jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Azer monster in D&D 5e.
Answer: Azer is a Medium elemental (lawful neutral).
AC: 15 (natural), 17 (armor), HP: 39 (6d8), Speed: walk 30 ft..
Abilities: STR 17 DEX 12 CON 15 INT 12 WIS 13 CHA 10.
Senses: passive_perception 11. Languages: Ignan. CR: 2.

Special Abilities:
**Heated Body:** A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.

**Heated Weapons:** When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

**Illumination:** The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft..
Actions:
**Warhammer:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
Question: Describe the Baboon monster in D&D 5e.
Answer: Baboon is a Small beast (unaligned).
AC: 12 (dex), HP: 3 (1d6), Speed: walk 30 ft., climb 30 ft..
Abilities: STR 8 DEX 14 CON 11 INT 4 WIS 12 CHA 6.
Senses: passive_perception 11. Languages: None. CR: 0.

Special Abilities:
**Pack Tactics:** The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions:
**Bite:** Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
Question: Describe the Badger monster in D&D 5e.
Answer: Badger is a Tiny beast (unaligned).
AC: 10 (dex), HP: 3 (1d4), Speed: walk 20 ft., burrow 5 ft..
Abilities: STR 4 DEX 11 CON 12 INT 2 WIS 12 CHA 5.
Senses: darkvision 30 ft., passive_perception 11. Languages: None. CR: 0.

Special Abilities:
**Keen Smell:** The badger has advantage on Wisdom (Perception) checks that rely on smell.
Actions:
**Bite:** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Question: Describe the Balor monster in D&D 5e.
Answer: Balor is a Huge fiend (chaotic evil).
AC: 19 (natural), HP: 262 (21d12), Speed: walk 40 ft., fly 80 ft..
Abilities: STR 26 DEX 15 CON 22 INT 20 WIS 16 CHA 22.
Senses: truesight 120 ft., passive_perception 13. Languages: Abyssal, telepathy 120 ft.. CR: 19.

Special Abilities:
**Death Throes:** When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.

**Fire Aura:** At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

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

**Magic Weapons:** The balor's weapon attacks are magical.
Actions:
**Multiattack:** The balor makes two attacks: one with its longsword and one with its whip.

**Longsword:** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.

**Whip:** Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.

**Teleport:** The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Question: Describe the Bandit monster in D&D 5e.
Answer: Bandit is a Medium humanoid (any non-lawful alignment).
AC: 12 (armor), HP: 11 (2d8), Speed: walk 30 ft..
Abilities: STR 11 DEX 12 CON 12 INT 10 WIS 10 CHA 10.
Senses: passive_perception 10. Languages: any one language (usually Common). CR: 0.125.

**Bandits** rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.

**Pirates** are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels. Actions:
**Scimitar:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

**Light Crossbow:** Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Question: Describe the Bandit Captain monster in D&D 5e.
Answer: Bandit Captain is a Medium humanoid (any non-lawful alignment).
AC: 15 (armor), HP: 65 (10d8), Speed: walk 30 ft..
Abilities: STR 15 DEX 16 CON 14 INT 14 WIS 11 CHA 14.
Senses: passive_perception 10. Languages: any two languages. CR: 2.

It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The **bandit captain** has these qualities in spades.

In addition to managing a crew of selfish malcontents, the **pirate captain** is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.

More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation. Actions:
**Multiattack:** The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

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

**Dagger:** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Question: Describe the Barbed Devil monster in D&D 5e.
Answer: Barbed Devil is a Medium fiend (lawful evil).
AC: 15 (natural), HP: 110 (13d8), Speed: walk 30 ft..
Abilities: STR 16 DEX 17 CON 18 INT 12 WIS 14 CHA 14.
Senses: darkvision 120 ft., passive_perception 18. Languages: Infernal, telepathy 120 ft.. CR: 5.

Special Abilities:
**Barbed Hide:** At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.

**Devil's Sight:** Magical darkness doesn't impede the devil's darkvision.

**Magic Resistance:** The devil has advantage on saving throws against spells and other magical effects.
Actions:
**Multiattack:** The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

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

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

**Hurl Flame:** Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Question: Describe the Basilisk monster in D&D 5e.
Answer: Basilisk is a Medium monstrosity (unaligned).
AC: 12 (natural), HP: 52 (8d8), Speed: walk 20 ft..
Abilities: STR 16 DEX 8 CON 15 INT 2 WIS 8 CHA 7.
Senses: darkvision 60 ft., passive_perception 9. Languages: None. CR: 3.

Special Abilities:
**Petrifying Gaze:** If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.
If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
Actions:
**Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.
Question: Describe the Bat monster in D&D 5e.
Answer: Bat is a Tiny beast (unaligned).
AC: 12 (dex), HP: 1 (1d4), Speed: walk 5 ft., fly 30 ft..
Abilities: STR 2 DEX 15 CON 8 INT 2 WIS 12 CHA 4.
Senses: blindsight 60 ft., passive_perception 11. Languages: None. CR: 0.

Special Abilities:
**Echolocation:** The bat can't use its blindsight while deafened.

**Keen Hearing:** The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions:
**Bite:** Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Question: Describe the Bearded Devil monster in D&D 5e.
Answer: Bearded Devil is a Medium fiend (lawful evil).
AC: 13 (natural), HP: 52 (8d8), Speed: walk 30 ft..
Abilities: STR 16 DEX 15 CON 15 INT 9 WIS 11 CHA 11.
Senses: darkvision 120 ft., passive_perception 10. Languages: Infernal, telepathy 120 ft.. CR: 3.

Special Abilities:
**Devil's Sight:** Magical darkness doesn't impede the devil's darkvision.

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

**Steadfast:** The devil can't be frightened while it can see an allied creature within 30 feet of it.
Actions:
**Multiattack:** The devil makes two attacks: one with its beard and one with its glaive.

**Beard:** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

**Glaive:** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Question: Describe the Behir monster in D&D 5e.
Answer: Behir is a Huge monstrosity (neutral evil).
AC: 17 (natural), HP: 168 (16d12), Speed: walk 50 ft., climb 40 ft..
Abilities: STR 23 DEX 16 CON 18 INT 7 WIS 14 CHA 12.
Senses: darkvision 90 ft., passive_perception 16. Languages: Draconic. CR: 11.

Actions:
**Multiattack:** The behir makes two attacks: one with its bite and one to constrict.

**Bite:** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

**Constrict:** Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.

**Lightning Breath:** The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

**Swallow:** The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.
If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.
Question: Describe the Berserker monster in D&D 5e.
Answer: Berserker is a Medium humanoid (any chaotic alignment).
AC: 13 (armor), HP: 67 (9d8), Speed: walk 30 ft..
Abilities: STR 16 DEX 12 CON 17 INT 9 WIS 11 CHA 9.
Senses: passive_perception 10. Languages: any one language (usually Common). CR: 2.

Special Abilities:
**Reckless:** At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions:
**Greataxe:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Question: Describe the Black Bear monster in D&D 5e.
Answer: Black Bear is a Medium beast (unaligned).
AC: 11 (natural), HP: 19 (3d8), Speed: walk 40 ft., climb 30 ft..
Abilities: STR 15 DEX 10 CON 14 INT 2 WIS 12 CHA 7.
Senses: passive_perception 13. Languages: None. CR: 0.5.

Special Abilities:
**Keen Smell:** The bear has advantage on Wisdom (Perception) checks that rely on smell.
Actions:
**Multiattack:** The bear makes two attacks: one with its bite and one with its claws.

**Bite:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

**Claws:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Question: Describe the Black Dragon Wyrmling monster in D&D 5e.
Answer: Black Dragon Wyrmling is a Medium dragon (chaotic evil).
AC: 17 (natural), HP: 33 (6d8), Speed: walk 30 ft., fly 60 ft., swim 30 ft..
Abilities: STR 15 DEX 14 CON 13 INT 10 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 2 (1d4) acid damage.

**Acid Breath:** The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.
Question: Describe the Black Pudding monster in D&D 5e.
Answer: Black Pudding is a Large ooze (unaligned).
AC: 7 (dex), HP: 85 (10d10), Speed: walk 20 ft., climb 20 ft..
Abilities: STR 16 DEX 5 CON 16 INT 1 WIS 6 CHA 1.
Senses: blindsight 60 ft. (blind beyond this radius), passive_perception 8. Languages: None. CR: 4.

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

**Corrosive Form:** A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding 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 or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

**Spider Climb:** The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions:
**Pseudopod:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved 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 Blink Dog monster in D&D 5e.
Answer: Blink Dog is a Medium fey (lawful good).
AC: 13 (dex), HP: 22 (4d8), Speed: walk 40 ft..
Abilities: STR 12 DEX 17 CON 12 INT 10 WIS 13 CHA 11.
Senses: passive_perception 10. Languages: Blink Dog, understands Sylvan but can't speak it. CR: 0.25.

A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Special Abilities:
**Keen Hearing and Smell:** The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions:
**Bite:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

**Teleport:** The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
Question: Describe the Blood Hawk monster in D&D 5e.
Answer: Blood Hawk is a Small beast (unaligned).
AC: 12 (dex), HP: 7 (2d6), Speed: walk 10 ft., fly 60 ft..
Abilities: STR 6 DEX 14 CON 10 INT 3 WIS 14 CHA 5.
Senses: passive_perception 14. Languages: None. CR: 0.125.

Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey. Special Abilities:
**Keen Sight:** The hawk has advantage on Wisdom (Perception) checks that rely on sight.

**Pack Tactics:** The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions:
**Beak:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Question: Describe the Blue Dragon Wyrmling monster in D&D 5e.
Answer: Blue Dragon Wyrmling is a Medium dragon (lawful evil).
AC: 17 (natural), HP: 52 (8d8), Speed: walk 30 ft., burrow 15 ft., fly 60 ft..
Abilities: STR 17 DEX 10 CON 15 INT 12 WIS 11 CHA 15.
Senses: blindsight 10 ft., darkvision 60 ft., passive_perception 14. Languages: Draconic. CR: 3.

Actions:
**Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.

**Lightning Breath:** The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Question: Describe the Boar monster in D&D 5e.
Answer: Boar is a Medium beast (unaligned).
AC: 11 (natural), HP: 11 (2d8), Speed: walk 40 ft..
Abilities: STR 13 DEX 11 CON 12 INT 2 WIS 9 CHA 5.
Senses: passive_perception 9. Languages: None. CR: 0.25.

Special Abilities:
**Charge:** If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

**Relentless:** If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions:
**Tusk:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Question: Describe the Bone Devil monster in D&D 5e.
Answer: Bone Devil is a Large fiend (lawful evil).
AC: 19 (natural), HP: 142 (15d10), Speed: walk 40 ft., fly 40 ft..
Abilities: STR 18 DEX 16 CON 18 INT 13 WIS 14 CHA 16.
Senses: darkvision 120 ft., passive_perception 12. Languages: Infernal, telepathy 120 ft.. CR: 9.

Special Abilities:
**Devil's Sight:** Magical darkness doesn't impede the devil's darkvision.

**Magic Resistance:** The devil has advantage on saving throws against spells and other magical effects.
Actions:
**Multiattack:** The devil makes three attacks: two with its claws and one with its sting.

**Claw:** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

**Sting:** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become 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 success.
Question: Describe the Brass Dragon Wyrmling monster in D&D 5e.
Answer: Brass Dragon Wyrmling is a Medium dragon (chaotic good).
AC: 16 (natural), HP: 16 (3d8), Speed: walk 30 ft., burrow 15 ft., fly 60 ft..
Abilities: STR 15 DEX 10 CON 13 INT 10 WIS 11 CHA 13.
Senses: blindsight 10 ft., darkvision 60 ft., passive_perception 14. Languages: Draconic. CR: 1.

Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

**Breath Weapons:** The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Question: Describe the Bronze Dragon Wyrmling monster in D&D 5e.
Answer: Bronze Dragon Wyrmling is a Medium dragon (lawful good).
AC: 17 (natural), HP: 32 (5d8), Speed: walk 30 ft., fly 60 ft., swim 30 ft..
Abilities: STR 17 DEX 10 CON 15 INT 12 WIS 11 CHA 15.
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: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

**Breath Weapons:** The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.
Question: Describe the Brown Bear monster in D&D 5e.
Answer: Brown Bear is a Large beast (unaligned).
AC: 11 (natural), HP: 34 (4d10), Speed: walk 40 ft., climb 30 ft..
Abilities: STR 19 DEX 10 CON 16 INT 2 WIS 13 CHA 7.
Senses: passive_perception 13. Languages: None. CR: 1.

Special Abilities:
**Keen Smell:** The bear has advantage on Wisdom (Perception) checks that rely on smell.
Actions:
**Multiattack:** The bear makes two attacks: one with its bite and one with its claws.

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

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