jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Gladiator monster in D&D 5e.
Answer: Gladiator is a Medium humanoid (any alignment).
AC: 16 (armor), HP: 112 (15d8), Speed: walk 30 ft..
Abilities: STR 18 DEX 15 CON 16 INT 10 WIS 12 CHA 15.
Senses: passive_perception 11. Languages: any one language (usually Common). CR: 5.

Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death. Special Abilities:
**Brave:** The gladiator has advantage on saving throws against being frightened.

**Brute:** A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
Actions:
**Multiattack:** The gladiator makes three melee attacks or two ranged attacks.

**Spear:** Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

**Shield Bash:** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Question: Describe the Gnoll monster in D&D 5e.
Answer: Gnoll is a Medium humanoid (chaotic evil).
AC: 15 (armor), HP: 22 (5d8), Speed: walk 30 ft..
Abilities: STR 14 DEX 12 CON 11 INT 6 WIS 10 CHA 7.
Senses: darkvision 60 ft., passive_perception 10. Languages: Gnoll. CR: 0.5.

Special Abilities:
**Rampage:** When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

**Spear:** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

**Longbow:** Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Question: Describe the Goat monster in D&D 5e.
Answer: Goat is a Medium beast (unaligned).
AC: 10 (dex), HP: 4 (1d8), Speed: walk 40 ft..
Abilities: STR 12 DEX 10 CON 11 INT 2 WIS 10 CHA 5.
Senses: passive_perception 10. Languages: None. CR: 0.

Special Abilities:
**Charge:** If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

**Sure-Footed:** The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions:
**Ram:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Question: Describe the Goblin monster in D&D 5e.
Answer: Goblin is a Small humanoid (neutral evil).
AC: 15 (armor), HP: 7 (2d6), Speed: walk 30 ft..
Abilities: STR 8 DEX 14 CON 10 INT 10 WIS 8 CHA 8.
Senses: darkvision 60 ft., passive_perception 9. Languages: Common, Goblin. CR: 0.25.

Special Abilities:
**Nimble Escape:** The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions:
**Scimitar:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

**Shortbow:** Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Question: Describe the Gold Dragon Wyrmling monster in D&D 5e.
Answer: Gold Dragon Wyrmling is a Medium dragon (lawful good).
AC: 17 (natural), HP: 60 (8d8), Speed: walk 30 ft., fly 60 ft., swim 30 ft..
Abilities: STR 19 DEX 14 CON 17 INT 14 WIS 11 CHA 16.
Senses: blindsight 10 ft., darkvision 60 ft., passive_perception 14. Languages: Draconic. CR: 3.

Special Abilities:
**Amphibious:** The dragon can breathe air and water.
Actions:
**Bite:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

**Breath Weapons:** The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
Question: Describe the Gorgon monster in D&D 5e.
Answer: Gorgon is a Large monstrosity (unaligned).
AC: 19 (natural), HP: 114 (12d10), Speed: walk 40 ft..
Abilities: STR 20 DEX 11 CON 18 INT 2 WIS 12 CHA 7.
Senses: darkvision 60 ft., passive_perception 14. Languages: None. CR: 5.

Special Abilities:
**Trampling Charge:** If the gorgon 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 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.
Actions:
**Gore:** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.

**Hooves:** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

**Petrifying Breath:** The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Question: Describe the Gray Ooze monster in D&D 5e.
Answer: Gray Ooze is a Medium ooze (unaligned).
AC: 8 (dex), HP: 22 (3d8), Speed: walk 10 ft., climb 10 ft..
Abilities: STR 12 DEX 6 CON 16 INT 1 WIS 6 CHA 2.
Senses: blindsight 60 ft. (blind beyond this radius), passive_perception 8. Languages: None. CR: 0.5.

Special Abilities:
**Amorphous:** The ooze can move through a space as narrow as 1 inch wide without squeezing.

**Corrode Metal:** Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

**False Appearance:** While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Actions:
**Pseudopod:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Question: Describe the Green Dragon Wyrmling monster in D&D 5e.
Answer: Green Dragon Wyrmling is a Medium dragon (lawful evil).
AC: 17 (natural), HP: 38 (7d8), Speed: walk 30 ft., fly 60 ft., swim 30 ft..
Abilities: STR 15 DEX 12 CON 13 INT 14 WIS 11 CHA 13.
Senses: blindsight 10 ft., darkvision 60 ft., passive_perception 14. Languages: Draconic. CR: 2.

Special Abilities:
**Amphibious:** The dragon can breathe air and water.
Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.

**Poison Breath:** The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
Question: Describe the Green Hag monster in D&D 5e.
Answer: Green Hag is a Medium fey (neutral evil).
AC: 17 (natural), HP: 82 (11d8), Speed: walk 30 ft..
Abilities: STR 18 DEX 12 CON 16 INT 13 WIS 14 CHA 14.
Senses: darkvision 60 ft., passive_perception 14. Languages: Common, Draconic, Sylvan. CR: 3.

Special Abilities:
**Amphibious:** The hag can breathe air and water.

**Innate Spellcasting:** The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery

**Mimicry:** The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Actions:
**Claws:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

**Illusory Appearance:** The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

**Invisible Passage:** The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.
Question: Describe the Grick monster in D&D 5e.
Answer: Grick is a Medium monstrosity (neutral).
AC: 14 (natural), HP: 27 (6d8), Speed: walk 30 ft., climb 30 ft..
Abilities: STR 14 DEX 14 CON 11 INT 3 WIS 14 CHA 5.
Senses: darkvision 60 ft., passive_perception 12. Languages: None. CR: 2.

Special Abilities:
**Stone Camouflage:** The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions:
**Multiattack:** The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.

**Tentacles:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

**Beak:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Question: Describe the Griffon monster in D&D 5e.
Answer: Griffon is a Large monstrosity (unaligned).
AC: 12 (dex), HP: 59 (7d10), Speed: walk 30 ft., fly 80 ft..
Abilities: STR 18 DEX 15 CON 16 INT 2 WIS 13 CHA 8.
Senses: darkvision 60 ft., passive_perception 15. Languages: None. CR: 2.

Special Abilities:
**Keen Sight:** The griffon has advantage on Wisdom (Perception) checks that rely on sight.
Actions:
**Multiattack:** The griffon makes two attacks: one with its beak and one with its claws.

**Beak:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

**Claws:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Question: Describe the Grimlock monster in D&D 5e.
Answer: Grimlock is a Medium humanoid (neutral evil).
AC: 11 (dex), HP: 11 (2d8), Speed: walk 30 ft..
Abilities: STR 16 DEX 12 CON 12 INT 9 WIS 8 CHA 6.
Senses: blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive_perception 13. Languages: Undercommon. CR: 0.25.

Special Abilities:
**Blind Senses:** The grimlock can't use its blindsight while deafened and unable to smell.

**Keen Hearing and Smell:** The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.

**Stone Camouflage:** The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions:
**Spiked Bone Club:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.
Question: Describe the Guard monster in D&D 5e.
Answer: Guard is a Medium humanoid (any alignment).
AC: 16 (armor), HP: 11 (2d8), Speed: walk 30 ft..
Abilities: STR 13 DEX 12 CON 12 INT 10 WIS 11 CHA 10.
Senses: passive_perception 12. Languages: any one language (usually Common). CR: 0.125.

Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. Actions:
**Spear:** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Question: Describe the Guardian Naga monster in D&D 5e.
Answer: Guardian Naga is a Large monstrosity (lawful good).
AC: 18 (natural), HP: 127 (15d10), Speed: walk 40 ft..
Abilities: STR 19 DEX 18 CON 16 INT 16 WIS 19 CHA 18.
Senses: darkvision 60 ft., passive_perception 14. Languages: Celestial, Common. CR: 10.

Special Abilities:
**Rejuvenation:** If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

**Spellcasting:** The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:

- Cantrips (at will): mending, sacred flame, thaumaturgy
- 1st level (4 slots): command, cure wounds, shield of faith
- 2nd level (3 slots): calm emotions, hold person
- 3rd level (3 slots): bestow curse, clairvoyance
- 4th level (3 slots): banishment, freedom of movement
- 5th level (2 slots): flame strike, geas
- 6th level (1 slot): true seeing
Actions:
**Bite:** Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

**Spit Poison:** Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
Question: Describe the Gynosphinx monster in D&D 5e.
Answer: Gynosphinx is a Large monstrosity (lawful neutral).
AC: 17 (natural), HP: 136 (16d10), Speed: walk 40 ft., fly 60 ft..
Abilities: STR 18 DEX 15 CON 16 INT 18 WIS 18 CHA 18.
Senses: truesight 120 ft., passive_perception 18. Languages: Common, Sphinx. CR: 11.

Special Abilities:
**Inscrutable:** The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

**Magic Weapons:** The sphinx's weapon attacks are magical.

**Spellcasting:** The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:

- Cantrips (at will): mage hand, minor illusion, prestidigitation
- 1st level (4 slots): detect magic, identify, shield
- 2nd level (3 slots): darkness, locate object, suggestion
- 3rd level (3 slots): dispel magic, remove curse, tongues
- 4th level (3 slots): banishment, greater invisibility
- 5th level (1 slot): legend lore
Actions:
**Multiattack:** The sphinx makes two claw attacks.

**Claw:** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Question: Describe the Half-Red Dragon Veteran monster in D&D 5e.
Answer: Half-Red Dragon Veteran is a Medium humanoid (any alignment).
AC: 18 (armor), HP: 65 (10d8), Speed: walk 30 ft..
Abilities: STR 16 DEX 13 CON 14 INT 10 WIS 11 CHA 10.
Senses: blindsight 10 ft., darkvision 60 ft., passive_perception 12. Languages: Common, Draconic. CR: 5.

Actions:
**Multiattack:** The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

**Longsword:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

**Shortsword:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

**Heavy Crossbow:** Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

**Fire Breath:** The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Question: Describe the Harpy monster in D&D 5e.
Answer: Harpy is a Medium monstrosity (chaotic evil).
AC: 11 (dex), HP: 38 (7d8), Speed: walk 20 ft., fly 40 ft..
Abilities: STR 12 DEX 13 CON 12 INT 7 WIS 10 CHA 13.
Senses: passive_perception 10. Languages: Common. CR: 1.

Actions:
**Multiattack:** The harpy makes two attacks: one with its claws and one with its club.

**Claws:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

**Club:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

**Luring Song:** The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.
Question: Describe the Hawk monster in D&D 5e.
Answer: Hawk is a Tiny beast (unaligned).
AC: 13 (dex), HP: 1 (1d4), Speed: walk 10 ft., fly 60 ft..
Abilities: STR 5 DEX 16 CON 8 INT 2 WIS 14 CHA 6.
Senses: passive_perception 14. Languages: None. CR: 0.

Special Abilities:
**Keen Sight:** The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Actions:
**Talons:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Question: Describe the Hell Hound monster in D&D 5e.
Answer: Hell Hound is a Medium fiend (lawful evil).
AC: 15 (natural), HP: 45 (7d8), Speed: walk 50 ft..
Abilities: STR 17 DEX 12 CON 14 INT 6 WIS 13 CHA 6.
Senses: darkvision 60 ft., passive_perception 15. Languages: understands Infernal but can't speak it. CR: 3.

Special Abilities:
**Keen Hearing and Smell:** The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

**Pack Tactics:** The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions:
**Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.

**Fire Breath:** The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Question: Describe the Hezrou monster in D&D 5e.
Answer: Hezrou is a Large fiend (chaotic evil).
AC: 16 (natural), HP: 136 (13d10), Speed: walk 30 ft..
Abilities: STR 19 DEX 17 CON 20 INT 5 WIS 12 CHA 13.
Senses: darkvision 120 ft., passive_perception 11. Languages: Abyssal, telepathy 120 ft.. CR: 8.

Special Abilities:
**Magic Resistance:** The hezrou has advantage on saving throws against spells and other magical effects.

**Stench:** Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.
Actions:
**Multiattack:** The hezrou makes three attacks: one with its bite and two with its claws.

**Bite:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

**Claws:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Question: Describe the Hill Giant monster in D&D 5e.
Answer: Hill Giant is a Huge giant (chaotic evil).
AC: 13 (natural), HP: 105 (10d12), Speed: walk 40 ft..
Abilities: STR 21 DEX 8 CON 19 INT 5 WIS 9 CHA 6.
Senses: passive_perception 12. Languages: Giant. CR: 5.

Actions:
**Multiattack:** The giant makes two greatclub attacks.

**Greatclub:** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

**Rock:** Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
Question: Describe the Hippogriff monster in D&D 5e.
Answer: Hippogriff is a Large monstrosity (unaligned).
AC: 11 (dex), HP: 19 (3d10), Speed: walk 40 ft., fly 60 ft..
Abilities: STR 17 DEX 13 CON 13 INT 2 WIS 12 CHA 8.
Senses: passive_perception 15. Languages: None. CR: 1.

Special Abilities:
**Keen Sight:** The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.
Actions:
**Multiattack:** The hippogriff makes two attacks: one with its beak and one with its claws.

**Beak:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

**Claws:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Question: Describe the Hobgoblin monster in D&D 5e.
Answer: Hobgoblin is a Medium humanoid (lawful evil).
AC: 18 (armor), HP: 11 (2d8), Speed: walk 30 ft..
Abilities: STR 13 DEX 12 CON 12 INT 10 WIS 10 CHA 9.
Senses: darkvision 60 ft., passive_perception 10. Languages: Common, Goblin. CR: 0.5.

Special Abilities:
**Martial Advantage:** Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.
Actions:
**Longsword:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.

**Longbow:** Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Question: Describe the Homunculus monster in D&D 5e.
Answer: Homunculus is a Tiny construct (neutral).
AC: 13 (natural), HP: 5 (2d4), Speed: walk 20 ft., fly 40 ft..
Abilities: STR 4 DEX 15 CON 11 INT 10 WIS 10 CHA 7.
Senses: darkvision 60 ft., passive_perception 10. Languages: understands the languages of its creator but can't speak. CR: 0.

Special Abilities:
**Telepathic Bond:** While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.