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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dog, War \n'b' Medium beast , unaligned \n'b' Armor Class 14 (studded leather) Hit Points 22 (4d8 + 4) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages none Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ferocity . When the dog drops to 0 hit points , it immediately makes one attack against a creature within five feet as a reaction before dying. \n'b' Scent . The war dog has advantage on Perception checks made involving scent. \n'b' Warrior\xe2\x80\x99s Best Friend . A single master to whom it shows unwavering loyalty raises a war dog from birth. A war dog\xe2\x80\x99s master always has advantage when giving it commands. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target). Hit : 6 (1d8 + 2) piercing damage, and a Medium or smaller creature is grappled (escape DC 12). A grappled creature takes 6 (1d8 + 2) piercing damage at the end of its turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dog, War \n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 11 (2d8+1) Speed 40 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 3 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses passive Perception 12 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 : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone . \n'b'\n'b' War dogs are bred and trained to fight. They are aggressive and dangerous, even under the best of circumstances. They are fiercely loyal to their masters, but demand a strong hand to manage safely. \n'b' War dogs are also trained to attack . Convincing a dog to perform a simple action they are not explicitly trained for or having the dog follow a known command in a high stress situation requires a successful Wisdom ( Animal Handling ) check with a DC determined by the gamemaster.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dog, War \n'b' Medium beast , unaligned \n'b' Armor Class 13 (leather armor) Hit Points 13 (2d8+4) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Challenge \xc2\xbc (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Scent . The war dog has advantage to all perception checks involving scent. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) piercing damage. \n'b' Lockjaw . Upon a successful bite, the war dog can choose to lock its jaws on the target. The target is grappled and the war dog\xe2\x80\x99s armor class is reduced by 2. The target can use an action to make an escape attempt with a DC of 12 to escape the grapple. If the war dog starts its turn lockjawed to a target, it automatically succeeds on a bite attack on the target. \n'b'\n'b' ABOUT \n'b' These are large breed dogs, bred and trained for combat; i.e. mastiffs, great danes, huskies, german shepherd, doberman pinchers, etc. They are able to wear armor. \n'b' Bred for war . War dogs are aggressive animals trained to participate in combat situations. They attack using their deadly fangs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dogmole \n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 30 ft., burrow 20 ft., swim 10 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 15 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 30 ft., passive Perception 11 Languages \xe2\x80\x94 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Burrowed Tunnels . If the dogmole burrows at half its burrowing speed, it can leave a 5-foot diameter tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dogmole makes one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Wormkiller Rage . When the dogmole takes damage from a Small or larger insectoid Beast, such as a giant centipede, or when it deals damage to such a creature, it enters a special rage for 3 rounds. While in this rage, it has advantage on attack rolls and Strength checks and deals an extra 2 (1d4) piercing damage with its Bite attack, but its Armor Class is reduced by 2. The dogmole can\xe2\x80\x99t end this rage willingly. \n'b'\n'b' ABOUT \n'b' This mole-like creature is the size of a large dog, with a thick, barrel-shaped body. A ring of tentacles sprouts above a mouth dominated by spade-like incisors, and cataracts fill its tiny eyes. \n'b' Domesticated by Dwarves . Mountain dwarves have domesticated many subterranean creatures, among them a breed of giant talpidae commonly called dogmoles. Energetic and obedient, dogmoles pull ore trolleys through mines, sniff out toxic gases and polluted waters, and help excavate trapped miners. \n'b' Sense Cave-Ins . Dogmoles are renowned for their ability to detect imminent cave-ins and burrowing monsters, making them welcome companions in the depths. Outside the mines, dogmoles serve as pack animals, guard beasts, and bloodhounds. \n'b' Derro Juggernauts . Derro also use dogmoles, but such unfortunate creatures are brutalized from birth and hardened by scarification, drugs, and warping magic. This treatment forces the dogmole to grow into a large, furless mass of muscle, scar tissue, and barbed piercings with incisors the size of shortswords.\xc2\xa0Derro use dogmole juggernauts as mounts and improvised siege engines or, when not at war, as gladiatorial contestants.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dogmole Juggernaut \n'b' Large monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 126 (12d10 + 60) Speed 30 ft., burrow 20 ft., swim 10 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 2 (-4) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +11 Senses blindsight 30 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Burrowed Tunnels . As the dogmole, but the tunnel has a 10-foot diameter. \n'b' Stout . The juggernaut has advantage on Strength and Dexterity checks and saving throws made against effects that would push it or knock it prone . \n'b' Relentless (Recharges after a Short or Long Rest) . If the juggernaut takes 15 damage or less that would reduce it to 0 hp , it is reduced to 1 hp instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dogmole juggernaut makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (3d4 + 5) slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Wormkiller Rage . As the dogmole, except it deals an extra 5 (2d4) piercing damage with its Bite attack while enraged. \n'b'\n'b' ABOUT \n'b' This mole-like creature is the size of a large dog, with a thick, barrel-shaped body. A ring of tentacles sprouts above a mouth dominated by spade-like incisors, and cataracts fill its tiny eyes. \n'b' Domesticated by Dwarves . Mountain dwarves have domesticated many subterranean creatures, among them a breed of giant talpidae commonly called dogmoles. Energetic and obedient, dogmoles pull ore trolleys through mines, sniff out toxic gases and polluted waters, and help excavate trapped miners. \n'b' Sense Cave-Ins . Dogmoles are renowned for their ability to detect imminent cave-ins and burrowing monsters, making them welcome companions in the depths. Outside the mines, dogmoles serve as pack animals, guard beasts, and bloodhounds. \n'b' Derro Juggernauts . Derro also use dogmoles, but such unfortunate creatures are brutalized from birth and hardened by scarification, drugs, and warping magic. This treatment forces the dogmole to grow into a large, furless mass of muscle, scar tissue, and barbed piercings with incisors the size of shortswords.\xc2\xa0Derro use dogmole juggernauts as mounts and improvised siege engines or, when not at war, as gladiatorial contestants.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dokkaebi \n'b' Medium fey , chaotic Neutral or Chaotic good \n'b' Armor Class 12 \n'b' Hit Points 78 (12d8 + 24) \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 13 (+1) WIS: 9 (\xe2\x80\x931) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 \n'b' Skills Athletics +5, Stealth +4 \n'b' Senses darkvision 60 ft., passive Perception 9 \n'b' Languages Common, Elvish, Sylvan \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Invisibility Hat . The dokkaebi\xe2\x80\x99s hat allows it to turn invisible . This item works for another creature only if the dokkaebi formally allows that creature to borrow the hat. A creature wearing the hat with the dokkaebi\xe2\x80\x99s permission can use the dokkaebi\xe2\x80\x99s Invisibility action. If the hat is not returned to the dokkaebi when requested, the hat loses all magical properties. \n'b' Wrestler . The dokkaebi has advantage on Strength ( Athletics ) checks made to grapple and on ability checks and saving throws made to escape a grapple. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dokkaebi makes three attacks with its club. \n'b' Dokkaebi Bangmangi . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b' Invisibility . The dokkaebi magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the dokkaebi wears or carries is invisible with it. It can\xe2\x80\x99t use this action if it doesn\xe2\x80\x99t have its hat. \n'b'\n'b' ABOUT \n'b' This humanoid creature has large eyes, a wide nose, and a mouth full of sharp teeth and curving tusks. Its green skin is hirsute, and its fingers and toes are tipped with claws rather than nails. It wears well-tailored clothes and a tall hat. \n'b' Dokkaebi are gregarious, fun-loving fey with a sense of natural justice. They abhor bullies and cruelty, and they take it upon themselves to be arbiters of justice. However, while the dokkaebi think they are extremely clever, among mortals they are often foolish and reactionary. They frequently misread a situation and can be fooled by a clever ruse. \n'b' Competitive . Dokkaebi love contests of any type. They prefer wrestling, but they can be easily convinced into another sport, competition, or game of chance. With a troublesome dokkaebi that has grown fond of an area, challenging it to a contest\xe2\x80\x94and winning\xe2\x80\x94may be the only way to get it to leave. \n'b' Magic Wands . While dokkaebi cannot change reality to grant wishes like powerful djinni, they can use their magical clubs to fulfill requests for physical things, such as food, money, or other objects. These items are not created but summoned from somewhere nearby. In an area where dokkaebi are common, items that are lost or go missing are said to have been \xe2\x80\x9cconjured by the dokkaebi.\xe2\x80\x9d This can cause problems if an angry owner goes searching for their missing property\xe2\x80\x94and worse if he finds it and accuses the new owner of theft.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dolphin/Porpoise \n'b' Medium beast , unaligned \n'b' Armor Class : 15 \n'b' Hit Points 13 (2d8+4) \n'b' Speed : 80 ft. (swim)\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 15 (+2) INT: 9 (-1) WIS: 10 (0) CHA: 10 (0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Perception +3 \n'b' Senses : passive Perception 13 \n'b' Condition Immunities : blinded \n'b' Languages : \xe2\x80\x93 \n'b' Challenge : 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Charge : On the first round of combat or any time it can move up to 10 feet before attacking, the dolphin can make both a ram and a bite attack against the same target. \n'b' School Tactics : The dolphin has advantage on an attack roll against a creature if at least one of the dolphin\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Sonar : The dolphin can navigate by emitting sound waves and is able find their way even in the darkest conditions. As a result, the dolphin is immune to the blinded condition and gains its proficiency bonus to Perception . Spells or conditions that negate sound also foul this ability. \n'b' Water Dependent : While they are mammals and require air to breathe, dolphins cannot survive out of water. Within 1d4 hours of \xe2\x80\x9cbeaching,\xe2\x80\x9d the dolphin will overheat, dry out and die. \n'b'\n'b' Actions \n'b'\n'b' Ram . Melee Weapon Attack : +4 to hit, reach 5 ft., One Target. Hit : 4 (1d8) bludgeoning. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft. One Target. Hit : 3 (1d6) \n'b'\n'b' About \n'b' Friendly, playful marine mammals, dolphins and porpoises are highly intelligent, some say easily on the low end of the human spectrum. Most dolphins can learn to comprehend human, humanoid or demihuman languages. In the wild, the chances of encountering one who does is small. Species of dolphins and porpoises can be found in almost any body of salt water. The major differences between dolphins and porpoises is that dolphins generally have dorsal fins with a greater curve and a larger nose and mouth. Both species, on average, grow from 5 to 8 feet in length.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Domovoi \n'b' Medium fey , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 93 (11d8 + 44) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 18 (+4) INT: 6 (-2) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +5, Perception +2 Damage Immunities acid, lightning Senses darkvision 60 ft., passive Perception 12 Languages Common, Dwarvish, Elvish Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' House Guardian . When the domovoi finishes a long rest in a structure with up to 2,500 square feet of floor space, the structure becomes magically protected. This works like the guards and wards spell, except the domovoi can choose only two effects from the spell to place in the warded area. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The domovoi makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Invisibility . The domovoi magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the domovoi wears or carries is invisible with it. \n'b' Spellcasting . The domovoi casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b' At will : alter self \n'b' 3/day each : darkness , haste \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Protector\xe2\x80\x99s Step . The domovoi magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space within a structure protected by its House Guardian trait or within 30 feet of the exterior of that structure. Swirls of golden light, sparkles of starlight, or tendrils of inky shadow (the domovoi\xe2\x80\x99s choice) appear at the origin and destination when it uses this bonus action. \n'b'\n'b' ABOUT \n'b' The creature resembles a large, stony goblin, with an oversized head and leering grin. It has a mossy beard, massive shoulders, and long forearms. \n'b' Abandoned Servants . The domovoi were the portal guards and house lackeys of the elvish nobility, and when elves leave a place, the domovoi are often left behind. Some say the domovoi are left on purpose, while others say the domovoi are too attached to their homes to follow the elves to far-flung locales. \n'b' Debt Collectors . These smirking stragglers seek work as tireless sentinels and fey button men, collecting debts for criminal syndicates. They delight in frustrating the progress of would-be thieves and tomb robbers, and they enjoy roughing up weaker creatures with their powerful, stony fists.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Donkeyfolk \n'b' Medium humanoid (donkeyfolk, ozian), neutral \n'b' Armor Class 10 Hit Points 22 (4d8 + 4) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 13 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 5 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses passive Perception 14 Languages Common Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Beast of Burden . The donkeyfolk is considered to be a Large animal for the purpose of determining its carrying capacity. \n'b' Sure-Footed . The donkeyfolk has advantage on Strength and Dexterity saving throws made against effects that would force it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Hooves . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This donkey wears a white collar around its neck with many scallops and points. The gentlemen-donkeys wear high pointed caps set between their great ears, and the lady-donkeys wear sunbonnets with holes cut in the top for the ears to stick through. They have no other clothing except their hairy skins, although many wear gold and silver bangles on their front wrists and bands of different metals on their rear ankles. They all stand or sit upright on their hind legs and use their front ones as arms. Having no fingers or hands the beasts are rather clumsy. Some of the donkeys are white, some are brown, or gray, or black, or spotted; but their hair is sleek and smooth and their broad collars and caps give them a neat, if whimsical, appearance. \n'b' Donkeyfolk believe themselves to be some of the wisest beings imaginable, in contrast to their reputation. They are quite loud, a trait they\xe2\x80\x99re also known for. They are not fond of the foxfolk who live nearby.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angelic Emissary \n'b' Family: Angels \n'b' Medium celestial , lawful good \n'b' Armor Class 16 (natural armor) Hit Points 75 (10d8 + 30) Speed 50 ft., fly 150 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 14 (+2) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Charisma +8 Skills Insight +6, Perception +6, Persuasion +8 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses darkvision 60 ft., passive Perception 16 Languages all, telepathy 120 ft. Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blessed Weapons . The angelic emissary\xe2\x80\x99s weapon attacks are magical and it has advantage on attack rolls against those who try to prevent it from delivering the message it carries. When it hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack ). \n'b' Magic Resistance . The angelic emissary has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The angelic emissary makes two melee attacks . \n'b' Spear of the Emissary . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage plus 4 (1d8) radiant damage or 9 (1d8 + 5) piercing damage plus 4 (1d8) radiant damage if used with two hands. Also, once on each of its turns, the angelic emissary can try to banish a creature it hits with the spear. The target must succeed on a DC 13 Charisma saving throw or be banished to a harmless demiplane for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When the target returns, it reappears in the space it was last in or in the nearest unoccupied space if its previous one is occupied. \n'b'\n'b' ABOUT \n'b' There are legends that talk of emissaries soaring through the sky in golden armor, shining brighter than the sun, either as a sign of imminent prosperity or a harbinger of impending doom. The arrival of such angels in mortal realms are thus taken quite seriously; anticipated by some and feared by others. \n'b' Divine Creation . An angelic emissary is an angel and doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Heavenly Messenger . An angelic emissary carries heavenly messages that are to be received by mortals. \n'b' There are some stories that talk of angelic emissaries being murdered, and mortals taking on the quest of delivering their message.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Celestial Aspect, Patience \n'b' Medium celestial , neutral good \n'b' Armor Class 17 (natural armor) Hit Points 336 (32d8 + 192) 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 Dex +12, Con +13, Wis +13 Skills Insight +13, Perception +13, Stealth +12 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned 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 Calm . Any non-evil creatures within 60 feet of Patience feels a deep calmness and adds +1 to their saving throws. \n'b' Divine Awareness . Patience knows if she hears a lie. \n'b' Innate Spellcasting . Patience\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 : friends, light , message , prestidigitation , ray of frost (5th level) \n'b' 3/day each : bless , charm person , dancing lights , faerie fire , hold person \n'b' 1/day each : mass suggestion , silence , teleport \n'b'\n'b' Inscrutable . Patience is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom ( Insight ) checks made to ascertain Patience\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b' Legendary Resistance (3/day) . If Patience fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . Patience has advantage on saving throws against spells and other magical effects. \n'b' Magical Weapons . Patience\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . Patience makes two melee attacks . \n'b' Unarmed Attack . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage plus 27 (6d8) radiant damage. \n'b' Radiant Wave (recharge 5-6) . Patience sends out a golden wave of radiant light in a 90-foot cone. Any evil creatures in the area must make a DC 20 Constitution saving throw or take 63 (14d8) radiant damage, half damage on a successful save. \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 . Patience casts a cantrip. \n'b' Slow (Costs 2 Actions) . Any creatures within 60 feet must make a DC 20 Constitution saving throw or have their speed reduced in half for 10 minutes. The target can repeat the saving throw at the end of each of its turn. If the target succeeds on the saving throw, they are immune to this effect for 24 hours. \n'b' Healing Touch (Costs 3 Actions) . Patience touches another creature. The target magically gains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness. \n'b' About \n'b' Patience is quiet and keeps to herself much of the time. Almost everyone is unaware of her hidden true nature. This powerful celestial teaches the world a profound lesson about being present in the moment. Patience observes her emotions and maintains an even temper throughout her day. \n'b' Steady Progress . She never rushes and stays connected to her true self. Patience understands her natural cycle and is always well rested. She will sometimes use her magical powers to slow others down and help them reconnect. \n'b' Enduring Love . This celestial has a deep trust in the divine and she will persevere regardless of how dire the situation is. She also has the same love for every being, including her enemies. Seeing the good in every citizen of the city, she loves unconditionally. \n'b' Pegasi Mount . Patience rides a gleaming white pegasus .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Donkeyfolk Noble \n'b' Medium humanoid (donkeyfolk), neutral \n'b' Armor Class 10 Hit Points 44 (8d8 + 8) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 13 (+1) INT: 16 (+2) WIS: 16 (+2) CHA: 16 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses passive Perception 14 Languages Common Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Beast of Burden . The donkeyfolk is considered to be a Large animal for the purpose of determining its carrying capacity. \n'b' Spellcasting . A donkeyfolk noble is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12; +4 to hit with spell attacks). It has the following sorcerer spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : light , mage hand , mending \n'b' 1st level (4 slots) : charm person , detect magic , expeditious retreat , sleep \n'b' 2nd level (3 slots) : enhance ability , suggestion \n'b' 3rd level (3 slots) : bestow head*, counterspell, dispel magic \n'b' 4th level (2 slots) : confusion , create feast* \n'b'\n'b' Sure-Footed . The donkeyfolk has advantage on Strength and Dexterity saving throws made against effects that would force it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Scepter . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the donkeyfolk noble 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 donkeyfolk noble . A creature can benefit from only one Leadership die at a time. This effect ends if the donkeyfolk noble is incapacitated . \n'b'\n'b' ABOUT \n'b' This donkey wears a white collar around its neck with many scallops and points. The gentlemen-donkeys wear high pointed caps set between their great ears, and the lady-donkeys wear sunbonnets with holes cut in the top for the ears to stick through. They have no other clothing except their hairy skins, although many wear gold and silver bangles on their front wrists and bands of different metals on their rear ankles. They all stand or sit upright on their hind legs and use their front ones as arms. Having no fingers or hands the beasts are rather clumsy. Some of the donkeys are white, some are brown, or gray, or black, or spotted; but their hair is sleek and smooth and their broad collars and caps give them a neat, if whimsical, appearance. \n'b' Donkeyfolk believe themselves to be some of the wisest beings imaginable, in contrast to their reputation. They are quite loud, a trait they\xe2\x80\x99re also known for. They are not fond of the foxfolk who live nearby.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Doom Creeper \n'b' Small plant , unaligned \n'b' Armor Class 15 Hit Points 137 (25d6 + 50) Speed 15 ft., climb 45 ft., burrow 10 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 21 (+5) CON: 14 (+2) INT: 5 (\xe2\x80\x933) WIS: 14 (+2) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +8, Acrobatics +8 Damage Vulnerabilities cold Damage Resistances bludgeoning, piercing Damage Immunities poison Condition Immunities blinded , deafened , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15 Languages understands Sylvan but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' ACTIONS \n'b'\n'b' Multiattack . The doom creeper uses Deaths\xe2\x80\x99 Rose. It then makes two Decaying Vine attacks. \n'b' Decaying Vine . Melee Weapon Attack : +8 to hit, reach 15 ft., one creature. Hit : 12 (2d6 + 5) slashing and 9 (2d8) necrotic damage. \n'b' Death\xe2\x80\x99s Rose . The doom creeper shoots a glowing purple beam of magical energy at a creature it can see within 60 feet of it, choosing one of the following effects:\n'b'\n'b'\n'b' Disorienting Petal . The target must succeed on a DC 15 Intelligence saving throw or be incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' A bundle of vines with a single large black rose at its center perches on a tree. The rose opens and closes, like a great blinking eye, and emits an eerie purple glow. The doom creeper\xe2\x80\x99s origin is a mystery, but the most common legend is that a god of death gave the world of mortals a single black rose, whose petals would help maintain the balance between the scales of life and death. Whenever mortals found one in the forests or jungles, terror would fill them as they knew death was near, giving rise to the rose\xe2\x80\x99s more commonly recognized name, the Rose of Death. \n'b' Nature Attractions . Doom creepers are very fond of other plants and plant creatures, and they are drawn to plant-focused fey, such as dryads or wood hags. They can sometimes be found protecting and serving such creatures, and they have a basic understanding of fey language. \n'b' Dead Eater . Doom creepers feed on decaying creatures and find undead particularly appetizing. A forest clear of rotting corpses or undead creatures is often a sign that a doom creeper lurks in the area.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Doom Rider \n'b' Large undead , chaotic evil \n'b' Armor Class 14 Hit Points 105 (10d10 + 50) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 20 (+5) INT: 10 (+0) WIS: 18 (+4) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8 Damage Immunities poison Damage Resistances cold, lightning, necrotic, bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhausted, frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 18 Languages Sylvan Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Turn Resistance . The doom rider has advantage on saving throws against any effect that turns undead. \n'b' Undead Nature . The doom rider doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The doom rider makes two attacks: one with its antlers and one with its hooves. \n'b' Antlers . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage plus 7 (2d6) necrotic damage. \n'b' Hooves . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage plus 7 (2d6) necrotic damage. \n'b' Death Lance . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 18 (3d6 + 8) piercing damage plus 22 (5d8) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest . The target dies if its hit point maximum is reduced to 0.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Doombat \n'b' Large beast , unaligned \n'b' Armor Class 15 Hit Points 59 (7d10 + 21) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 17 (+3) DEX: 18 (+4) 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 Senses blindsight 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Yip . Doombats constantly yip while in combat, and the noise interferes with the concentration of those attempting to cast spells. All creatures within a 30-foot radius that are maintaining concentration on a spell when the doombat yips must succeed on a DC 10 Constitution saving throw or lose concentration on that spell. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The doombat makes one bite attack and one tail attack. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Tail . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. \n'b' Shriek (Recharge 5-6) . The doombat emits a piercing shriek. All creatures within a 60-foot radius must succeed on a DC 13 Wisdom saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one. \n'b'\n'b' About \n'b' This creature appears as a giant black bat with glowing yellow eyes. \n'b' The doombat is a nocturnal hunter that desires living flesh to sustain it. The approach of a doombat can be heard long before the creature arrives on the scene, the yipping growing louder as the doombat draws closer. The doombat has a 10-foot wingspan, though specimens with wingspans reaching 25 feet have been reported. \n'b' Doombats enter melee with any living thing they encounter, yipping for the duration of the fight while attacking with their vicious bite and tail slash.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dooner \n'b' Medium elemental (earth), chaotic evil \n'b' Armor Class 12 Hit Points 19 (3d8 + 6) Speed 30 ft., burrow 30 ft., swim 30 ft.\n'b' STATS STR: 9 (-1) DEX: 14 (+2) CON: 14 (+2) INT: 9 (-1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Immunities piercing, poison Damage Immunities petrification, poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The dooner can breathe air and water. \n'b' False Appearance . While the dooner remains motionless, it is indistinguishable from an ordinary dune. \n'b' Sand Camouflage . The dooner has advantage on Dexterity ( Stealth ) checks made to hide in sandy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Sand Bag . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Sand Ball . Ranged Weapon Attack : +4 to hit, ranged 10/30 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Seaweed Net . Ranged Weapon Attack : +4 to hit, range 5/15 ft., one Large or smaller creature. Hit : The target is restrained . A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net. \n'b'\n'b' ABOUT \n'b' These creatures\xe2\x80\x99 bodies are roughly molded of sand, their eyes strangely green and phosphorescent, while their hair, rising like beach grass from their pointed heads, waves about their lumpy faces. \n'b' Dooners consider anyone landing on their territory to be an invader, and invaders are dealt with harshly: sand balled, sandbagged, and made into sandwiches for the sand crabs. They will start combat by hurling sand balls and then, using bags of seaweed stuffed with sand, bludgeon their foes. They also use seaweed to craft their nets, which they will throw over the unwary. \n'b' Dooner leaders are identified by their seashell necklaces, which they collect from the many creatures they battle from the ocean who wash up on their dunes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dooner Leader \n'b' Medium elemental (earth), chaotic evil \n'b' Armor Class 12 Hit Points 45 (7d8 + 14) Speed 30 ft., burrow 30 ft., swim 30 ft.\n'b' STATS STR: 9 (-1) DEX: 14 (+2) CON: 14 (+2) INT: 11 (+0) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +3, Perception +3, Stealth +4 Damage Immunities piercing, poison Damage Immunities petrification, poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The dooner can breathe air and water. \n'b' False Appearance . While the dooner remains motionless, it is indistinguishable from an ordinary dune. \n'b' Sand Camouflage . The dooner has advantage on Dexterity ( Stealth ) checks made to hide in sandy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Sand Bag . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Sand Ball . Ranged Weapon Attack : +4 to hit, ranged 10/30 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' These creatures\xe2\x80\x99 bodies are roughly molded of sand, their eyes strangely green and phosphorescent, while their hair, rising like beach grass from their pointed heads, waves about their lumpy faces. \n'b' Dooners consider anyone landing on their territory to be an invader, and invaders are dealt with harshly: sand balled, sandbagged, and made into sandwiches for the sand crabs. They will start combat by hurling sand balls and then, using bags of seaweed stuffed with sand, bludgeon their foes. They also use seaweed to craft their nets, which they will throw over the unwary. \n'b' Dooner leaders are identified by their seashell necklaces, which they collect from the many creatures they battle from the ocean who wash up on their dunes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Doppelganger \n'b' Medium monstrosity (shapechanger), neutral \n'b' Armor Class 14 Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 14 (+2) INT: 11 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Insight +3 Condition Immunities charmed Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 3 (700 XP) \n'b' Special Traits \n'b' Shapechanger : The doppelganger can use its action to polymorph into a Small or Medium humanoid 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' Ambusher : The doppelganger has advantage on attack rolls against any creature it has surprised. \n'b' Surprise Attack : If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. \n'b' Actions \n'b' Multiattack : The doppelganger makes two melee attacks. \n'b' Slam : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. \n'b' Read Thoughts : The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger\xe2\x80\x99s concentration isn\xe2\x80\x99t broken (as if concentrating on a spell). While reading the target\xe2\x80\x99s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion ) checks against the target. \n'b' About \n'b' This grayish humanoid creature seems almost unfinished, with a narrow head, gaunt limbs, and a sinister, noseless face.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Doppelixir \n'b' Tiny ooze , unaligned \n'b' Armor Class 13 \n'b' Hit Points 45 (10d4 + 20) \n'b' Speed 20 ft., climb 20 ft., swim 20 ft.\n'b' STATS STR: 11 (+0) DEX: 17 (+3) CON: 14 (+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' Damage Resistances acid, fire, necrotic, slashing \n'b' Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1 (200 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The doppelixir can move through a space as narrow as 1 inch wide without squeezing. \n'b' False Appearance . While the doppelixir remains motionless, it is indistinguishable from the liquid it imitates. \n'b' Ooze Nature . The doppelixir doesn\xe2\x80\x99t require sleep . \n'b' Spider Climb . The doppelixir can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage, and the doppelixir attaches to the target. While attached, the doppelixir doesn\xe2\x80\x99t attack . Instead, at the start of each of the doppelixir\xe2\x80\x99s turns, the target loses 10 (2d6 + 3) hp due to blood loss. The doppelixir can detach itself by spending 5 feet of its movement. It does so after it drains 20 hp of blood from its target or the target dies. A creature, including the target, can use its action to detach the doppelixir by succeeding on a DC 13 Strength check. \n'b' Telepathic Urge . The doppelixir mentally urges one creature it can see within 60 feet of it to attempt to drink it. The target must succeed on a DC 11 Wisdom saving throw or be charmed for 1 minute. While charmed , the target must move on its turn toward the doppelixir by the safest available route, trying to get within 5 feet of the doppelixir to drink it. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the doppelixir attacks the target, the effect also ends. If the target attempts to drink it, the doppelixir can use a reaction to make one Slam attack with advantage against the target. If the target\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the doppelixir\xe2\x80\x99s Telepathic Urge for the next 24 hours. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Imitative Liquid . The doppelixir imitates one common or uncommon potion, oil, or other alchemical substance until it uses this bonus action again to end it or to imitate a different liquid. If the doppelixir takes no acid, fire, or poison damage on the round it is slain, a creature can collect its remains, which can be used as the liquid it was imitating before it died. \n'b'\n'b' ABOUT \n'b' When the flask of purple liquid is moved, the liquid froths and spins, then a hand forms and shoots out from the flask. Alchemists sought to produce a universal potion, which allowed the imbiber to choose the potion\xe2\x80\x99s effects. \n'b' Magical Liquid Imitator . An incomplete experiment, doppelixirs can\xe2\x80\x99t become just any magical fluid, but their creation allows them to mimic simple alchemical formulas. They use this while hiding in transparent containers to lure prey. If a curious creature moves nearby but doesn\xe2\x80\x99t interact with the ooze\xe2\x80\x99s container, the doppelixir changes its composition to imitate another liquid to encourage investigation. \n'b' It also emits a low?level telepathic urge to coax the creature into drinking it. Careful collection of its remains allows someone to use the remains as the liquid it imitates. \n'b' Blood Hunter . Doppelixirs consumes blood and gain no sustenance from undead or constructs, ignoring such creatures. If a construct or undead attempts to consume the doppelixir, it scuttles away and clings to a nearby ceiling.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Doppelrat \n'b' Tiny monstrosity , unaligned \n'b' Armor Class 13 Hit Points 45 (10d4 + 20) Speed 30 ft., climb 15 ft., swim 15 ft.\n'b' STATS STR: 2 (-4) DEX: 17 (+3) CON: 14 (+2) INT: 2 (-4) WIS: 13 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Skills Stealth +5 Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x94 Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Arcane Doubling . While in combat, at the start of each of its turns, the doppelrat rapidly creates duplicates of itself as an automatic defense mechanism. These duplicates immediately form into a swarm of rats in the doppelrat\xe2\x80\x99s space, acting as allies of the doppelrat and obeying its body language commands. The swarm \n'b' Keen Smell . The doppelrat has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Hidden Original . While the doppelrat is in the space of a swarm it created with Arcane Doubling, it is indiscernible from the other rats and has total cover . A creature must take an action to visually inspect the swarm and succeed on a DC 15 Intelligence ( Investigation ) check to find the doppelrat among its duplicates. Once a creature succeeds on this check, the doppelrat loses total cover against attacks and spells from that creature and that creature\xe2\x80\x99s allies until the doppelrat starts its turn in the same space as one of its swarms. \n'b' Horrific Doppeling . A creature bitten by a doppelrat might contract Horrific Doppeling. Until the disease is cured, the creature is poisoned . At the end of each long rest, the infected creature must succeed on a DC 13 Constitution saving throw or shed a tumor that looks like a Tiny version of itself. Though disturbing, the tumor is merely a mass of shed skin and fat that decays as normal. The disease is cured after the creature succeeds on two saving throws. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or contract the horrific doppeling disease (see the Horrific Doppeling trait). \n'b' Clone and Run . In combat, doppelrats spawn as many clones as they can, then flee or hide while the copied rats swarm foes. Only a keen-eyed opponent can discern the original from all the clones. \n'b'\n'b' REACTIONS \n'b'\n'b' Stillborn Clones . Those who survive a doppelrat\xe2\x80\x99s bite suffer from a frightening disease, sloughing off a stillborn clone each day as their own vitality fades. acts on the doppelrat\xe2\x80\x99s turn, and the doppelrat can use its reaction to move up to its speed with the swarm, provided it is in the swarm\xe2\x80\x99s space when the swarm moves. The swarm remains for 1 minute, until the doppelrat dies, or until the doppelrat dismisses it as a bonus action. The doppelrat can have no more than two swarms of rats under its control at a time. \n'b'\n'b' ABOUT \n'b' City Bounties . In cities with known doppelrat lairs, magistrates hire spellcasters to scour alleys and sewers and obliterate any rats they find. Shady spellcasters who capture a live doppelrat have blackmailed such magistrates by promising to rescue the town from the rats for an exorbitant fee. \n'b' Within seconds, the startled rat became four, and then the four multiplied into sixteen rats. The result of a clone spell gone awry, a doppelrat uses short-lived duplicates to overwhelm its adversaries. An easy battle against a single rat can quickly spiral out of control as the doppelrat clones itself into a swarm\xe2\x80\x94the original rat hides while combat rages. Doppelrats settle in large city alleys and sewers after they have killed or driven off normal rats and natural predators. Doppelrats can sense others of their kind among standard rats, which helps ensure the longevity of their species.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Doppleganger \n'b' Medium monstrosity (shapechanger), neutral evil \n'b' Armor Class 15 (leather armor) Hit Points 77 (14d8 + 14) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 12 (+1) INT: 17 (+3) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Intelligence +6 Skills Acrobatics +7, Deception +4, Perception +4, Stealth +10 Senses darkvision 60 ft., passive Perception 14 Languages Common, Giant, Orc, Undercommon Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Shapechanger . The doppleganger can use its action to polymorph into a Small or Medium humanoid 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' Ambusher . In the first round of a combat, the doppleganger has advantage on attack rolls against any creature it has surprised. \n'b' Cunning Action . On each of its turns, the doppleganger can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Sneak Attack . Once per turn, the doppleganger 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 doppleganger that isn\xe2\x80\x99t incapacitated and the doppleganger doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Surprise Attack . If the doppleganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack . \n'b' Actions \n'b' Multiattack . The doppleganger makes two attacks with its claws or two attacks with its rapier per turn. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Rapier . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Read Thoughts . The doppleganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppleganger can continue reading its thoughts, as long as the doppleganger\xe2\x80\x99s concentration isn\xe2\x80\x99t broken (as if concentrating on a spell). While reading the target\xe2\x80\x99s mind, the doppleganger has advantage on Wisdom ( Insight ) and Charisma ( Deception , Intimidation , and Persuasion ) checks against the target.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Celestial Aspect, Temperance \n'b' Medium celestial , lawful good \n'b' Armor Class 19 (natural armor) Hit Points 231 (22d8 + 132) Speed 30 ft., swim 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 +13 Skills Insight +13, Medicine +13, Nature +11, Perception +13, Survival +13 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhausted, frightened 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 . Temperance knows if she hears a lie. \n'b' Innate Spellcasting . Temperance\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 : create food and water , friends, purify food and water \n'b' 3/day each : charm person , control water , dimension door , shape water, thunderwave (5th level) \n'b' 1/day each : commune, expeditious retreat , revivify , suggestion \n'b'\n'b' Legendary Resistance (3/day) . If Temperance fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . Temperance has advantage on saving throws against spells and other magical effects. \n'b' Magical Weapons . Temperance\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . Temperance makes two ranged attacks . \n'b' Water Jet . Ranged Weapon Attack : +12 to hit, range 80/320 ft., one target. Hit : 27 (5d8 + 5) force damage plus 9 (2d8) radiant damage. \n'b' Holy Toll (recharge 5-6) . Temperance can bang her two water containers together and create a wave of sound. Any creatures within 60 ft. must make a successful DC 20 Constitution saving throw or be deafened and take 77 (22d6) force damage, half damage on a save. Any creature that succeeds on the saving throw is immune to the chime for the next 24 hours. \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 . Temperance casts a cantrip. \n'b' Shimmering Shield (Costs 2 Actions) . Temperance creates a shimmering, magical field around herself or another creature she can see within 60 ft. of her. The target gains a +2 bonus to until the end of Temperance\xe2\x80\x99s next turn. \n'b' Healing Touch (Costs 2 Actions) . Temperance touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, poison, blindness, or deafness. \n'b' About \n'b' Temperance appears as a middle-aged woman holding two water containers. She is constantly moving water from one container to another. This symbolizes the healthy balance this celestial is intent on bringing into the world. She is dressed simply and doesn\xe2\x80\x99t immediately stand out in a crowd. However, if someone gets close to her, they soon realize they are in the presence of a powerful being. \n'b' Peaceful Place . Although the world is a challenging place, Temperance preaches about forgiveness.\xc2\xa0She urges self-restraint and points out the good in every creature. This wise being knows that everyone and everything can play a part in the natural balance of the multiverse. \n'b' Sacred Vessels . Temperance can use her magical vessels to protect herself or any allies. Using her magic, she can send out a powerful jet of water from the containers. She can also bang the water jugs together to send out a loud, holy sound. \n'b' Maternal Moderation . Temperance encourages everyone to moderate their appetites and desires.\xc2\xa0For her this is a simple message to be more present, as truly conscious creatures will take better care of themselves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angelic Enforcer \n'b' Family: Angels \n'b' Large celestial , lawful good \n'b' Armor Class 18 (natural armor) Hit Points 152 (16d10 + 64) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 22 (+6) DEX: 18 (+4) CON: 18 (+4) INT: 18 (+4) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +9, Cha +9 Skills Insight +9, Intimidation +9, Perception +9, Survival +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant Condition Immunities charmed , exhaustion , frightened Senses truesight 120 ft., passive Perception 19 Languages all, telepathy 120 ft. Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blazing Weapons . The angelic enforcer\xe2\x80\x99s weapon attacks are magical. When the enforcer hits with any weapon other than its bite, the weapon deals an extra 4d8 fire damage (included in the attack ). \n'b' Divine Awareness . The angelic enforcer knows if it hears a lie. \n'b' Magic Resistance . The enforcer has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The angelic enforcer\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 17). The enforcer can innately cast the following spells, requiring only verbal components:\n'b'\n'b'\n'b' At will : detect evil and good \n'b' 3/day each : counterspell, dispel evil and good , dispel magic , protection from evil and good \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The angelic enforcer makes two melee attacks , but can use its bite only once. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or be cursed for 1 minute. While cursed, the target can\xe2\x80\x99t regain hit points or benefit from an angel\xe2\x80\x99s Healing Touch action. The curse can be lifted early by a remove curse spell or similar magic. \n'b' Greatsword . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 20 (4d6 + 6) slashing damage plus 18 (4d8) fire damage. \n'b' Change Shape . The angelic enforcer magically polymorphs into a humanoid or a lion that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the enforcer\xe2\x80\x99s choice). In a new form, the enforcer retains its own game statistics and ability to speak, but its AC, movement modes, Strength , Dexterity , and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions , and lair actions ) that the new form has. \n'b' Alternate Critical (Source: Monster Crits for 5e) . When the angelic enforcer scores a critical hit, it doesn\xe2\x80\x99t deal extra damage. Instead, it can use its Change Shape action as a bonus action. \n'b'\n'b' ABOUT \n'b' An amber-skinned angelic figure clad in leather armor spreads its white wings as it takes a long pull from an enormous drinking horn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dorreq \n'b' Medium aberration , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 93 (17d8 + 17) Speed 20 ft., climb 15 ft.\n'b' STATS STR: 19 (+4) DEX: 19 (+4) CON: 13 (+1) INT: 11 (+0) WIS: 8 (-1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 Skills Intimidation +2, Perception +1, Stealth +8 Damage Resistances acid, cold, lightning Senses darkvision 60 ft., passive Perception 11 Languages Void Speech Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Void Warping . The area around the dorreq is warped by its connection to the Void. A creature that starts its turn within 20 feet of the dorreq must succeed on a DC 14 Strength saving throw or its speed is halved until the start of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dorreq makes one Bite attack and two Tentacles attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Tentacles . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 14) and pulled up to 5 feet closer to the dorreq. Until this grapple ends, the target is restrained . The dorreq can grapple up to two creatures at a time. \n'b' Void Thrum (Recharge 5\xe2\x80\x936) . The dorreq emits a barely audible, vibrating thrum laced with Void energy. Each creature within 20 feet of the dorreq must make a DC 14 Constitution saving throw, taking 10 (3d6) thunder damage and 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Stone Step . The dorreq teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The origin and destination spaces must contain a stone or rocky surface, such as a cliff face or rocky terrain. \n'b'\n'b' ABOUT \n'b' These twitching balls of tentacles surround an inhuman face dominated by a squid-like beak. \n'b' Servants of the Void . The dorreq are servants to ancient horrors of the Void and realms beyond human understanding. They are guardians and sentries for such creatures, and they swarm and attack any creatures approaching too close to the elder aberrations they serve. \n'b' Death from Above . Dorreq prefer to drop on their victims from above, pinning them with their many tentacles and biting them with their large, chitinous beaks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Doubt Trout \n'b' Tiny fey , unaligned \n'b' Armor Class 13 Hit Points 5 (2d4) Speed 30 ft.\n'b' STATS STR: 1 (-5) DEX: 16 (+3) CON: 10 (+0) INT: 1 (-5) WIS: 12 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Aura of Doubt . Creatures within 30 feet of the doubt trout have disadvantage on saving throws. They must also make a successful DC 13 Wisdom saving throw or begin to doubt their decisions. \n'b' Magic Resistance . The doubt trout has advantage on saving throws against spells and other magical effects. \n'b' Phosphorescent Glow . The doubt trout emits a bright orange color as bright light in a 20 ft. radius and dim light for an additional 10 ft. \n'b' Water Breathing . The doubt trout can breathe only underwater. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' About \n'b' Doubt trout glow bright orange and stand out in clear bodies of water. A school is quite a stunning sight. \n'b' Drain Confidence . In the presence of these fey, one is drained of confidence and doubt begins to take over. A strange tingling sensation can be felt all over the body. \n'b' Interior Lives . At times, powerful beings capture these creatures and place them in containers in their lairs.\xc2\xa0This puts any strangers at a significant disadvantage. Doubt trout can also double as indoor lanterns.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Draconic Gargoyle \n'b' Medium elemental , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 16 (+3) INT: 6 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities fire, poison Condition Immunities exhaustion , frightened , petrified , poisoned Senses darkvision 60 ft., passive Perception 11 Languages Terran Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. \n'b'\n'b' ACTIONS \n'b'\n'b' Rend . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. \n'b' Fire Breath (Recharge 5\xe2\x80\x936) . The gargoyle exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Frightful Glare . The gargoyle turns its hateful glare on one creature within 60 feet of it that can see it. That creature must succeed on a DC 13 Wisdom saving throw or become frightened of the gargoyle until the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Ash Cloud (1/Day) . When the gargoyle takes damage, it can exhale a cloud of ash that fills a 15-foot cube originating from it. The ash heavily obscures the area until it dissipates at the start of the gargoyle\xe2\x80\x99s next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dracopotamus \n'b' Huge monstrosity , unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 85 (9d12+27) \n'b' Speed 30 ft., fly 40 ft., swim 50 ft.\n'b' STATS STR: 21 (+5) DEX: 9 (-1) CON: 17 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL Traits \n'b'\n'b' Hold Breath . The dracopotamus can hold its breath for 30 minutes. \n'b' Trampling Charge . If the dracopotamus moves at least 20 feet straight toward a creature and then hits with a slam attack on the same turn, that target must succeed on a DC 14 Strength saving thrown or be knocked prone. If the target is prone, the dracopotamus can make one additional slam attack against it as a bonus action. \n'b' Vortex . The dracopotamus can create a whirlpool around itself as an action, as long as it is in water that is at least 50 feet deep. The whirlpool ends if it loses Concentration or after the dracopotamus makes a bite attack. The whirlpool\xe2\x80\x99s diameter at the water\xe2\x80\x99s surface is half its depth, to a maximum diameter of 50 feet if the water is 100 feet deep or greater. A creature that enters the whirlpool or starts its turn there must make a DC 16 Strength saving throw. On a failure, the creature is caught up in the whirlpool and suffers 17 (5d6) bludgeoning damage, its speed becomes 0 until the beginning of its next turn, and it automatically moves along with the whirlpool, which follows the dracopotamus\xe2\x80\x99 movement. A ship that enters the whirlpool or starts its turn there must have its captain or helmsman succeed on a DC 16 Strength (water vehicles) or Wisdom (water vehicles) check. On a failure, the ship takes 17 (5d6) bludgeoning damage, its speed becomes 0 until the beginning of its next turn, and it automatically moves along with the whirlpool. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dracopotamus makes two attacks: one with its bite and one with its tail. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 21 (3d10+5) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much on a successful one, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the dracopotamus can\xe2\x80\x99t bite another target. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target not grappled by the dracopotamus. Hit : 14 (2d8+5) bludgeoning damage. \n'b' Tail . Melee Weapon Attack : +8 to hit, reach 10 ft., one target not grappled by the dracopotamus. Hit : 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. \n'b' Steam Breath (Recharge 5-6) . The dracopotamus exhales scalding steam in a 40-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn\xe2\x80\x99t grant resistance against this damage. \n'b'\n'b' ABOUT \n'b' The most feared of riverborn monsters, a dracopotamus is half beast, half black dragon and a whole terror. It has a poisonous bite, a powerful tail slap, and the ability to create whirlpools with its massive maw. A dracopotamus\xe2\x80\x99 wings allow it to fly rather heavily, but are more useful to enhance its stability and speed when swimming. \n'b' Dracopotami are not evil, but can be very dangerous for the unwary traveler. Unlike hippopotami, they are carnivores and can eat twice their weight in a day. A dracopotamus\xe2\x80\x99 venom is innocuous when ingested, so the creature can devour the victims of its bite without suffering ill consequences.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dracopus \n'b' Huge aberration , neutral evil \n'b' Armor Class 17 (natural) \n'b' Hit Points 189 (18d12+72) \n'b' Speed 30 ft., swim 50 ft.\n'b' STATS STR: 26 (+8) DEX: 14 (+2) CON: 18 (+4) INT: 18 (+4) WIS: 21 (+5) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +9, Stealth +10 \n'b' Damage Immunities acid \n'b' Senses blindsight 60 ft., darkvision 60 ft., passive Perception 19 \n'b' Languages Aquan, Common, Deep Speeh, Draconic \n'b' Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The dracopus may breathe both water and air. \n'b' Jet (Recharge 5-6) . The dracopus may spend a bonus action to take the Dash action. Attacks of opportunity made during any round in which the Jet ability is used are made at disadvantage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dracopus may make four tentacle attacks and one bite, or two tentacle attacks and a disarm. \n'b' Tentacles . Melee Weapon Attack : +12 to hit, reach 20 ft., one target. Hit : 12 (1d6+8) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained . The dracopus may have up four creatures grappled at one time. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 14 (1d10+8) piercing damage. \n'b' Acid Cloud . The dracopus can expel a cloud of toxic ink in a 60 ft. sphere centered on itself, with a duration of 1 minute. The area covered by the cloud becomes heavily obscured for 5 rounds, after which it becomes lightly obscured until the duration ends. Creatures that enter the area or start their turn there must make a DC 17 Constitution saving throw, taking 35 (10d6) acid damage on a failed save or half as much damage on a successful one. The damage decreases by 4 (1d6) hit points per round. The dracopus may not use this power again until it takes a short rest. \n'b' Disarm . A dracopus may attempt to disarm one opponent with the restrained condition that is within range of its tentacles. The target must succeed on a DC 17 Strength saving throw or drop whatever it is holding. \n'b'\n'b' ABOUT \n'b' This creature appears to be made up from a dragon\xe2\x80\x99s head melding into a bulbous octopus body. Eight long tentacles writhe about, with retractable claws sliding out of each sucker, and its eyes glow with malicious glee. \n'b' Dracopi collect treasure with as much greed as a true dragon (usually gathered in a sea cave or hidden beneath a large growth of coral) and they sit for days, stroking and counting loot with sensitive tentacles. \n'b' A dracopus (plural dracopi) is a skulking tyrant, dominating any creatures weaker then itself and hiding from or allying itself with beings more powerful. Dracopi dislike fair fights, preferring to attack from ambush with bullied minions leading the charge. They enjoy crunching bodies in their massive jaws, preferably while the victim is still alive. They use their tentacles to strip foes of their weapons before moving in for the kill. \n'b' Clever humanoids with an evil bent can appeal to a dracopus\xe2\x80\x99s vanity, which, along with a substantial bribe, can convince one to become a \xe2\x80\x9cgeneral\xe2\x80\x9d of their forces with comparative ease. Sahuagin frequently have a dracopus leading small companies of lesser beings, with the strongest sahuagin forces gathering behind the dracopus.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dracorian \n'b' Medium humanoid (dracorian), lawful evil \n'b' Armor Class 16 (dracorian armor) Hit Points 59 (7d8 + 28) Speed 30 ft., fly 60 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 Dex +5, Con +6, Wis +4 Skills Insight +4, Perception +4, Stealth +5 Damage Immunities lightning Senses darkvision 60 ft., passive Perception 14 Languages Common, Draconic Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Dragon Shape . The dracorian can use its action to polymorph into a Large dragon, or back into its true form, which is humanoid. Its statistics, other than its size and bite attack , are the same in each form. Any equipment it is wearing or carrying is transformed. It reverts to its true form if it is killed. \n'b' Shadow Stealth . While in dim light or darkness, the dracorian can take the Hide action as a bonus action. \n'b' Actions \n'b' Multiattack . The dracorian makes two melee attacks . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage, or 14 (3d6 + 4) piercing damage in Large form. \n'b' Longsword (Humanoid Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) slashing damage. \n'b' Breath Weapon (recharge 5-6) . The dracorian exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Dracorians are a race of dragon people created by the Queen of Dragons. They are draconic humanoids that can morph into large dragons. These creatures are hateful winged monsters that want to create a world ruled by dragons. Their wings do attract a lot of attention in the city, these creatures could care less. \n'b' Two Faced . Dracorians rarely appear as dragons inside the city, instead moving about in their humanoid form. At times they will pose as gargoyles and survey the city below. In the wilderness, they transform into dragons and seek out others of their kind. \n'b' Path of Wrath . Cruel and heartless, dracorians are tremendously aggressive and take no prisoners. They will work with other evil factions, but their goal is to rule all other races. \n'b' Dragon Temple . Most dracorians inhabit a large temple complex. Its numerous dungeons house the winged monsters and their worshiping areas.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dracorian Mage \n'b' Medium humanoid (dracorian), lawful evil \n'b' Armor Class 18 (high dracorian armor) Hit Points 84 (13d8 + 26) Speed 30 ft., fly 50 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 Dex +6, Con +5, Wis +7 Skills Insight +7, Perception +7, Stealth +6 Damage Immunities lightning Senses darkvision 60 ft., passive Perception 17 Languages Common, Draconian Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Dragon Shape . The dracorian can use its action to polymorph into a Large dragon, or back into its true form, which is humanoid. Its statistics, other than its size and bite attack , are the same in each form. Any equipment it is wearing or carrying is transformed. It reverts to its true form if it is killed. \n'b' Innate Spellcasting . The dracorian\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit). It can innately cast the following spells, requiring no components:\n'b'\n'b' At will : blade ward, message , shocking grasp (5th level) \n'b' 1/day each : darkness , detect magic , detect thoughts , thunderwave (3rd level) \n'b' 2/day each : shield \n'b'\n'b' Shadow Stealth . While in dim light or darkness, the dracorian can take the Hide action as a bonus action. \n'b' Actions \n'b' Multiattack . The dracorian makes two melee attacks . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage, or 14 (3d6 + 4) piercing damage in Large form. \n'b' Dragon Staff (Humanoid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage plus 13 (3d8) lightning damage. \n'b' Breath Weapon (recharge 5-6) . The dracorian exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 31 (7d8) lightning damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' The dracorian race is made up different kinds of winged shapechangers. The dracorian mage is one of the most powerful. They command most dracorians that live in cities. These wise humanoids wield strange black staffs with the head of a dragon on top. \n'b' Winged Wizards . Armed with a number of spells, these humanoids are dangerous opponents. They will target any enemy spellcasters as soon as a battle ensues. \n'b' Maintaining Order . Marshaling the dracorians is easy as they are a disciplined race. The mages are known to lead from the front in battle, often using their shield spells. \n'b' Draconic Tome . A legendary draconic tome is guarded by these mages in the largest of their temples.\xc2\xa0This book is said to contain the sacred commandments of the Queen of Dragons herself.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dracotaur \n'b' The creature stood as tall as three strong warriors, armored from horned head to clawed foot in azure scales, and aimed a bow that hurled thunderbolts. \n'b' Large dragon , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 110 (13d10 + 39) Speed 50 ft., burrow 20 ft.\n'b' STATS STR: 21 (+5) DEX: 17 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +6, Charisma +5 Skills Athletics +8, Intimidation +5, Perception +4, Survival +4 Damage Immunities lightning Senses darkvision 60 ft., passive Perception 14 Languages Common, Draconic, Elvish Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Charge . If the dracotaur moves at least 30 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 14 (4d6) piercing damage. \n'b' Actions \n'b' Multiattack . The dracotaur makes two attacks: one with its bite and one with its claws or two with its longbow. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage plus 7 (2d6) lightning damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 12 (2d8 + 3) piercing damage. \n'b' Lightning Arrow (Recharges after a Short or Long Rest) . The dracotaur shoots an arrow at a point it can see within 150 feet where it explodes into a 20-foot-radius sphere of lightning. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as damage much on a successful one. \n'b' Lightning Breath (Recharge 5-6) . The dracotaur exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Countless stories surround the cloudy origins of the dracotaur, though most of them involve centaurs. Dragonborn believe that a dragon captured centaurs during a skirmish on the plains and drowned them in its blood centuries ago. When their bodies were fished out, they had been transformed into perfect, draconic warriors and a new, distinct species. \n'b' Variant Dracotaurs \n'b' Four types of dracotaur exist, lending credence to the theory that the first dracotaurs were created by the dragon Azuran, God of the Four Winds. This dracotaur represents the blue-scaled dracotaur of the Northern Wind; the other variants are the following: \n'b' Southern Wind (red-scaled) . The dracotaur\xe2\x80\x99s damage immunity and type is fire, and its arrow deals fire damage. Its breath weapon is a 30-foot cone for 28 (8d6) fire damage. It has a climbing speed of 30 feet. \n'b' Eastern Wind (yellow-scaled) . The dracotaur\xe2\x80\x99s damage immunity and type is thunder, and its arrow deals thunder damage. Its breath weapon is a 20-foot-radius sphere centered on itself for 32 (5d12) thunder damage. It has scaled wings and a flying speed of 30 feet. \n'b' Western Wind (green-scaled) . The dracotaur\xe2\x80\x99s damage immunity and type is poison, and its arrow deals poison damage. Its breath weapon is a 30-foot cone for 28 (8d6) poison damage. It has a swimming speed of 30 feet. The dracotaur also gains the following trait:\xc2\xa0 Hold Breath . While underwater, the dracotaur can hold its breath for 1 hour. It loses this trait until the end of its next turn if it uses its breath weapon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dracotaur (Adult Flame Dragon) \n'b'\n'b' Huge dragon , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 306 (17d12+102) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 23 (+6) INT: 17 (+3) WIS: 14 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +11, Wisdom +7, Charisma +10 Skills Deception +10, Insight +7, Perception +12, Persuasion +10, Stealth +7 Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages Common, Draconic, Giant, Ignan, Infernal, Orc Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Fire Incarnate . All fire damage dealt by the dragon ignores fire resistance but not fire immunity. \n'b' Actions \n'b' Multiattack . The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 15 (2d10+4) piercing damage plus 7 (2d6) fire damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) slashing damage. \n'b' Tail . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 13 (2d8+4) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats 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 dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Fire Breath (Recharge 5-6) . The dragon exhales fire in a 60-foot cone. Each creature in that area takes 63 (18d6) fire damage, or half damage with a successful DC 19 Dexterity saving throw. Each creature in that area must also succeed on a DC 18 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Shifting Flames . The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment, hit points , Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions , and Intelligence , Wisdom , and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b' Legendary Actions \n'b' The dragon can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 11 (2d6+4) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser\xe2\x80\x99s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone . \n'b' Volcanic gases form a cloud in a 20-footradius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured . It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.'}