{Generate a DND 5e Monster :b'Blood Orchid Savant \n'b'  Family:   Blood Orchid  \n'b'  Large   aberration ,  lawful evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  97 (13d10 + 26)  Speed  5 ft., fly 30 ft.\n'b' STATS STR: 15 (+2) DEX:  14 (+2)  CON:  14 (+2)  INT:  13 (+1)  WIS:  16 (+3)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +5  Damage Resistances  acid, cold, lightning, fire  Damage Immunities  thunder  Senses   darkvision  60 ft., passive  Perception  13  Languages  telepathy 120 ft.  Challenge  7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Spellcasting . The blood orchid is a 4th-level spellcaster. Its spellcasting ability is  Charisma  (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells:\n'b'\n'b'\n'b'  Cantrips (at will) :  dancing lights , fire bolt,  light ,  mage hand  \n'b'  1st level (4 slots) :  burning hands ,  color spray ,  detect magic ,  magic missile  \n'b'  2nd level (3 slots) :  darkness ,  ray of enfeeblement ,  scorching ray  \n'b'\n'b'  Hyper-Awareness . A blood orchid cannot be surprised. \n'b'  Telepathic Bond . Blood orchids have an unbreakable telepathic link to other blood orchids that are within 120 feet. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The blood orchid savant makes three attacks with its Tentacles. \n'b'  Tentacles .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 11 (2d8 + 2) bludgeoning damage and the target must succeed on a DC 14  Constitution  saving throw or be  poisoned  for one hour. The target is also grappled (escape DC 14). While grappled this way, the creature is  restrained . \n'b'  Blood Drain . The blood orchid feeds on every creature it is grappling. Each  grappled  creature must succeed on a DC 14  Constitution  saving throw or its hit point maximum is reduced by 5 (1d10), and the blood orchid savant regains the same number of  hit points . The reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b'  Charm . One creature within 30 feet must succeed on a DC 15  Wisdom  saving throw or be  charmed  for 24 hours. The creature is not under the blood orchid\xe2\x80\x99s control but regards it as a trusted friend, takes its requests as favorably as possible, and won\xe2\x80\x99t try to escape from the blood orchid\xe2\x80\x99s grapple. Each time the blood orchid or its allies do anything harmful to the creature, it can repeat the saving throw. \n'b'\n'b' ABOUT \n'b' A blood orchid savant is a rarity among blood orchids that has learned to cast spells. \n'b' This beast has three downward curving \xe2\x80\x9cpetals\xe2\x80\x9d of flesh with dark, pebbly outer hides and pallid whitish undersides. The petals converge at the blood orchid\xe2\x80\x99s center and end with split tips. On its underside at the center dangle a swarm of writhing pallid tentacles: 16 manipulator arms and eight thinner tendrils with red eyes at the ends. A sphincter-shaped mouth at the end of a flexible trunk one foot long and six inches in diameter is at the center of these tentacles. Another cluster of eye tendrils is at the apex of the creature. \n'b' Blood orchids are territorial, xenophobic, and possessive. They rarely form alliances with other creatures as their alien mindset keeps them from forming any common ground. They regard other races as aberrant and not to be trusted, even other lawful creatures. \n'b' Communication by blood orchids is through a means of empathy/telepathy. They have no sense of hearing, which renders them immune to sonic effects. The blood orchid can close its outer petals downward and rest on the ground, where it resembles a rocky nodule or fungus of some kind. \n'b' Blood orchids occasionally develop sorcerous talents and transform into savants. When their abilities reach a certain level, they evolve into a grand savant. Normally, each colony of blood orchids is led by a single grand savant, and another cannot evolve while one is present. Typically, a blood orchid savant ready to become a grand savant leaves the colony with a few followers and sets out to establish a new brood elsewhere.'}