jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Ancient Copper Dragon monster in D&D 5e.
Answer: Ancient Copper Dragon is a Gargantuan dragon (chaotic good).
AC: 21 (natural), HP: 350 (20d20), Speed: walk 40 ft., climb 40 ft., fly 80 ft..
Abilities: STR 27 DEX 12 CON 25 INT 20 WIS 17 CHA 19.
Senses: blindsight 60 ft., darkvision 120 ft., passive_perception 27. Languages: Common, Draconic. CR: 21.

Special Abilities:
**Legendary Resistance:** If the dragon fails a saving throw, it can choose to succeed instead.
Actions:
**Multiattack:** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

**Bite:** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

**Claw:** Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

**Tail:** Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

**Frightful Presence:** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

**Breath Weapons:** The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

**Change Shape:** The dragon magically polymorphs into a humanoid or beast 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 dragon's 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.
Question: Describe the Ancient Gold Dragon monster in D&D 5e.
Answer: Ancient Gold Dragon is a Gargantuan dragon (lawful good).
AC: 22 (natural), HP: 546 (28d20), Speed: walk 40 ft., fly 80 ft., swim 40 ft..
Abilities: STR 30 DEX 14 CON 29 INT 18 WIS 17 CHA 28.
Senses: blindsight 60 ft., darkvision 120 ft., passive_perception 27. Languages: Common, Draconic. CR: 24.

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

**Legendary Resistance:** If the dragon fails a saving throw, it can choose to succeed instead.
Actions:
**Multiattack:** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

**Bite:** Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

**Claw:** Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

**Tail:** Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

**Frightful Presence:** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

**Breath Weapons:** The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 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.

**Change Shape:** The dragon magically polymorphs into a humanoid or beast 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 dragon's 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.
Question: Describe the Ancient Green Dragon monster in D&D 5e.
Answer: Ancient Green Dragon is a Gargantuan dragon (lawful evil).
AC: 21 (natural), HP: 385 (22d20), Speed: walk 40 ft., fly 80 ft., swim 40 ft..
Abilities: STR 27 DEX 12 CON 25 INT 20 WIS 17 CHA 19.
Senses: blindsight 60 ft., darkvision 120 ft., passive_perception 27. Languages: Common, Draconic. CR: 22.

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

**Legendary Resistance:** If the dragon fails a saving throw, it can choose to succeed instead.
Actions:
**Multiattack:** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

**Bite:** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

**Claw:** Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.

**Tail:** Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

**Frightful Presence:** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

**Poison Breath:** The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
Question: Describe the Ancient Red Dragon monster in D&D 5e.
Answer: Ancient Red Dragon is a Gargantuan dragon (chaotic evil).
AC: 22 (natural), HP: 546 (28d20), Speed: walk 40 ft., climb 40 ft., fly 80 ft..
Abilities: STR 30 DEX 10 CON 29 INT 18 WIS 15 CHA 23.
Senses: blindsight 60 ft., darkvision 120 ft., passive_perception 26. Languages: Common, Draconic. CR: 24.

Special Abilities:
**Legendary Resistance:** If the dragon fails a saving throw, it can choose to succeed instead.
Actions:
**Multiattack:** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

**Bite:** Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

**Claw:** Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

**Tail:** Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

**Frightful Presence:** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

**Fire Breath:** The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Question: Describe the Ancient Silver Dragon monster in D&D 5e.
Answer: Ancient Silver Dragon is a Gargantuan dragon (lawful good).
AC: 22 (natural), HP: 487 (25d20), Speed: walk 40 ft., fly 80 ft..
Abilities: STR 30 DEX 10 CON 29 INT 18 WIS 15 CHA 23.
Senses: blindsight 60 ft., darkvision 120 ft., passive_perception 26. Languages: Common, Draconic. CR: 23.

Special Abilities:
**Legendary Resistance:** If the dragon fails a saving throw, it can choose to succeed instead.
Actions:
**Multiattack:** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

**Bite:** Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

**Claw:** Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

**Tail:** Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

**Frightful Presence:** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

**Breath Weapons:** The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed 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.

**Change Shape:** The dragon magically polymorphs into a humanoid or beast 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 dragon's 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.
Question: Describe the Ancient White Dragon monster in D&D 5e.
Answer: Ancient White Dragon is a Gargantuan dragon (chaotic evil).
AC: 20 (natural), HP: 333 (18d20), Speed: walk 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft..
Abilities: STR 26 DEX 10 CON 26 INT 10 WIS 13 CHA 14.
Senses: blindsight 60 ft., darkvision 120 ft., passive_perception 23. Languages: Common, Draconic. CR: 20.

Special Abilities:
**Ice Walk:** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

**Legendary Resistance:** If the dragon fails a saving throw, it can choose to succeed instead.
Actions:
**Multiattack:** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

**Bite:** Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.

**Claw:** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

**Tail:** Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

**Frightful Presence:** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .

**Cold Breath:** The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (l6d8) cold damage on a failed save, or half as much damage on a successful one.
Question: Describe the Androsphinx monster in D&D 5e.
Answer: Androsphinx is a Large monstrosity (lawful neutral).
AC: 17 (natural), HP: 199 (19d10), Speed: walk 40 ft., fly 60 ft..
Abilities: STR 22 DEX 10 CON 20 INT 16 WIS 18 CHA 23.
Senses: truesight 120 ft., passive_perception 20. Languages: Common, Sphinx. CR: 17.

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 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:

- Cantrips (at will): sacred flame, spare the dying, thaumaturgy
- 1st level (4 slots): command, detect evil and good, detect magic
- 2nd level (3 slots): lesser restoration, zone of truth
- 3rd level (3 slots): dispel magic, tongues
- 4th level (3 slots): banishment, freedom of movement
- 5th level (2 slots): flame strike, greater restoration
- 6th level (1 slot): heroes' feast
Actions:
**Multiattack:** The sphinx makes two claw attacks.

**Claw:** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

**Roar:** The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.

First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
Question: Describe the Animated Armor monster in D&D 5e.
Answer: Animated Armor is a Medium construct (unaligned).
AC: 18 (natural), HP: 33 (6d8), Speed: walk 25 ft..
Abilities: STR 14 DEX 11 CON 13 INT 1 WIS 3 CHA 1.
Senses: blindsight 60 ft. (blind beyond this radius), passive_perception 6. Languages: None. CR: 1.

Special Abilities:
**Antimagic Susceptibility:** The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

**False Appearance:** While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Actions:
**Multiattack:** The armor makes two melee attacks.

**Slam:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Question: Describe the Ankheg monster in D&D 5e.
Answer: Ankheg is a Large monstrosity (unaligned).
AC: 14 (natural), 11 (condition), HP: 39 (6d10), Speed: walk 30 ft., burrow 10 ft..
Abilities: STR 17 DEX 11 CON 13 INT 1 WIS 13 CHA 6.
Senses: darkvision 60 ft., tremorsense 60 ft., passive_perception 11. Languages: None. CR: 2.

Actions:
**Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.

**Acid Spray:** The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
Question: Describe the Ape monster in D&D 5e.
Answer: Ape is a Medium beast (unaligned).
AC: 12 (dex), HP: 19 (3d8), Speed: walk 30 ft., climb 30 ft..
Abilities: STR 16 DEX 14 CON 14 INT 6 WIS 12 CHA 7.
Senses: passive_perception 13. Languages: None. CR: 0.5.

Actions:
**Multiattack:** The ape makes two fist attacks.

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

**Rock:** Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Question: Describe the Archmage monster in D&D 5e.
Answer: Archmage is a Medium humanoid (any alignment).
AC: 12 (dex), 15 (spell), HP: 99 (18d8), Speed: walk 30 ft..
Abilities: STR 10 DEX 14 CON 12 INT 20 WIS 15 CHA 16.
Senses: passive_perception 12. Languages: any six languages. CR: 12.

Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. 

An archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers. Special Abilities:
**Magic Resistance:** The archmage has advantage on saving throws against spells and other magical effects.

**Spellcasting:** The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:

- Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
- 1st level (4 slots): detect magic, identify, mage armor*, magic missile
- 2nd level (3 slots): detect thoughts, mirror image, misty step
- 3rd level (3 slots): counterspell, fly, lightning bolt
- 4th level (3 slots): banishment, fire shield, stoneskin*
- 5th level (3 slots): cone of cold, scrying, wall of force
- 6th level (1 slot): globe of invulnerability
- 7th level (1 slot): teleport
- 8th level (1 slot): mind blank*
- 9th level (1 slot): time stop
* The archmage casts these spells on itself before combat.
Actions:
**Dagger:** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Question: Describe the Assassin monster in D&D 5e.
Answer: Assassin is a Medium humanoid (any non-good alignment).
AC: 15 (armor), HP: 78 (12d8), Speed: walk 30 ft..
Abilities: STR 11 DEX 16 CON 14 INT 13 WIS 11 CHA 10.
Senses: passive_perception 13. Languages: Thieves' cant plus any two languages. CR: 8.

Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. Special Abilities:
**Assassinate:** During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

**Evasion:** If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

**Sneak Attack (1/Turn):** The assassin deals an extra 13 (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 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Actions:
**Multiattack:** The assassin makes two shortsword attacks.

**Shortsword:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

**Light Crossbow:** Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Question: Describe the Awakened Shrub monster in D&D 5e.
Answer: Awakened Shrub is a Small plant (unaligned).
AC: 9 (dex), HP: 10 (3d6), Speed: walk 20 ft..
Abilities: STR 3 DEX 8 CON 11 INT 10 WIS 10 CHA 6.
Senses: passive_perception 10. Languages: one language known by its creator. CR: 0.

An awakened shrub is an ordinary shrub given sentience and mobility by the awaken spell or similar magic. Special Abilities:
**False Appearance:** While the shrub remains motionless, it is indistinguishable from a normal shrub.
Actions:
**Rake:** Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.
Question: Describe the Awakened Tree monster in D&D 5e.
Answer: Awakened Tree is a Huge plant (unaligned).
AC: 13 (natural), HP: 59 (7d12), Speed: walk 20 ft..
Abilities: STR 19 DEX 6 CON 15 INT 10 WIS 10 CHA 7.
Senses: passive_perception 10. Languages: one language known by its creator. CR: 2.

An awakened tree is an ordinary tree given sentience and mobility by the awaken spell or similar magic. Special Abilities:
**False Appearance:** While the tree remains motionless, it is indistinguishable from a normal tree.
Actions:
**Slam:** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Question: Describe the Axe Beak monster in D&D 5e.
Answer: Axe Beak is a Large beast (unaligned).
AC: 11 (dex), HP: 19 (3d10), Speed: walk 50 ft..
Abilities: STR 14 DEX 12 CON 12 INT 2 WIS 10 CHA 5.
Senses: passive_perception 10. Languages: None. CR: 0.25.

An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close. Actions:
**Beak:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.