack with its hooves against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Ram . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This horse-sized ram has wicked curving horns and is decked out in full-plate armor. \n'b' Dire rams are bred by dwarves and are fearless and unflappable in the fact of danger, a necessity for battlefield conditions. They are also extremely nimble, capable of massive leaps and navigating uneven terrain.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dire Weasel \n'b' Large beast , unaligned \n'b' Armor Class 12 Hit Points 39 (6d10 + 6) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 13 (+1) INT: 4 (-3) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +2 Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The dire weasel has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Weasel Musk . Any creature that starts its turn within 5 feet of the dire weasel must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the dire weasel\xe2\x80\x99s Weasel Musk for 24 hours. Mongoose, weasels, and similar beasts are immune to this trait. \n'b' Actions \n'b' Multiattack . The dire weasel makes one attack with its Bite and one attack with its Claws. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dire Werewolf \n'b' Medium humanoid (human, shapechanger), chaotic evil \n'b' Armor Class 11 in humanoid form or 14 (natural armor) in hybrid or dire wolf form Hit Points 150 (20d8 + 60) Speed 30 ft. (50 ft. in dire wolf form)\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 9 (-1) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +4 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses passive Perception 16 Languages Common, plus up to one other language (can\xe2\x80\x99t speak in wolf form) Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Shapechanger . The werewolf can use its action to polymorph into a Large wolf-humanoid hybrid, or into a Large dire wolf, or back into its true form, which is humanoid . Its statistics, other than its size and armor class, 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' Keen Hearing and Smell . The werewolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Actions \n'b' Multiattack (Humanoid or Hybrid Form Only) . The werewolf makes two attacks, only one of which can be a bite. \n'b' Bite (Hybrid or Dire Wolf Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. If the target is a humanoid , it must succeed on a DC 14 Constitution saving throw, or be cursed with dire werewolf lycanthropy. \n'b' Claws (Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (3d4 + 4) slashing damage. \n'b' Greatsword (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dire Wildebeest \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 150 (20d10 + 40) \n'b' Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 14 (+2) 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' Skills Perception +3 \n'b' Damage Immunities poison \n'b' Condition Immunities frightened , poisoned \n'b' Senses passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 7 (2,900 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Trampling Charge . If the dire wildebeest moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone . If the target is prone , the wildebeest can make one Hooves attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dire wildebeest uses Intimidating Glare. It then makes one Gore attack and one Hooves attack . \n'b' Gore . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 22 (4d8 + 4) piercing damage. \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 18 (4d6 + 4) bludgeoning damage. \n'b' Intimidating Glare . The dire wildebeest glares at one creature it can see within 30 feet of it. If the target can see the wildebeest, the target must succeed on a DC 15 Wisdom saving throw or become frightened 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. If the target\xe2\x80\x99s saving throw is successful or if the effect ends for it, the target is immune to the wildebeest\xe2\x80\x99s Intimidating Glare for the next 24 hours. \n'b' Noxious Breath (Recharge 5\xe2\x80\x936) . The dire wildebeest exhales noxious gas in a 15-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Incite Stampede (1/Day) . The dire wildebeest moves up to 30 feet in a straight line and can move through the space of any Medium or smaller creature. Each friendly creature within 120 feet of the dire wildebeest can use its reaction to join the stampede and move up to 30 feet in a straight line and move through the space of any Medium or smaller creature. This movement doesn\xe2\x80\x99t provoke opportunity attacks. The first time a stampeding creature enters a creature\xe2\x80\x99s space during this move, that creature must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) bludgeoning damage and is knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t knocked prone . For each creature in the stampede after the first, the save DC increases by 1, to a maximum of DC 17, and the damage increases by 3 (1d6), to a maximum of 8d6. \n'b'\n'b' ABOUT \n'b' This giant antelope has a head topped with curving horns, a brown hide marked with old scars, spindly legs, and a shaggy mane and tail. \n'b' Dire wildebeests live on the plains in warm regions where they travel in small groups or together with herds of wildebeests and zebras. Their presence deters predators, who are repelled by its fearsome stare and foul breath. When the herd is in danger, dire wildebeests step forward to confront the threat. If their presence fails to drive off the menace, they can initiate deadly stampedes. \n'b' Voracious Omnivores . Dire wildebeests follow migratory patterns that coincide with seasonal rains, traveling vast distances in search of fresh grazing and breeding grounds. \n'b' Unlike their smaller cousins, dire wildebeests can eat carrion. \n'b' This proclivity fills their mouths with decay, giving them their distinctive foul breath. \n'b' Patchwork Creations . Locals living in the grasslands say the gods created these grotesque creatures from the parts left over after making all the other animals. The gods are to said to have combined a warthog\xe2\x80\x99s head, a buffalo\xe2\x80\x99s horns, a lion\xe2\x80\x99s tail, and a goat\xe2\x80\x99s legs, then gave the creature bad breath for good measure.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dire Wolf, Gargantuan \n'b' Gargantuan monstrosity , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 250 (20d20 + 40) Speed 60 ft.\n'b' STATS STR: 26 (+8) DEX: 17 (+3) CON: 15 (+2) INT: 5 (-3) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses passive Perception 16 Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The gargantuan dire wolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Magic Resistance . The gargantuan dire wolf has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 29 (6d6 + 8) piercing damage. If the target is a Medium or smaller creature, the creature must make a DC 21 Strength saving throw or be swallowed. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the gargantuan dire wolf, and it takes 35 (10d6) acid damage at the start of each of the gargantuan dire wolf\xe2\x80\x99s turns. If the dire wolf takes 30 damage or more on a single turn from a creature inside it, the dire wolf must succeed on a DC 25 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 dire wolf. If the gargantuan dire wolf dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone . \n'b' Teleport (1/day) . The gargantuan dire wolf magically teleports up to 60 feet to an unoccupied space it can see.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel, Shrouded \n'b' Family: Angels \n'b' Medium celestial , chaotic good \n'b' Armor Class 18 (natural armor) Hit Points 161 (17d8 + 85) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 20 (+5) INT: 16 (+3) WIS: 22 (+6) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Dex +10, Wis +11, Cha +5 Skills Insight +11, Perception +11, Stealth +10 Damage Resistances poison, radiant; bludgeoning, piercing, slashing from nonmagical attacks. Condition Immunities charmed , exhaustion , frightened , poisoned Senses blindsight 30 ft., darkvision 120 ft., passive Perception 21 Languages all, telepathy 120 ft. Challenge 13 (10,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Angelic Poison . The shrouded angel\xe2\x80\x99s weapon attacks are magical, and its weapons are coated with a radiant poison. Creatures with resistance or immunity to poison or the poisoned condition can be affected by the angel\xe2\x80\x99s poison. Such creatures have advantage on saving throws against the angel\xe2\x80\x99s poison. \n'b' Divine Awareness . The shrouded angel knows if it hears a lie. \n'b' Evasion . If the shrouded angel is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the angel instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Immortal Nature . The shrouded angel doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Magic Resistance . The shrouded angel has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shrouded angel makes three Justicar\xe2\x80\x99s Blade or Justicar\xe2\x80\x99s Blast attacks. \n'b' Justicar\xe2\x80\x99s Blade . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 5) slashing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned . The poisoned condition lasts until it is removed by the lesser restoration spell or similar magic. \n'b' Justicar\xe2\x80\x99s Blast . Ranged Spell Attack : +11 to hit, range 120 ft., one target. Hit : 24 (4d8 + 6) radiant damage. \n'b' Spellcasting . The shrouded angel casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 19):\n'b'\n'b'\n'b' At will : bane , bless , locate creature \n'b' 3/day each : invisibility (self only), healing word (as a 5th-level spell), nondetection \n'b'\n'b' REACTIONS \n'b'\n'b' Executioner\xe2\x80\x99s Judgment . When a creature poisoned by the shrouded angel starts its turn, the angel demands the target repent. If it doesn\xe2\x80\x99t repent, it must make a DC 17 Constitution saving throw. If it fails, it is reduced to 0 hp . If it succeeds, it takes 22 (5d8) radiant damage. If the target repents, its next action is chosen by the angel, as if it failed a saving throw against the command spell: \xe2\x80\x9cDraw Nigh\xe2\x80\x9d (approach), \xe2\x80\x9cClasp Hands in Prayer\xe2\x80\x9d (drop), \xe2\x80\x9cSeek Redemption\xe2\x80\x9d (flee), \xe2\x80\x9cBe Penitent\xe2\x80\x9d (grovel), or \xe2\x80\x9cIn Stillness Hear the Truth\xe2\x80\x9d (halt). Once the shrouded angel uses this reaction , it must deal poison damage to a poisoned target before using this feature again. \n'b'\n'b' ABOUT \n'b' The winged, gray-cloaked figure holding a long, golden blade emanates an aura of reverence and malice in equal measure as its eyes burn with blue fire. \n'b' Though no less noble and dedicated than other celestials, shrouded angels understand that evil must be destroyed no matter the method. These angels throw aside the inflexible adherence to the law in order to serve as heaven\xe2\x80\x99s hand of justice, combating the darkness with rogue-like skill and an assassin\xe2\x80\x99s blade. \n'b' Judge and Jury . Virtually all shrouded angels consider themselves the final arbiter of justice. They are not content to allow courts of law to mete out punishment, taking such matters into their own hands. \n'b' Last Resort . Shrouded angels are direct agents of good, winging their way in to strike down evil, especially those that have managed to evade justice for their crimes on more than one occasion. Such villains can expect a visit from a shrouded angel, who will give them one last chance to atone or face final judgment.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dire Wolf, Styx-Corrupted \n'b' Large beast , neutral evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 32 (5d10 + 5) \n'b' Speed 50 ft., fly 30 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 13 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 \n'b' Senses passive Perception 13 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Stygian Agility . The wolf has advantage on Dexterity ability check and Dexterity saving throws. \n'b' Keen Hearing and Smell . The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b' Pack Tactics . The wolf has advantage on an attack roll against a creature if at least one of the wolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage and the creature must succeed on a DC 13 Strength saving throw or be knocked prone. \n'b'\n'b' ABOUT \n'b' This enormous wolf is painfully thin. Large wings covered in sickly patches of fur sprout from its back. W\n'b'\n'b'\n'b' Styx Corruption \n'b' Masters of flight and tempests, fiends of the Styx legion attack their foes from the air. Creatures caught in the ferocious windstorms created by the legion find themselves hurled helplessly about, and those that survive might be seduced by the corruption of Styx. Such creatures become particularly agile and invariably sprout wings of some variety, such as leathery, bat-like wings or the membranous wings of giant insects. Feathered wings are rare in creatures subject to the Styx corruption, and are generally a nauseating green-black in color. \n'b' Styx corruption grants the Styxian Agility trait. \n'b' Stygian Agility . Styx corruption grants a fly speed of 30 ft. or increases a corrupted creature\xe2\x80\x99s existing fly speed by 30 ft. The corrupted creature has advantage on Dexterity ability checks and Dexterity saving throws.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Disenchanter \n'b' Medium aberration , neutral \n'b' Armor Class 13 (natural armor) Hit Points 112 (15d10 + 30) Speed 50 ft.\n'b' STATS STR: 7 (+3) DEX: 17 (+3) CON: 14 (+2) INT: 5 (-3) WIS: 16 (+3) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +4 Skills Perception +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Vulnerable to Dispel Magic . A disenchanter targeted by a dispel magic spell must make a DC 13 Constitution saving throw, taking 17 (5d6) points of necrotic damage on a failed save, or half as much damage on a successful one. \n'b' Innate Spellcasting . The disenchanter\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The disenchanter can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At-Will : detect magic , dispel magic 3/day : magic weapon 1/day : dimension door \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The disenchanter makes two attacks with its hooves. \n'b' Hooves . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) bludgeoning damage. \n'b' Trunk . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : as a bonus action casts dispel magic on the target. \n'b' Power Spray (1/day) . The disenchanter releases raw magical energy in a 20-foot cone through its trunk. Each creature in that area must make a DC 13 Constitution saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' This blue-furred creature sports an elephantine trunk and a camel-like body. \n'b' The air around it seems to shimmer with magical potential, and it gazes around with doelike, intelligent eyes. It can sense magic, which it consumes for sustenance. When it finds a magic item, it suctions on with its trunk and drains the item of power in a few seconds, storing this power in its hump. Disenchanters are social creatures, and often seek the companionship of other intelligent beings, making excellent mounts and trackers for treasure-hunters. A typical disenchanter is 8 feet long and weighs 1,600 pounds. \n'b' Oblivious Opponent . Though not malicious, the disenchanter constantly hungers for, and draws its sustenance from, the very magical power that gives most adventurers their edge. The presence of a disenchanter instantly changes the nature of a battle, often forcing travelers to drastically change their tactics, relying solely on their wits and the strength of their arms. Disenchanters mean no harm, and their sociable nature leaves them content to travel with humanoids as docilely as a halftrained horse and can even be induced to serve as a mount or as a guard animal\xe2\x80\xa6 as long as its companions do not possess magic to tempt its hunger. If it is treated well, a disenchanter may remain with travellers for long stretches, seeking both their goodwill and whatever scraps of magical essence they might feed it. This camaraderie, however, inevitably ends as soon as it senses stronger magics, at which point it gallops away to seek out and devour the source of the magical emanations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dishrag Dervish \n'b' Large swarm of Tiny undead , chaotic evil \n'b' Armor Class 13 Hit Points 27 (5d10) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 7 (-3) DEX: 17 (+3) CON: 10 (+0) INT: 11 (+0) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire, lightning, thunder; bludgeoning and piercing Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the dervish remains motionless, it is indistinguishable from a normal pile of cleaning supplies. \n'b' Incorporeal Movement . The dervish can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Rejuvenation . If destroyed, the dervish magically re-forms fully healed after 5 (2d4) days in its tavern. The dervish can be permanently destroyed only if someone cleans up its tavern, which might take hours or days depending on the state of the place. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Tavern Bound . The dervish can\xe2\x80\x99t stray more than 120 feet from the taproom or drinking hall to which it is bound. \n'b' Undead Nature . A sitebound spirit doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Swarming Rags . Melee Weapon Attack : +5 to hit, reach 0 ft., all targets in the dervish\xe2\x80\x99s space. Hit : 10 (2d6 + 3) necrotic damage, and the target must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the end of its next turn. \n'b' Ectoplasmic Splash . Ranged Weapon Attack : +5 to hit, range 30/60 ft., one target. Hit : 10 (2d6 + 3) necrotic damage, and the target must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the end of its ne xt turn. \n'b' Greasy Spill . The dervish dumps grimy buckets and wrings out filthy sponges, creating a slippery puddle in a 15-foot radius around the dervish. Each creature standing in the area when the grease appears must succeed on a DC 12 Dexterity saving throw or fall prone . A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone . \n'b'\n'b' ABOUT \n'b' In abandoned taverns, dishrag dervishes hide in plain sight as discarded cleaning supplies or common trash until their sordid domain is disturbed. These spirits particularly despise rowdy revelers, unrepentant litterers, and anyone who openly worships a god of debauchery or libations. In combat, a dishrag dervish will single-mindedly target such bacchants and braggadocios, ignoring all others until it has slaked its thirst for vengeance. \n'b' The hardest-working employees of public houses and taverns-waiters, servants, bar hands, and others at the bottom rungs of the business-typically sustain the most abuse and indignity from guests and employers alike. Tragically, when destruction visits the establishment in the form of riotous mobs or belligerent arsonists, these same workers are also among the most likely to perish in the attack. Perhaps it is no wonder, then, why sometimes in the aftermath of an attack these poor souls refuse to move onto the afterlife until the indignities they\xe2\x80\x99ve suffered have been set right. \n'b' To haunt the building that caused them so much agony in life, these vengeful souls manifest as grubby dishrags, splintered brooms, and buckets of scummy dishwater that clatter across the drinking hall and terrorize anyone who still dares patronize the sinful business. It isn\xe2\x80\x99t long before the haunted drinking establishment goes out of business completely; yet, still, a dishrag dervish will go on haunting the ruins of its former tormentors until the last drop of alcohol is scrubbed from the building\xe2\x80\x99s floorboards.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Celestial Aspect, Chastity \n'b' Medium celestial , lawful good \n'b' Armor Class 19 (natural armor) Hit Points 204 (24d8 + 96) Speed 40 ft., fly 100 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +14, Wis +13 Skills Insight +13, Nature +12, Perception +13 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons. \n'b' Condition Immunities charmed , exhausted, frightened , paralyzed Senses truesight 120 ft., passive Perception 23 Languages Celestial, telepathy 120 ft. Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Aura of Clarity . Any charm magic within 60 ft. of the celestial ends. \n'b' Chastity Belt (1/day) . Chastity can aide a humanoid by creating a magical golden belt that will provide immunity from any charm magic for 8 hours. Only a celestial can remove the belt before then. \n'b' Innate Spellcasting . Chastity\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no components:\n'b'\n'b' At will : blade barrier , bless , detect evil and good , guidance , light \n'b' 3/day each : calm emotions , guiding bolt (11th level), shield of faith , zone of truth \n'b' 1/day each : commune, hallow , silence \n'b'\n'b' Legendary Resistance (3/day) . If Chastity fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . Chastity has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Chastity\xe2\x80\x99s weapon attacks are magical. \n'b' Wings of Love . Chastity can use a bonus action to make her wings disappear or reappear at any time. \n'b' Actions \n'b' Multiattack . Chastity makes three melee attacks . \n'b' Holy Spear . Melee or Ranged Weapon Attack : +11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 18 (4d6 + 4) piercing damage plus 13 (3d8) radiant damage. \n'b' Legendary Actions \n'b' Can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. Spent legendary actions are regained at the start of each turn. \n'b' Casts Cantrip . \n'b' Healing Touch (Costs 2 Actions) . Chastity touches another creature. The target magically regains 18 (4d8) hit points . \n'b' Blinding Gaze (Costs 3 Actions) . Chastity targets one creature she can see within 30 feet of her. If the target can see her, the target must succeed on a DC 20 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness. \n'b' About \n'b' Heartfelt Holiness . Chastity knows the challenge she faces and bravely continues her work. She also knows in her heart that she is following the right path.\xc2\xa0To her, love between two individuals brings with it a healthy maturity. \n'b' Beautiful Balance . She promotes a perfect balance of desire, reason, and willpower. Mastering passion can lead to enlightenment and finding a long-lasting relationship. Some clerics, priests, and paladins assist the celestial on her mission. \n'b' Respectful Reverence . Chastity encourages healthy relationships in which individuals honor each other by seeking a pure connection. She consistently preaches patience and respect.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Displacer Cub \n'b' Small beast , neutral \n'b' Armor Class 13 (natural armor) Hit Points 7 (2d6) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 11 (+0) INT: 6 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 feet Challenge \xc2\xbc (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Avoidance . If the displacer cub is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b'\n'b' ACTIONS \n'b'\n'b' Tentacle . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 2 (1d4) piercing damage. \n'b' Minor Displacement . The displacer cub creates a static illusory copy of a Medium or smaller object it can see within 60 feet The illusion persists until the start of the cub\xe2\x80\x99s next turn. Physical interaction with the image reveals it to be an illusion. \n'b'\n'b' REACTIONS \n'b'\n'b' Displace . If a creature the displacer cub can see within 60 feet is being attacked, the cub can use its reaction to create a magical illusory duplicate of the creature next to it which causes all attacks against that creature to be made with disadvantage. This illusion lasts until the start of the cub\xe2\x80\x99s next turn or the target is hit by an attack . \n'b'\n'b' ABOUT \n'b' These sleek blue-black kittens look much like housecats or panther cubs, distinguishable only by their second set of forelegs and a pair of long raking tentacles waving from their shoulder blades. While displacer cubs are generally not as vicious and violent as their elders, they still revel in the thrill of a good hunt. Born with the innate instincts of a predator, they intrinsically know how to stalk and strike at potential prey. The kittens take playful pleasure in pouncing on anything small that catches their eye, batting at it clumsily with their rakers and playing with their food. Displacer cubs generally stalk tiny creatures, swatting at birds and chasing small game. Adult displacer beasts are known throughout the realms as fearsome predators, called hellcats by many. They earned this reputation due to their hunting skill, a prodigious hunger, and a willingness to eat anything they come across \xe2\x80\x93 an appetite the kittens share. Though solitary and independent by nature, displacer cubs can show a different side to those who earn their trust from a young age, especially if they are kept well fed. \n'b' Behaviors like purring and protectiveness, unimaginable from a feral hellcat, are not uncommon once the kitten has formed a bond. \n'b' Illusory Stalker . Displacer beasts are ambush predators that use their fur to bend light and create the illusion that they are somewhere they are not. \n'b' The hunting prowess of displacer cubs is only further realized as they grow and develop their illusory power into a weapon of distraction and misdirection.The coat of a displacer cub shimmers and shifts hues, and their developing displacement ability makes them appear to waver and shift, especially while playing or stalking prey. While full-grown displacer beasts use this magic to create illusory copies of themselves to hunt and fight, young cubs are still mastering the skill, and tend to displace themselves in clumsy or unconvincing ways, appearing to hang in midair or even upside down. \n'b' Since their displacement skills are critical to their survival, displacer cubs have a natural aversion to water, which soaks their fur and prevents them from bending light. \n'b' Hunted Hides . Displacer cubs are a rare find in the wild, usually protected by their mother until fully grown. Most fear the hellcat for its fierce and savage reputation, and lack the skill or courage to raise one as a companion. Hunters lucky enough to catch a cub usually sell it at a remarkably steep price to a handler, who will cage it until it is grown and then sell its pelt for a small fortune. A displacer beast\xe2\x80\x99s hide retains its light-bending potential even after death, making fully-grown displacer beasts valuable quarry for leather workers that are skilled enough to fashion the hide into a Cloak of Displacement without ruining it. While displacer cubs may, with luck, be able to survive alone in the wild, such hunters pose a serious threat to isolated cubs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dissectibot, Cranial \n'b' Large construct , unaligned \n'b' Armor Class 15 (natural) Hit Points 97 (13d10+26) Speed 15 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 15 (+2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Medicine +8, Perception +5, Sleight of Hand +6 Tools alchemist\xe2\x80\x99s supplies, thieves\xe2\x80\x99 tools Damage Vulnerabilities lightning Damage Resistances acid, cold Damage Immunities fire, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 15 Languages can understand Common and Vilespeech but cannot speak Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Medical Installation . Despite its lack of hands, a cranial dissectibot can use the following equipment: alchemist\xe2\x80\x99s supplies, healer\xe2\x80\x99s kit, and thieves\xe2\x80\x99 tools. It can store up to 50 pounds of such gear in racks and compartments within its body, replacing them when they are exhausted. \n'b' Pain Threshold . Any attacks or spells that deal 10 points of damage or less do not deal any damage to the cranial dissectibot. \n'b' Restraints . The dissectibot has two sets of restraints which it can use to bind a patient. Once it has grappled a creature, it can make grapple checks (whether to maintain the grapple, pin the creature, or perform other special grapple actions ) against that creature as a bonus action. \n'b' Surgical Assistant . A cranial dissectibot can use the aid another action to assist Medicine checks as well as ability and tool kit checks as part of a chirurgical procedure. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cranial dissectibot makes two melee attacks or three ranged attacks . \n'b' Clamp . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d8+3) bludgeoning damage. Instead of dealing damage, the cranial dissectibot can grapple the target (escape DC 14). \n'b' Trocar . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 16 (2d12+3) piercing or slashing damage. Instead of dealing full damage, the cranial dissectibot can use a syringe dart instead. \n'b' Syringe Dart (10) . Ranged Weapon Attack : +6 to hit, range 40/100, one target. Hit : 10 (3d4+3) piercing damage, and the target must make a DC 13 Constitution saving throw, falling asleep (as the sleep spell) on a failed save, or taking 4 (1d8) poison damage on a successful one. \n'b' Cortical Puncture . A cranial dissectibot can use its trocars to drill into the skull of a restrained or unconscious creature and selectively extract portions of the target\xe2\x80\x99s brain. It must pierce the target\xe2\x80\x99s skull with both trocars (a normal attack ) but thereafter can maintain the puncture without needing to attack again as long as the target remains restrained or unconscious . A cortical puncture does not deliver poison but instead reduces the target\xe2\x80\x99s Intelligence , Wisdom , and Charisma by 1 (DC 14 Constitution saving throw negates) at the end of the cranial dissectibot\xe2\x80\x99s turn each round. The cranial dissectibot cannot use its darts while performing a cortical puncture. \n'b'\n'b' ABOUT \n'b' A cranial dissectibot is an example of the light and dark sides of chirurgical practice. In principle, it is a semi-sentient mechanical assistant, programmed and equipped to assist a surgeon in medical matters both simple and complex, whether it be treating poisons or injuries or dealing with disease or dissection. Of course, in the hands of a demented chirurgeon, the cranial dissectibot becomes a terrifying instrument of torment, capable of reducing the bravest of souls to drooling impotence with soulless and heartless clinical precision. \n'b' This mechanical horror bristles with wires, compartments, and blinking lights up and down its thick stalk-like metallic body, balanced atop six spidery legs and bristling with branching armatures, some with cables and clamps and others tipped with gleaming trocars and pneumatic needlers. A cranial dissectibot is 7 feet tall in total, its core body 3 feet tall, atop a set of legs 2 feet long and with the upper 2 feet a branching set of limbs and sensors. A cranial dissectibot weighs 500 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dissectrinator \n'b' This mechanical horror bristles with wires, compartments, and blinking lights up and down its thick stalk-like metallic body, balanced atop six spidery legs and bristling with branching armatures, some with cables and clamps and others tipped with gleaming trocars and pneumatic needlers. \n'b' Large construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 97 (13d10+26) Speed 15 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 15 (+2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Medicine +8, Perception +5, Sleight of Hand +6 Tools alchemist\xe2\x80\x99s supplies, thieves\xe2\x80\x99 tools Damage Vulnerabilities lightning Damage Resistances acid, cold Damage Immunities fire, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned ; Senses darkvision 60 ft., passive Perception 15 Languages can understand Common and Vilespeech but cannot speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Medical Installation . Despite its lack of hands, a dissectrinator can use the following equipment: alchemist\xe2\x80\x99s supplies, healer\xe2\x80\x99s kit, and thieves\xe2\x80\x99 tools. It can store up to 50 pounds of such gear in racks and compartments within its body, replacing them when they are exhausted. \n'b' Pain Threshold . Any attacks or spells that deal 6 points of damage or less do not deal any damage to the dissectrinator. \n'b' Restraints . The dissectinator has two sets of restraints which it can use to bind a patient. Once it has grappled a creature, it can make grapple checks (whether to maintain the grapple, pin the creature, or perform other special grapple actions ) against that creature as a bonus action . \n'b' Surgical Assistant . A dissectrinator can use the help action to assist Wisdom ( Medicine ) checks as well as ability and tool kit checks as part of a chirurgical procedure. \n'b' Actions \n'b' Multiattack . The dissectrinator makes two melee attacks or three ranged attacks . \n'b' Clamp . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d8+3) bludgeoning damage. Instead of dealing damage, the dissectrinator can grapple the target (escape DC 14). \n'b' Trocar . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 16 (2d12+3) piercing or slashing damage. Instead of dealing full damage, the dissectrinator can use a syringe dart instead. \n'b' Syringe Dart (10) . Ranged Weapon Attack : +6 to hit, range 40/100 ft., one target. Hit : 10 (3d4+3) piercing damage, and the target must make a DC 13 Constitution saving throw, falling asleep (as the sleep spell) on a failed save, or taking 4 (1d8) poison damage on a successful one. \n'b' Cortical Puncture . A dissectrinator can use its trocars to drill into the skull of a restrained or unconscious creature and selectively extract portions of the target\xe2\x80\x99s brain. It must pierce the target\xe2\x80\x99s skull with both trocars (a normal attack ) but thereafter can maintain the puncture without needing to attack again as long as the target remains restrained or unconscious. A cortical puncture does not deliver poison but instead reduces the target\xe2\x80\x99s Intelligence , Wisdom , and Charisma by 1 at the end of the dissectrinator\xe2\x80\x99s turn each round. A restrained creature makes a DC 14 Constitution saving throw, negating this ability score reduction on a success. The dissectrinator cannot use its darts while performing a cortical puncture. A greater restoration or more powerful healing magic returns a creature\xe2\x80\x99s reduced ability scores to their normal values. \n'b' A dissectrinator is an example of the light and dark sides of chirurgical practice. In principle it is a semisentient mechanical assistant, programmed and equipped to aid a surgeon in medical matters both simple and complex, whether it be treating poisons or injuries, dealing with disease, or dissection. of course in the hands of a demented chirurgeon, the cranial dissectrinator becomes a terrifying instrument of torment capable of reducing the bravest of souls to drooling impotence with soulless and heartless clinical precision. \n'b' A dissectrinator is 7 feet tall in total, its core body 3 feet tall, atop a set of legs 2 feet long and with a branching set of limbs and sensors making the upper 2 feet. A dissectrinator weighs 500 pounds. \n'b' Mad scientists and chirurgeons are nothing if not busy-the demands of their professions leave little time for leisure or distraction, often leading them to leave their diabolical devices unused for long periods of time while important research is conducted or other experiments concluded. There\xe2\x80\x99s no reason to leave a useful tool to be useless however and when a dissectrinator critically malfunctions or decays beyond reliability, it is often repurposed into a trap to doom foolish trespassers. \n'b' Clamping Drills \n'b' Mechanical Trap \n'b' When a creature or object comes within 10 feet of sensors hidden in the wall, floor, or ceiling, pairs of mechanical arms ending in clamps shoot out from small, concealed trap-doors. An area might include multiple sensors, each rigged to its own set of mechanical clamping arms. The trap-doors hiding them are seamlessly constructed and cleverly hidden with natural stonework, into works of art, and even seemingly random splotches of gore. The DC to spot them is 18. With a successful DC 18 Intelligence ( Investigation ) check, a character can deduce the presence of the sensors or trap doors from variations in the mortar and stone used to create it, compared to the surrounding area. A creature able to carefully cover the sensors from 10 feet away with a flat object, cloth, or wax and a DC 18 Dexterity (thieves\xe2\x80\x99 tools) check to move slowly prevents them from detecting creatures. \n'b' When the trap activates, each pair of mechanical clamping arms connected to the sensor makes a melee attack with advantage (+6 bonus to hit) against a random creature within 10 feet of their trap doors (if there are no targets in the area, the mechanical clamping arms don\xe2\x80\x99t hit anything.) A target that is hit becomes grappled (escape DC 14, AC 15, 18 hit points ). Once one mechanical clamping arm has grappled a creature, the other transforms into a vicious, crude drill clearly meant to do nothing but harm, dealing 22 (3d12+3) piercing damage on a successful hit. The mechanical arms continue to attack creatures until 1d4 rounds after the creature ceases to move or they are destroyed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dissimortuum \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 112 (15d8 + 45) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 16 (+3) INT: 8 (-1) WIS: 11 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages the languages of its creator Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Spider Climb . The dissimortuum can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Undead Nature . The dissimortuum doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dissimortuum makes three Claw attacks. It can replace one Claw attack with a use of Terrifying Mask. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 15 (3d8 + 2) slashing damage. \n'b' Terrifying Mask . Each non-Undead creature within 60 feet of the dissimortuum that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw, ending the effect on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target becomes immune to the dissimortuum\xe2\x80\x99s Terrifying Mask for the next 24 hours. \n'b'\n'b' ABOUT \n'b' This twisted humanoid has gray flesh and black claws that drip blood. A bone mask is bound to its head by strips of putrid flesh, and a third arm hangs from the right side of the creature\xe2\x80\x99s body, its hand clutching a large sack stained with blood. \n'b' Plague Bringers . Dissimortuum are undead monstrosities constructed by necromancers to spread the undead plague, slowly but surely. These creatures are rare but tenacious. A dissimortuum obeys orders from the necromancer whose magic created it. When a dissimortuum kills, it collects body parts from its victims and keeps them in a sack that it carries with its third arm at all times. The monster sets down its sack of trophies only when pressed in combat, to make the most of its extra limb. \n'b' Constructing Dissimortuum . Even when not following instructions, a dissimortuum seeks to create more of its own kind. The creature wanders graveyards, battlefields, and slums, searching for the gruesome components it needs to construct a mask and body for its undead offspring. The process is slow, taking up to a month to make a single mask, but a dissimortuum has plenty of time. The new creation is independent and not under the control of its maker or of the necromancer that might have created its maker. \n'b' Dissimortuum\xe2\x80\x99s Cursed Mask. \xc2\xa0The dissimortuum\xe2\x80\x99s mask is nigh indestructible. When the creature is destroyed, its mask usually survives and breaks free. On its own, the object emits a faint magical aura with mixed enchantment and necromantic properties. It is a tempting souvenir, but any humanoid or giant foolish enough to don the mask is immediately wracked by pain and takes 7 (2d6) necrotic damage. The creature must succeed on a DC 15 Wisdom saving throw or become dominated by the mask. The domination arrives slowly. The creature acts normally for a day or two, but then the creature notices periods of time that cannot be accounted for. During these unremembered times, the creature gathers the grisly components needed to build a new body for the dissimortuum. This process takes a week, after which the creature is freed from domination as the dissimortuum arises anew and dons its mask once more.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Div \n'b' Small elemental , neutral evil \n'b' Armor Class 17 (half-plate) Hit Points 99 (18d6 + 36) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 9 (\xe2\x80\x931) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4, Cha +6 Skills Deception +6, Perception +4 Damage Resistances acid, fire Senses darkvision 60 ft., passive Perception 14 Languages Common, Primordial Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Demise . If the div dies, its body disintegrates into a pool of noxious sludge, leaving behind only equipment the div was wearing or carrying. \n'b' Sunlight Sensitivity . While in sunlight, the div 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 div makes one Claw attack and two Scimitar attacks, or it makes three Noxious Blast attacks. It can replace one attack with a use of Spellcasting. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 9 (2d8) acid damage. \n'b' Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Noxious Blast . Ranged Spell Attack : +6 to hit, ranged 60 ft., one target. Hit : 12 (2d8 + 3) acid damage. \n'b' Noxious Sands (Recharge 4\xe2\x80\x936) . The div vomits a cloud of tainted sand in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 14 (4d6) slashing damage and 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. \n'b' Spellcasting . The div casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):\n'b'\n'b'\n'b' At will : disguise self , minor illusion \n'b' 3/day each : charm person , suggestion \n'b' 1/day each : dream , fear \n'b'\n'b' ABOUT \n'b' This pot-bellied, demonic humanoid has a pair of horns, boar-like tusks, and a short beard. Brawny and squat, it grins wickedly as it brandishes a scimitar in its clawed hand. \n'b' Although they are often mistaken for demons or devils, divs are minor genies. \n'b' Corrupted Origins . Divs were created in the distant past, when a number of living souls fused with tainted primordial matter on the elemental planes. The genies that arose from this corrupted material were so noxious and contrary that the Genie Lords banished them to the Material Plane, roughly around the same time that the djinni caliphs exiled the peris for their mischievousness. While the peris have tried to behave better since their banishment, the divs have done the opposite, and the two minor genies have become implacable foes. \n'b' Unwelcome Dinner Guests . Divs have a wicked and evil reputation. They sleep all day then roam around at night, seeking to bring ruin to anyone they encounter until the bright sun drives them back to their underground lairs. Folk tales say that divs are drawn to homes by the sound of chatter over dinner. \n'b' In areas where they are common, eating after nightfall is avoided lest it attract their attention. \n'b' Cruel Genies . Although divs are capable warriors, they prefer subtler methods, using their sorcerous powers to trick victims into reckless or depraved acts or to give victims terrifying nightmares. They watch in delight from a safe distance as the victim is confronted by its peers or awakes, screaming in terror.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Divine Boar \n'b' Family: Divine Beasts \n'b'\n'b' Large celestial , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 59 (7d10 + 21) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 17 (+3) INT: 2 (-4) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire, poison, radiant Condition Immunities poisoned Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Charge . If the divine boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Illumination . The divine boar sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Keen Smell . The divine boar has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Magic Resistance . The divine boar has advantage on saving throws against spells and other magical effects. \n'b' Relentless (Recharges after a Short or Long Rest) . If the divine boar takes 10 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. \n'b' Actions \n'b' Tusk . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage plus 7 (2d6) fire damage. \n'b' Fire Breath (Recharge 5-6) . The divine boar exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Larger than any boar should ever be, this divine boar has golden bristles and piercing black eyes. \n'b' Divine boars are 12 feet long and weigh as much as 2,000 pounds. The gods send divine boars when they are displeased, usually when mortals fail to make an appropriate sacrifice. \n'b' Divine boars are omnivorous and spend most of their time destroying farms and killing people. They viciously attack anything that approaches them. A divine boar charges its opponent, trying to rip the target open with its tusks. \n'b' Natives of Aetolia . Divine boards have since taken root in Aetolia, where one was sent to express divine displeasure. \n'b' Messengers of the Gods . Both Artemis and Zeus have used divine boars to punish their errant worshippers. They normally live on Olympus, where the gods hunt them and keep the population under control. They are sacred to Poseidon and Artemis.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Divine Eagle \n'b' Family: Divine Beasts \n'b'\n'b' Large celestial , lawful neutral \n'b' Armor Class 13 (natural armor) Hit Points 26 (4d10+4) Speed 10 ft., fly 80 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 13 (+1) INT: 8 (-1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison, fire, radiant Condition Immunities poisoned Skills Perception +4 Senses passive Perception 14 Languages Common, Celestial Challenge 3 (700 XP) \n'b' Special Traits \n'b' Dive Attack . If the divine eagle is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack , the attack deals an extra 7 (2d6) damage to the target. \n'b' Flyby . The divine eagle doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Illumination . The divine eagle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Keen Sight . The divine eagle has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Magic Resistance . The divine eagle has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The divine eagle makes two attacks: one with its beak and one with its talons. \n'b' Beak . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Talons . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' About \n'b' This large eagle is covered in golden feathers. Its eyes belie an intelligence and cunning not normally associated with eagles. \n'b' Divine eagles are used as familiars to the gods. A typical divine eagle stands about 10 feet tall, has a wingspan of up to 20 feet, and resembles its smaller cousins in nearly every way except size. It weighs about 500 pounds. \n'b' A divine eagle typically attacks from a great height, diving earthward at tremendous speed. When it cannot dive, it uses its powerful talons and slashing beak to strike at its target\xe2\x80\x99s head and eyes. \n'b' A solitary divine eagle is typically hunting or patrolling in the vicinity of its nest and generally ignores creatures that do not appear threatening. A mated pair attacks in concert, making repeated diving attacks to drive away intruders, and fights to the death to defend their nest or hatchlings. \n'b' Familiar . The divine eagle can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the divine eagle senses as long as they are within 1 mile of each other. While the divine eagle is within 10 feet of its master, the master shares the divine eagle\xe2\x80\x99s Magic Resistance trait. At any time and for any reason, the divine eagle can end its service as a familiar, ending the telepathic bond . \n'b' Blessed of Zeus . Divine eagles are sacred to Zeus and he will sometimes grant one as a familiar to those with sufficient arete.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel, Uridimmu \n'b' Family: Angels \n'b' Large celestial , lawful good \n'b' Armor Class 18 (natural armor) Hit Points 150 (12d10 + 84) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 22 (+6) DEX: 17 (+3) CON: 24 (+7) INT: 14 (+2) WIS: 18 (+4) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Wis +9, Cha +10 Skills Insight +14, Perception +9 Damage Resistances fire, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses truesight 90 ft., passive Perception 19 Languages all, telepathy 60 ft. \n'b' Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Chaos Mace . The uridimmu\xe2\x80\x99s attacks with its mace are magical. When the uridimmu hits with its mace, the mace deals an extra 4d8 fire, lightning, or radiant damage (included in the attack ). The uridimmu chooses the type of damage when making the attack . \n'b' Heroic Aura . Each friendly creature within 20 feet of the uridimmu can\xe2\x80\x99t be charmed or frightened . In addition, when a friendly creature within 20 feet of the uridimmu makes an attack roll or a saving throw, it can roll a d4 and add the result to the attack roll or saving throw. The uridimmu\xe2\x80\x99s aura doesn\xe2\x80\x99t work in the area of an antimagic field spell or while in a temple, shrine, or other structure dedicated to a chaotic deity. \n'b' Magic Resistance . The uridimmu has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The uridimmu\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 18). The uridimmu can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect evil and good , light , protection from evil and good \n'b' 3/day each : dispel magic , glyph of warding , lightning bolt \n'b' 1/day each : flame strike , heal , wall of fire \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The uridimmu makes three attacks: one with its bite and two with its mace. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) piercing damage. \n'b' Mace . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) bludgeoning damage plus 18 (4d8) fire, lightning, or radiant damage. \n'b' Heavenly Roar (Recharge 5-6) . The uridimmu can unleash a powerful roar imbued with divine power in a 30-foot cone. A target caught within this cone must make a DC 18 Constitution saving throw, taking 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is also frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Fiends have disadvantage on this saving throw. \n'b'\n'b' ABOUT \n'b' This tall, muscular humanoid has bronze skin and the wings of a hawk. Its head is that of a majestic hunting hound with the teeth and reddish-gold mane of a lion, and it holds a flaming mace in its hands. \n'b' Bastard Sons of Chaos . The first uridimmus were the illegitimate offspring of a demon lord and an unknown entity of chaos and were soundly defeated by a powerful deity of law. After their defeat, the uridimmus chose to serve the god as guardians of the heavenly realm. The tainted origin of uridimmus manifests in the chaotic mass of fire, lightning, and radiance that clings to the heads of their maces. \n'b' Tainted Servants of Law . Uridimmus are tireless guardians, and most are tasked with guarding the portals into the lawful planes. Some also serve the deities directly as bodyguards or lead groups of lesser celestials in battle. While uridimmus are unwavering and steadfast guardians, they are also completely merciless in combat and not above making examples out of trespassers. This tendency sometimes causes friction between the urdimmu and other angels , like planetars, who claim that the souls of uridimmus are still tainted with evil. \n'b' Immortal Nature . An uridimmu doesn\xe2\x80\x99t require food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Divine Horse \n'b' Family: Divine Beasts \n'b'\n'b' Large celestial , lawful neutral \n'b' Armor Class 18 (natural armor) Hit Points 102 (12d10 + 36) Speed 60 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 17 (+3) INT: 9 (-1) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison, fire, radiant Condition Immunities poisoned Skills Perception +4 Senses passive Perception 14 Languages Understands Common and Celestial but cannot speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Illumination . The divine horse sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Keen Smell . The divine horse has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Magic Resistance . The divine horse has advantage on saving throws against spells and other magical effects. \n'b' Trampling Charge . If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone, the horse can make another attack with its hooves against it as a bonus action. \n'b' Actions \n'b' Hooves . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' About \n'b' This steed shimmers with the light of the divine. Its golden eyes measure you with intelligence. \n'b' These animals are similar to heavy horses but are trained and bred for strength and aggression. They roam Olympus and are used as mounts by the gods or to pull their chariots.\xc2\xa0Lucky heroes may be gifted with one by a deity who favors them.\xc2\xa0Divine horses have tremendous affection for their owners and are known to mourn if harm comes to their master.\xc2\xa0They are immortal, which means that their mourning is sadly inevitable. \n'b' Blessed by the Gods . Divine horses are one of the most common creatures affiliated with the gods. They can be associated with Hera, Zeus, Poseidon, or Ares.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Divine Hound \n'b' Family: Divine Beasts \n'b'\n'b' Medium celestial , lawful good \n'b' Armor Class 16 (natural armor) Hit Points 26 (4d8 + 8) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 17 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 15 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison, fire, radiant Condition Immunities poisoned Skills Perception +4 Senses passive Perception 14 Languages Understands Common and Celestial but cannot speak Challenge 2 (450 XP) \n'b' Special Traits \n'b' Faultless Tracker . The divine hound is given a quarry by its summoner. The divine hound knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The divine hound also knows the location of its summoner. \n'b' Illumination . The divine hound sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Keen Hearing and Smell . The divine hound has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Magic Resistance . The divine hound has advantage on saving throws against spells and other magical effects. \n'b' Petrifying Failure . If a divine hound cannot catch its quarry after one month, it must make a DC 12 Constitution saving throw each sunrise. If the saving throw fails by 5 or more, the divine hound is instantly petrified . Otherwise, the divine hound begins to turn to stone and is restrained . The divine hound must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the divine hound is freed by the greater restoration spell or other magic. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' About \n'b' This splendid hound has fine eyes and a shimmering coat. It is long from head to tail, its eyes prominent, large, and bright that sparkle with intelligence. \n'b' Divine hounds are native to Olympus and used by the gods as hunting companions. The divine hound is impetuous and of steadfast valor, who attack even bearded bulls and rush upon monstrous boars and destroy them. \n'b' They are not swift, but they have abundant spirit and genuine strength unspeakable and dauntless courage. They are used to protect the flock and guard the house. \n'b' Divine hounds are known to always catch their marks and are unparalleled trackers. \n'b' Blessed of Zeus . Divine hounds are sacred to Zeus, who has often found them to be vexing when a divine hound is matched against an opponent it can never catch. It is believed Zeus also gave them their Petrifying Failure feature so that their honor as perfect trackers would never be besmirched.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Celestial Aspect, Diligence \n'b' Large celestial , lawful good \n'b' Armor Class 19 (natural armor) Hit Points 273 (26d10 + 130) Speed 40 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +13, Con +12, Wis +13 Skills Insight +13, Investigation +8, Perception +13, Survival +13 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities charmed , exhausted, frightened , poisoned , prone Senses darkvision 120 ft., passive Perception 23 Languages Celestial, telepathy 120 ft. Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Divine Awareness . Diligence knows if he hears a lie. \n'b' Innate Spellcasting . Diligence\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no components:\n'b'\n'b' At will : detect evil and good , druidcraft, mending \n'b' 3/day each : animal friendship, dispel evil and good , healing word , meld into stone , speak with animals \n'b' 1/day each : commune, mass cure wounds \n'b'\n'b' Legendary Resistance (3/day) . If Diligence fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Diligence has advantage on saving throws against spells and other magical effects. \n'b' Magical Weapons . Diligence\xe2\x80\x99s weapon attacks are magical. \n'b' Medieval Tools . Diligence has a number of useful tools strapped to his leather belt. \n'b' Actions \n'b' Multiattack . Diligence makes three attacks. \n'b' Warhammer . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) bludgeoning damage plus 13 (3d8) radiant damage. \n'b' Legendary Actions \n'b' Can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. Spent legendary actions are regained at the start of each turn. \n'b' Warhammer Attack . Makes an attack with his warhammer. \n'b' Encouragement (Costs 2 Actions) . A shout of encouragement from Diligence can cause up to three allies within 60 feet of him to each use their reaction to make one weapon attack . \n'b' Divine Shout (Costs 3 Actions) . Diligence shouts and each creature of his choice that is within 120 ft. and hears it must succeed on a DC 20 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 Diligence\xe2\x80\x99s Divine Shout for the next 24 hours. In addition, there is a 25% chance that any good aligned creatures within the same area will come to Diligence\xe2\x80\x99s aid. \n'b' About \n'b' The hardest working virtue lives down in the sewers. Diligence appears as a large, muscular man with a warhammer strapped to his back. His leather belt carries a number of useful tools as well. He is always cleaning the sewers and making repairs. This celestial is constantly working to improve the lives of those who live below the city streets. \n'b' Chosen Path . Diligence has chosen his path and wants to help the most neglected. He is quite humble and doesn\xe2\x80\x99t see himself as above anyone else. This profoundly honest celestial goes about his task humbly. His ego is non-existent, his mission is to serve others and the world around him. \n'b' Fierce Focus . The celestial is focused on his tasks and his attention doesn\xe2\x80\x99t sway. Many oozes and creatures who enjoy the filth will flee when he moves into their sewers. \n'b' Underground Allies . Diligence can call on good-aligned creatures for aid. Most of the non-evil inhabitants are quite fond of him. His hard work inspires everyone around him.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Divine Viper \n'b' Family: Divine Beasts \n'b'\n'b' Huge celestial , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 45 (6d12 + 6) Speed 20 ft., climb 20 ft., swim 20 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 13 (+1) INT: 1 (-5) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison, fire, radiant Condition Immunities poisoned Skills Perception +3 Senses blindsight 10 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Illumination . The divine viper sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Keen Smell . The divine viper has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Magic Resistance . The divine viper has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 10 ft., one creature. Hit : 10 (2d6 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This snake is larger than any snake should be. Its scales shimmer with a divine aura. \n'b' Divine vipers roam Olympus, waiting for their assigned tasks. They are sent by the gods to alternately punish or protect mortals, depending on the circumstances. \n'b' Divine vipers rely on their venomous bite to kill prey and defend themselves. \n'b' Blessed of Hera . Divine vipers are often associated with Hera. She uses them frequently to get revenge on foes, reals or imagined, particularly in retaliating against the spawn of Zeus\xe2\x80\x99 dalliances.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Divine Feline \n'b' Tiny celestial , any good \n'b' Armor Class 13 Hit Points 4 (1d4 + 2) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 3 (-4) DEX: 16 (+3) CON: 14 (+2) INT: 8 (-1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +5 Damage Resistances radiant Senses darkvision 60 ft., passive Perception 16 Languages understands Celestial and Common but can only speak with telepathy 30 ft. Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Divine Augury (1/Day) . The divine feline can sense the future with its great instincts and connection to the divine. If its allies ask about the results of a specific course of action that they plan to take within the next 30 minutes, the divine feline can make an omen as in the augury spell. \n'b' Divine Smell . The divine feline can sense whether there are creatures in the Ethereal Plane within 30 feet of it; however, it cannot sense their exact locations. \n'b' Keen Smell . The divine feline has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Charming Visage . When a creature tries to attack the divine feline, it can make its divine mark on its forehead glow as a reaction , making itself more charming than ever. The attacker must succeed on a DC 13 Charisma saving throw or have disadvantage on its attack roll. \n'b'\n'b' ABOUT \n'b' Divine felines are close relatives of cats. Their bodies are altered by divine powers, which change their appearances. They are inhabitants of other planes of existence; however, they can also be adopted as familiars by good-aligned spellcasters. \n'b' They look just like regular cats from a distance; however, if observed, one can see gleaming divine marks on their foreheads in various shapes of sacred geometry. Their fur also glows with radiant energy. \n'b' In fact, they are also known as celestial cats due to their glowing fur. They have an average lifespan of a thousand years.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Divine Owlbear \n'b' Huge celestial , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 162 (13d12 + 78) Speed 40 ft., swim 30 ft.\n'b' STATS STR: 22 (+6) DEX: 13 (+1) CON: 22 (+6) INT: 7 (-2) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight and Smell . The divine owlbear has advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b' Magical Body . Beak and claw attacks of the divine owlbear are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The divine owlbear makes three attacks, one with its beak and two with its claws. \n'b' Beak . Melee Weapon Attack : +10 to hit, reach 10 ft., one creature. Hit : 11 (1d10 + 6) piercing damage. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 10 ft., one creature. Hit : 15 (2d8 + 6) slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Share Pain . When a creature successfully hits the divine owlbear, it can choose to reflect the pain it feels to the attacker. The creature takes 10 (3d6) psychic damage. \n'b'\n'b' Not every radiant being above the skies works to better things in the name of good; there are also those who simply enjoy a life of peace, unencumbered by any goals or desires. A divine owlbear is a tranquil creature that does not act aggressively unless greatly provoked. It feeds on fruit and honey, sleeps even though it doesn\xe2\x80\x99t need to, and swims in clear waters. \n'b' Calming Presence . Some celestials meditate near divine owlbears, as they feel calmer and safer while in the presence of these creatures. \n'b' Divine Creation . A divine owlbear doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Immortality . A divine owlbear does not grow old and can\xe2\x80\x99t die of old age. They usually die as a result of their clumsiness or of attacks from outsiders. Most of the time, they are resurrected by deities that feel sorry for them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Divine Tomb Guardian \n'b' Huge construct , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 170 (15d12 + 60) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 8 (-1) CON: 19 (+4) INT: 6 (-2) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16 Languages \xe2\x80\x93 Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Divine Dedication . Every tomb guardian is dedicated to a different divine aspect, represented by the animal shape the statue\xe2\x80\x99s head is carved into. The aspect allows the guardian to innately cast a spell once per day, without requiring material components: \n'b' Cat. blade barrier \n'b' Cobra. eyebite \n'b' Crocodile. antilife shell . The barrier created by the spell has a 30 foot radius. \n'b' Falcon. sunbeam \n'b' Ibis. true seeing \n'b' Jackal. circle of death . Constructs and undead are immune to damage caused by the spell. \n'b' False Appearance . While the tomb guardian remains motionless, it is indistinguishable from a mundane stone statue. \n'b' Actions \n'b' Multiattack . The tomb guardian makes two melee attacks . \n'b' Ritual Blade . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) slashing damage, plus 14 (4d6) necrotic damage. \n'b' Reactions \n'b' Cursed Devotion . When a mummy within 5 feet of the guardian becomes the target of an attack , the tomb guardian can impose disadvantage on the attack roll. If the attack misses the mummy by 5 or more, it hits the guardian instead.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Diving Gel \n'b' Tiny ooze , unaligned \n'b' Armor Class 13 Hit Points 17 (5d4 + 5) Speed 5 ft., swim 40 ft.\n'b' STATS STR: 3 (\xe2\x80\x934) DEX: 16 (+3) CON: 13 (+1) INT: 3 (\xe2\x80\x934) WIS: 6 (\xe2\x80\x932) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire, poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses darkvision 60 ft., passive Perception 8 Languages \xe2\x80\x94 Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The gel can move through a space as narrow as 1 inch wide without squeezing. \n'b' Amphibious . The gel can breathe air and water. \n'b' Ooze Nature . The diving gel doesn\xe2\x80\x99t require sleep . \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b' Attach . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : The gel attaches itself to the head, face, or gills of a creature. If the creature is Large or smaller and can breathe air, it continues to breathe normally as the air-filled gel provides breathable air for the creature. If the creature can\xe2\x80\x99t breathe air, it must hold its breath or begin to suffocate. If the gel is attached to a creature, it has advantage on attack rolls against that creature. A creature, including the target, can take its action to detach the diving gel by succeeding on a DC 12 Strength check. \n'b'\n'b' ABOUT \n'b' A green blob the size of a human head undulates through the water, peaceful and serene. Air bubbles float through its form, occasionally dissolving without apparent cause. \n'b' Escaped Experiment . The original diving gels were the personal project of a wizard obsessed with the sunken treasure of lost civilizations and ancient shipwrecks. Unsatisfied with existing magic, she sought to create a docile ooze to help her to breathe underwater, and which might be sold to her colleagues once it was perfected. Unfortunately, a dissatisfied apprentice burned her notes and released the entire stock of early oozes into the sea, then attempted to replicate the project for his own profit. He was murdered by his early specimens, which joined the swiftly-growing population of rogue oozes in the sea. \n'b' Curious Creations . Diving gels were made to help land-dwelling creatures breathe underwater while seeking sunken treasure. As a result, they are curious about shiny objects and new lifeforms. When meeting a new creature, a diving gel attaches itself to the creature\xe2\x80\x99s head or face, content to ride on the creature to see what the creature sees and does for a few hours, unless the creature attacks it. If the creature dies, the diving gel consumes the remains. If not, it detaches once the creature no longer explores new areas or no longer brings the diving gel to areas where it can observe or collect shiny objects. \n'b' Hungry diving gels purposefully suffocate fish and slowly consume the decaying body. \n'b' Obsessive Hoarders . Diving gels collect or congregate near things that shine. In their watery environs, this is often sunken treasure, but the gels can\xe2\x80\x99t distinguish valuable trinkets from shiny junk. Though their hoards can fill entire rooms in their sunken lairs, with colonies of dozens of diving gels watching their treasure shine in rapt attention, those hoards are often filled with colorful rocks, shiny fish scales, and rusted locks and doorknobs rather than actual treasure. Worse, the diving gels protect these baubles as vociferously as a dragon protects its hoard, bludgeoning would-be thieves and suffocating intruders. Some treasure-hunters trade with diving gels, offering copper coins for gold or interesting scales for ancient treasures, but many colonies simply take the offered item without offering anything in return.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Divymm \n'b' Medium construct , unaligned \n'b' Armor Class 11 \n'b' Hit Points 90 (20d8) \n'b' Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 12 (+1) CON: 11 (+0) INT: 13 (+1) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities exhaustion , paralyzed , poisoned \n'b' Senses passive Perception 11 \n'b' Languages Belligren, Divymm \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sentient Construct . The divymm does not need to sleep or eat, but does need to enter a state of suspended animation, freezing in place and becoming motionless for 2 hours each day. This counts as sleep for the divymm. \n'b' Unity Lifeforge . The divymm can instantly recognize other divymms on sight. It instinctively knows that they serve a common purpose and while they may have differences of opinion, it cannot knowingly attack or harm another of its kind. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The divymm makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft. Hit : 5 (1d6+1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The divymm are an enigma: a race of intelligent constructs and androids, created long ago by the ancient Patrons, though whether the divymm were servitors or \xe2\x80\x98children\xe2\x80\x99 of the Ancients and whether the divymm were left behind for some purpose or simply abandoned by these goodly Ancients when they disappeared is lost to history. Not even the divymm know, for they lack any memory or knowledge of their makers. The divymm don\xe2\x80\x99t have a single homeworld, instead, they\xe2\x80\x99ve been found across many different worlds, usually in an ageless state of torpor or offline reverie. Elder members of the Bellanic Accord have recently activated a number of divymm, but lately many others have come out of suspended animation on their own, as if in response to some unseen trigger. \n'b' Ghost in the Shell . A divymm is a mind and living soul in a constructed body. Divymms are physically powerful, and intellectually cognizant, but are often emotionally detached. Their purely mechanical body presents an emotive obstacle between their psyche and those around them. Divymms often find their emotions seemingly diluted by how they artificially interface with their environment. Divymms each have their own unique personality and identity and many work hard to convey who they are to those around them. Despite their physical forms, most divymms strongly identify themselves as having a specific gender. Divymms are known to react badly to the implication that they have no emotions or any inference that they are just machines. \n'b' Variable Construction . Divymms come in many different shapes and sizes, apparently suited for a variety of purposes at the time of their construction. Some are completely humanoid, taking on more of the characteristics of an android, and others are hulking brutes, chiseled in stone, metal, or with other strange technological attachments. Given sufficient time and resources, divymms can modify their mechanical form considerably and many make cosmetic changes to suit their own personal tastes and personality. \n'b' Lifeforge . Divymms all recognize one another as emanating from the same source, or lifeforge as they refer to it. Divymms often have a glowing rune or sigil on their forehead or chest, but even without this, divymms can automatically identify each other and share a bond passed down by the Ancients which unites them far beyond the roles they currently serve. Nevertheless, at the present time, the divymm are an important part of the Bellanic Accord, defending the multiverse from malevolent incursions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Doc Cu\xe2\x80\x99o\xe2\x80\x99c \n'b' Medium fey , neutral \n'b' Armor Class 15 (natural armor) Hit Points 97 (13d10 + 26) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 12 (+1) CON: 14 (+2) INT: 15 (+2) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Wis +6, Cha +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Skills Nature +5, Perception +6, Persuasion +6 Senses passive Perception 16 Languages Common, Sylvan Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The doc cu\xe2\x80\x99o\xe2\x80\x99c\xe2\x80\x99s spell casting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : invisibility \n'b' Constant : see invisibility \n'b' 1/day each : blink , commune with nature , control weather , lesser restoration \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The doc cu\xe2\x80\x99o\xe2\x80\x99c makes two attacks with its axe. \n'b' Axe . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage plus 7 (2d6) lightning damage. \n'b' Arc of Electricity . If the doc cu\xe2\x80\x99o\xe2\x80\x99c strikes the same creature twice in the same round with its axe, the target takes an additional 21 (6d6) lightning damage, or half as much on a successful DC 14 Dexterity saving throw. If it strikes two adjacent creatures in the same round with its axe, it can spend a bonus action to instead cause both creatures to take 14 (4d6) lightning damage, or half as much on a successful saving throw. \n'b'\n'b' ABOUT \n'b' The doc cu\xe2\x80\x99o\xe2\x80\x99c appears as a human, either male or female, split lengthwise down the middle. The left half of its body appears normal, clad in typical clothing and appearing as a native of the land it protects, while the right half of its body simply does not exist. It stands on one leg, not balanced over that single leg but with a stance that suggests the missing part of its body was actually there. The doc cu\xe2\x80\x99o\xe2\x80\x99c holds a glowing axe in its left hand. It stands 5 to 6 feet tall and weighs around 80 pounds. \n'b' Guardian of the Land . The doc cu\xe2\x80\x99o\xe2\x80\x99c considers itself a guardian of the land, warding off destructive spirits that threaten their territory. They protect their chosen region with little regard for others, and they have been known to negotiate with brigands and despoilers to convince them to simply take their depredations elsewhere rather than trying to defeat them personally. Those living in a doc cu\xe2\x80\x99o\xe2\x80\x99c\xe2\x80\x99s territory may beseech its aid with prayers and offerings and it may assist them, but its first priority is always the land itself, not those that dwell upon it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dog, Duo \n'b' Small aberration , unaligned \n'b' Armor Class 12 \n'b' Hit Points 33 (6d6 + 12) \n'b' Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 14 (+2) INT: 14 (+2) WIS: 3 (-4) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +4 \n'b' Senses passive Perception 15 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Two-Headed . The duo has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , or knocked unconscious . \n'b' Keen Hearing and Smell . The duo has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The duo makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' This two-headed dog barks uncertainly as each head pulls it in a different direction. \n'b' Duos are two-headed dogs that are the pride of the Kingdom of Phreex. They have difficulty getting anywhere however as their heads are on either end of the hound, pulling it in different directions when the two heads don\xe2\x80\x99t agree. \n'b' Unnatural Creations. Duo dogs do not occur naturally, but are rather bred from two pups in incubation machines. \n'b' Each duo is chosen by the Kinglet as his royal hound, a process that not all pups survive. The incubation machines themselves blends the two dogs together, but their minds don\xe2\x80\x99t often align, so it\xe2\x80\x99s not uncommon for some duos to be at odds with each other. Indeed, some duos kill each other soon after their \xe2\x80\x9cbirth.\xe2\x80\x9d Two for the Price of One. Of the crops of duos that survive, one is selected to serve the Kinglet. This duo has the added benefit of being a surprisingly good watch dog, and the Kinglet gains the added benefit of having two hounds for the price of one. The duos not selected for the Kinglet but survive the process are used for guard duty on the island.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel, Zirnitran \n'b' Family: Angels \n'b' Huge celestial , neutral good \n'b' Armor Class 19 (natural armor) Hit Points 325 (26d12 + 156) Speed 30 ft., fly 80 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 23 (+6) INT: 25 (+7) WIS: 25 (+7) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Dex +8, Wis +13, Cha +11 Skills Arcana +13, History +13, Insight +13 Perception +13, Religion +13 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhausted, frightened , poisoned Senses truesight 120 ft., passive Perception 23 Languages all, telepathy 120 ft. Challenge 20 (25,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Angelic Weapons . The zirnitran\xe2\x80\x99s weapon attacks are magical. When the zirnitran hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack ). \n'b' Aura of Balance . The zirnitran emits an aura of balance, affecting chance and probability around it. While a creature is within 20 feet of the zirnitran, it can\xe2\x80\x99t have advantage or disadvantage on any ability check, attack roll, or saving throw. This aura also affects the zirnitran. At the start of each of its turns, the zirnitran chooses whether this aura is active. \n'b' Divine Awareness . The zirnitran knows if it hears a lie. \n'b' Dragon Watcher . The zirnitran has advantage on saving throws against dragon breath weapons. The zirnitran takes no damage if it succeeds on such a saving throw, and only half damage if it fails. \n'b' Hardened Scales . Any critical hit against the zirnitran becomes a normal hit. \n'b' Immortal Nature . The zirnitran doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Legendary Resistance (3/Day) . If the zirnitran fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The zirnitran has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The zirnitran uses Glimpse from the Heavens. It then makes three Anointed Claws or Draconic Blast attacks. \n'b' Anointed Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage and 22 (5d8) radiant damage. \n'b' Draconic Blast . Ranged Spell Attack : +13 to hit, range 120 ft., one target. Hit : 29 (5d8 + 7) radiant damage. The zirnitran can choose to deal acid, cold, fire, lightning, or poison damage instead of radiant. \n'b' Glimpse from the Heavens . The zirnitran\xe2\x80\x99s eyes flash with the majesty of a solar eclipse. Each creature of the zirnitran\xe2\x80\x99s choice that is within 60 feet of the zirnitran and that can see it must succeed on a DC 19 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 a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the zirnitran\xe2\x80\x99s Glimpse of the Heavens for the next 24 hours. A creature that fails the saving throw by 5 or more is also blinded . The blindness lasts until it is removed by a greater restoration spell or similar magic. \n'b' Sacred Flame Breath (Recharge 5\xe2\x80\x936) . The zirnitran exhales holy fire in a 90-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 33 (6d10) fire damage and 33 (6d10) radiant damage on a failed save, or half as much damage on a successful one. In addition, the holy fire burns away magic, ending any spell of 7th-level or lower in the area. \n'b' Secrets of the Hidden Hoard (2/Day) . The zirnitran draws upon ages of study and observation and casts one spell of 8th level or lower that appears on the cleric or wizard spell list. The zirnitran casts the spell as an action, regardless of the spell\xe2\x80\x99s normal casting time. \n'b' Spellcasting . The zirnitran casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 21):\n'b'\n'b'\n'b' At will : detect evil and good , invisibility (self only), legend lore , thaumaturgy \n'b' 3/day each : dispel evil and good , geas (as an action) \n'b' 1/day each : antimagic field , plane shift \n'b'\n'b' REACTIONS \n'b'\n'b' Six-Scaled Aegis . When the zirnitran takes damage, it gains resistance to that type of damage, including to the triggering damage, for 1 minute or until it uses this reaction again. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The zirnitran can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The zirnitran regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The zirnitran knows the location of each dragon and each creature with a strong connection to dragons, such as a sorcerer with the draconic bloodline, within 120 feet of it. \n'b' Move . The zirnitran angel flies up to half its flying speed without provoking opportunity attacks. \n'b' Attack (Costs 2 Actions) . The zirnitran makes one Anointed Claws or Draconic Blast attack . \n'b' Cast a Spell (Costs 2 Actions) . The zirnitran uses Spellcasting. \n'b' Under Black Wings (Costs 3 Actions) . The zirnitran creates a magical, feathered shield around itself or another creature it can see within 120 feet of it. The target gains a +2 bonus to AC and 20 temporary hp until the end of the zirnitran\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Six black-feathered wings extend from the back of this draconic angel. \n'b' Scrolls scribed with designs of sacred geometry and draconic script hang from its belt. Its scales shine in the light with the beauty of nebulas and slowly alternate in color, reflecting the beauty of all dragonkind. The angel\xe2\x80\x99s eyes smolder like lidded suns, and the magic it wields promises absolution for the penitent or obliteration for the wicked. \n'b' Celestials in servitude to the gods of dragons, the zirnitra are powerful angels oathbound to keeping divine secrets safe from hellish fiends, far-reaching planar outsiders, and the hubris of mortals. Armed with claws anointed in blessed oil and a truly fearsome command of draconic sorcery and angelic magic, zirnitran are more than a match for most beings. \n'b' Furthermore, their presence diffuses the risks of chance, their eyes reflect the might of ancient dragons, and their sacred flame breath melts away magic wards as readily as heretics. \n'b' Scholars of Old Magic . With eons of time to pass, zirnitran angels study the entire breadth of draconic history, including the creation and use of magic. This understanding of powerful magical forces fosters a deep-seated distrust of the zirnitra in their celestial brethren. Many celestials believe their knowledge and mastery of magic border dangerously close to blasphemy, but the zirnitra have yet to overstep their bounds or use their knowledge to defy the gods. \n'b' Some celestials suspect the gods allow the zirnitran angels to retain their mastery so they might better aid the eldest dragon when it wakes from its slumber and commences the end of times.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dog, Hunting \n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 5 (1d8+1) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 4 (-3) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Survival +4 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) piercing damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' Hunting dogs are specially trained to track prey. They have acute senses and they have excellent self-discipline. They can take down prey if they must, but combat isn\xe2\x80\x99t their specialty.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Celestial Aspect, Kindness \n'b' Medium celestial , lawful good \n'b' Armor Class 18 (natural armor) Hit Points 228 (24d8 + 120) Speed 30 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Wis +14 Skills Insight +14, Nature +11, Perception +14 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhausted, frightened Senses darkvision 120 ft., passive Perception 24 Languages Celestial, telepathy 120 ft. Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . Kindness\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). Kindness can innately cast the following spells, requiring no components:\n'b'\n'b' At will : friends, guidance , light , purify food and drink , spare the dying \n'b' 3/day each : bless , calm emotions , create food and water , dimension door , mass cure wounds (3rd level) \n'b' 1/day each : beacon of hope , glyph of warding , plane shift \n'b'\n'b' Legendary Resistance (3/day) . If the celestial fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Kindness has advantage on saving throws against spells and other magical effects. \n'b' Magical Weapons . Kindness\xe2\x80\x99s weapon attacks are magical. \n'b' Peaceful Presence . Any creature within 60 feet of him cannot be frightened . \n'b' Shapechange . Kindness can use a bonus action to shapechange into any kind of Medium-sized humanoid or back into his true form. All his statistics are the same and any equipment he is wearing or carrying is transformed with him. If Kindness dies, he reverts back to his true form. \n'b' Water Walker . Kindness can walk on any body of water. \n'b' Actions \n'b' Multiattack . Kindness makes two melee attacks . \n'b' Unarmed Strike . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage plus 22 (5d8) radiant damage. \n'b' Inspire Allies (4/day) . Kindness calls out and any non-evil creatures within 60 ft. add +2 to their next saving throw, ability check, or attack roll. \n'b' Foster Peace . If a non-evil creature hits Kindness with an attack roll while within 60 feet of him, Kindness magically causes the attack to miss, provided he can see the attacker. \n'b' Legendary Actions \n'b' Can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. Spent legendary actions are regained at the start of each turn. \n'b' Cast Cantrip . Kindness casts a cantrip. \n'b' Healing Touch (Costs 3 Actions) . Kindness touches a creature and heals 30 (6d8 + 3) hit points . \n'b' Halo Throw (Costs 3 Actions) . A halo forms above Kindness\xe2\x80\x99s head. He grabs it and throws it. One evil creature of his choice within 100 ft. is automatically hit and takes 27 (6d8) radiant damage. \n'b' About \n'b' Kindness wanders the slums and attempts to ease the suffering of ordinary people. He appears as a healthy young man with long brown hair and a brown beard. Wearing simple clothes, he blends into crowds. As he travels through the slums, he radiates a gentle energy. Kindness can travel to other worlds but spends the majority of his time on the Material Plane. \n'b' Atonement . This powerful being walks the earth simply to help others. He feels deep empathy for all living things. This wise celestial knows that everyone is connected, in reality there is no separation. \n'b' Open Heart . Kindness won\xe2\x80\x99t think twice about providing food and drink for anyone who needs it. He\xe2\x80\x99ll simply magically create it and continue on his path. \n'b' Formless . The celestial can change shape into any kind of humanoid. He often does this to go unnoticed and watches how people treat him differently depending on what form he takes.'}