jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Swarm of Rats monster in D&D 5e.
Answer: Swarm of Rats is a Medium swarm of Tiny beasts (unaligned).
AC: 10 (dex), HP: 24 (7d8), Speed: walk 30 ft..
Abilities: STR 9 DEX 11 CON 9 INT 2 WIS 10 CHA 3.
Senses: darkvision 30 ft., passive_perception 10. Languages: None. CR: 0.25.

Special Abilities:
**Keen Smell:** The swarm has advantage on Wisdom (Perception) checks that rely on smell.

**Swarm:** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.
Actions:
**Bites:** Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
Question: Describe the Swarm of Ravens monster in D&D 5e.
Answer: Swarm of Ravens is a Medium swarm of Tiny beasts (unaligned).
AC: 12 (dex), HP: 24 (7d8), Speed: walk 10 ft., fly 50 ft..
Abilities: STR 6 DEX 14 CON 8 INT 3 WIS 12 CHA 6.
Senses: passive_perception 15. Languages: None. CR: 0.25.

Special Abilities:
**Swarm:** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.
Actions:
**Beaks:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
Question: Describe the Swarm of Spiders monster in D&D 5e.
Answer: Swarm of Spiders is a Medium swarm of Tiny beasts (unaligned).
AC: 12 (natural), HP: 22 (5d8), Speed: walk 20 ft., climb 20 ft..
Abilities: STR 3 DEX 13 CON 10 INT 1 WIS 7 CHA 1.
Senses: blindsight 10 ft., passive_perception 8. Languages: None. CR: 0.5.

Special Abilities:
**Swarm:** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

**Spider Climb:** The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**Web Sense:** While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.

**Web Walker:** The swarm ignores movement restrictions caused by webbing.
Actions:
**Bites:** Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Question: Describe the Swarm of Wasps monster in D&D 5e.
Answer: Swarm of Wasps is a Medium swarm of Tiny beasts (unaligned).
AC: 12 (natural), HP: 22 (5d8), Speed: walk 5 ft., fly 30 ft..
Abilities: STR 3 DEX 13 CON 10 INT 1 WIS 7 CHA 1.
Senses: blindsight 10 ft., passive_perception 8. Languages: None. CR: 0.5.

Special Abilities:
**Swarm:** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Actions:
**Bites:** Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Question: Describe the Thug monster in D&D 5e.
Answer: Thug is a Medium humanoid (any non-good alignment).
AC: 11 (armor), HP: 32 (5d8), Speed: walk 30 ft..
Abilities: STR 15 DEX 11 CON 14 INT 10 WIS 10 CHA 11.
Senses: passive_perception 10. Languages: any one language (usually Common). CR: 0.5.

Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. Special Abilities:
**Pack Tactics:** The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions:
**Multiattack:** The thug makes two melee attacks.

**Mace:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

**Heavy Crossbow:** Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Question: Describe the Tiger monster in D&D 5e.
Answer: Tiger is a Large beast (unaligned).
AC: 12 (dex), HP: 37 (5d10), Speed: walk 40 ft..
Abilities: STR 17 DEX 15 CON 14 INT 3 WIS 12 CHA 8.
Senses: darkvision 60 ft., passive_perception 13. Languages: None. CR: 1.

Special Abilities:
**Keen Smell:** The tiger has advantage on Wisdom (Perception) checks that rely on smell.

**Pounce:** If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
Actions:
**Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

**Claw:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Question: Describe the Treant monster in D&D 5e.
Answer: Treant is a Huge plant (chaotic good).
AC: 16 (natural), HP: 138 (12d12), Speed: walk 30 ft..
Abilities: STR 23 DEX 8 CON 21 INT 12 WIS 16 CHA 12.
Senses: passive_perception 13. Languages: Common, Druidic, Elvish, Sylvan. CR: 9.

Special Abilities:
**False Appearance:** While the treant remains motionless, it is indistinguishable from a normal tree.

**Siege Monster:** The treant deals double damage to objects and structures.
Actions:
**Multiattack:** The treant makes two slam attacks.

**Slam:** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

**Rock:** Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

**Animate Trees:** The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Question: Describe the Tribal Warrior monster in D&D 5e.
Answer: Tribal Warrior is a Medium humanoid (any alignment).
AC: 12 (armor), HP: 11 (2d8), Speed: walk 30 ft..
Abilities: STR 13 DEX 11 CON 12 INT 8 WIS 11 CHA 8.
Senses: passive_perception 10. Languages: any one language. CR: 0.125.

Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods. Special Abilities:
**Pack Tactics:** The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated.
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 Triceratops monster in D&D 5e.
Answer: Triceratops is a Huge beast (unaligned).
AC: 13 (natural), HP: 95 (10d12), Speed: walk 50 ft..
Abilities: STR 22 DEX 9 CON 17 INT 2 WIS 11 CHA 5.
Senses: passive_perception 10. Languages: None. CR: 5.

Special Abilities:
**Trampling Charge:** If the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.
Actions:
**Gore:** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.

**Stomp:** Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage
Question: Describe the Troll monster in D&D 5e.
Answer: Troll is a Large giant (chaotic evil).
AC: 15 (natural), HP: 84 (8d10), Speed: walk 30 ft..
Abilities: STR 18 DEX 13 CON 20 INT 7 WIS 9 CHA 7.
Senses: darkvision 60 ft., passive_perception 12. Languages: Giant. CR: 5.

Special Abilities:
**Keen Smell:** The troll has advantage on Wisdom (Perception) checks that rely on smell.

**Regeneration:** The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Actions:
**Multiattack:** The troll 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: 7 (1d6 + 4) piercing damage.

**Claw:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Question: Describe the Tyrannosaurus Rex monster in D&D 5e.
Answer: Tyrannosaurus Rex is a Huge beast (unaligned).
AC: 13 (natural), HP: 136 (13d12), Speed: walk 50 ft..
Abilities: STR 25 DEX 10 CON 19 INT 2 WIS 12 CHA 9.
Senses: passive_perception 14. Languages: None. CR: 8.

Actions:
**Multiattack:** The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

**Bite:** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.

**Tail:** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Question: Describe the Unicorn monster in D&D 5e.
Answer: Unicorn is a Large celestial (lawful good).
AC: 12 (dex), HP: 67 (9d10), Speed: walk 50 ft..
Abilities: STR 18 DEX 14 CON 15 INT 11 WIS 17 CHA 16.
Senses: darkvision 60 ft., passive_perception 13. Languages: Celestial, Elvish, Sylvan, telepathy 60 ft.. CR: 5.

Special Abilities:
**Charge:** If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

**Innate Spellcasting:** The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, pass without trace
1/day each: calm emotions, dispel evil and good, entangle

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

**Magic Weapons:** The unicorn's weapon attacks are magical.
Actions:
**Multiattack:** The unicorn makes two attacks: one with its hooves and one with its horn.

**Hooves:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

**Horn:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

**Healing Touch:** The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

**Teleport:** The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
Question: Describe the Vampire, Mist Form monster in D&D 5e.
Answer: Vampire, Mist Form is a Medium undead (lawful evil).
AC: 16 (natural), HP: 144 (17d8), Speed: fly 20 ft..
Abilities: STR 18 DEX 18 CON 18 INT 17 WIS 15 CHA 18.
Senses: darkvision 120 ft., passive_perception 17. Languages: the languages it knew in life. CR: 13.

Special Abilities:
**Shapechanger:** If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

**Legendary Resistance:** If the vampire fails a saving throw, it can choose to succeed instead.

**Misty Escape:** When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

**Regeneration:** The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

**Spider Climb:** The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**Vampire Weaknesses:** The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Question: Describe the Vampire Spawn monster in D&D 5e.
Answer: Vampire Spawn is a Medium undead (neutral evil).
AC: 15 (natural), HP: 82 (11d8), Speed: walk 30 ft..
Abilities: STR 16 DEX 16 CON 16 INT 11 WIS 10 CHA 12.
Senses: darkvision 60 ft., passive_perception 13. Languages: the languages it knew in life. CR: 5.

Special Abilities:
**Regeneration:** The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

**Spider Climb:** The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**Vampire Weaknesses:** The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions:
**Multiattack:** The vampire makes two attacks, only one of which can be a bite attack.

**Bite:** Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

**Claws:** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Question: Describe the Veteran monster in D&D 5e.
Answer: Veteran is a Medium humanoid (any alignment).
AC: 17 (armor), HP: 58 (9d8), Speed: walk 30 ft..
Abilities: STR 16 DEX 13 CON 14 INT 10 WIS 11 CHA 10.
Senses: passive_perception 12. Languages: any one language (usually Common). CR: 3.

Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. 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.
Question: Describe the Violet Fungus monster in D&D 5e.
Answer: Violet Fungus is a Medium plant (unaligned).
AC: 5 (dex), HP: 18 (4d8), Speed: walk 5 ft..
Abilities: STR 3 DEX 1 CON 10 INT 1 WIS 3 CHA 1.
Senses: blindsight 30 ft. (blind beyond this radius), passive_perception 6. Languages: None. CR: 0.25.

Special Abilities:
**False Appearance:** While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.
Actions:
**Multiattack:** The fungus makes 1d4 Rotting Touch attacks.

**Rotting Touch:** Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.
Question: Describe the Vrock monster in D&D 5e.
Answer: Vrock is a Large fiend (chaotic evil).
AC: 15 (natural), HP: 104 (11d10), Speed: walk 40 ft., fly 60 ft..
Abilities: STR 17 DEX 15 CON 18 INT 8 WIS 13 CHA 8.
Senses: darkvision 120 ft., passive_perception 11. Languages: Abyssal, telepathy 120 ft.. CR: 6.

Special Abilities:
**Magic Resistance:** The vrock has advantage on saving throws against spells and other magical effects.
Actions:
**Multiattack:** The vrock makes two attacks: one with its beak and one with its talons.

**Beak:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

**Talons:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

**Spores:** A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.

**Stunning Screech:** The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn .
Question: Describe the Vulture monster in D&D 5e.
Answer: Vulture is a Medium beast (unaligned).
AC: 10 (dex), HP: 5 (1d8), Speed: walk 10 ft., fly 50 ft..
Abilities: STR 7 DEX 10 CON 13 INT 2 WIS 12 CHA 4.
Senses: passive_perception 13. Languages: None. CR: 0.

Special Abilities:
**Keen Sight and Smell:** The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

**Pack Tactics:** The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions:
**Beak:** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Question: Describe the Warhorse monster in D&D 5e.
Answer: Warhorse is a Large beast (unaligned).
AC: 11 (dex), HP: 19 (3d10), Speed: walk 60 ft..
Abilities: STR 18 DEX 12 CON 13 INT 2 WIS 12 CHA 7.
Senses: passive_perception 11. Languages: None. CR: 0.5.

Special Abilities:
**Trampling Charge:** If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Actions:
**Hooves:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Question: Describe the Warhorse Skeleton monster in D&D 5e.
Answer: Warhorse Skeleton is a Large undead (lawful evil).
AC: 13 (armor), HP: 22 (3d10), Speed: walk 60 ft..
Abilities: STR 18 DEX 12 CON 15 INT 2 WIS 8 CHA 5.
Senses: darkvision 60 ft., passive_perception 9. Languages: None. CR: 0.5.

Actions:
**Hooves:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Question: Describe the Water Elemental monster in D&D 5e.
Answer: Water Elemental is a Large elemental (neutral).
AC: 14 (natural), HP: 114 (12d10), Speed: walk 30 ft., swim 90 ft..
Abilities: STR 18 DEX 14 CON 18 INT 5 WIS 10 CHA 8.
Senses: darkvision 60 ft., passive_perception 10. Languages: Aquan. CR: 5.

Special Abilities:
**Water Form:** The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

**Freeze:** If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.
Actions:
**Multiattack:** The elemental makes two slam attacks.

**Slam:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

**Whelm:** Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
Question: Describe the Weasel monster in D&D 5e.
Answer: Weasel is a Tiny beast (unaligned).
AC: 13 (dex), HP: 1 (1d4), Speed: walk 30 ft..
Abilities: STR 3 DEX 16 CON 8 INT 2 WIS 12 CHA 3.
Senses: passive_perception 13. Languages: None. CR: 0.

Special Abilities:
**Keen Hearing and Smell:** The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions:
**Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.