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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Genie, Sequana \n'b' Family: Genies \n'b' Large elemental , neutral \n'b' Armor Class 17 (natural armor) Hit Points 229 (17d10 + 136) Speed 30 ft., fly 60 ft., swim 90 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 26 (+8) INT: 18 (+4) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +7, Cha +8 Damage Resistances acid, cold, lightning Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13 Languages Aquan Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The sequana genie can breathe air and water. \n'b' Innate Spellcasting . The sequana genie\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : create or destroy water , detect evil and good , detect magic , fog cloud , purify food and drink \n'b' 3/day each : tongues , water breathing , water walk \n'b' 1/day each : conjure elemental (water elemental only), control water , gaseous form , invisibility , plane shift \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sequana genie makes two Trident attacks. \n'b' Trident . Melee or Ranged Weapon Attack : +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack . \n'b' Water Jet . The sequana genie magically shoots water in a 60-foot line that is five feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the sequana genie and\xc2\xa0forced prone . On a success, a target takes half the bludgeoning damage, but is neither pushed nor forced\xc2\xa0 prone . \n'b'\n'b' ABOUT \n'b' Denizens of the Palace of Prisms (the seat of rulership for the Great Durbar of the Sequana and dominant power on the Elemental Plane of Water), sequana are among the most wondrous of genie-kind. Large and piscine, sequana are an amazing sight to behold, particularly when clad in the finely stitched vests and colorful pantaloons they favor. As sequana care not for the affairs of terrestrials, land dwellers rarely encounter them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Genie, Seraph \n'b' Family: Genies \n'b' Large elemental , neutral good \n'b' Armor Class 15 (natural armor) Hit Points 119 (14d10 + 42) Speed 40 ft., fly 30 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 17 (+3) INT: 15 (+2) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +5, Wisdom +5 Skills Arcana +5, Deception +7, Insight +5, Perception +5 Damage Vulnerabilities cold Damage Immunities fire Senses darkvision 60 ft., passive Perception 15 Languages Celestial, Common, Ignan; telepathy 100 ft. Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Heat . A seraph\xe2\x80\x99s body generates heat. Creatures who touch the genie take 7 (2d6) fire damage. If the seraph genie uses a metal weapon adds this additional damage to the weapon\xe2\x80\x99s attacks. A seraph genie can suppress this effect for 1 hour as a bonus action. \n'b' Innate Spellcasting . A seraph genie\xe2\x80\x99s innate spellcasting ability is charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells without requiring material components.\n'b'\n'b' At will : detect evil and good , detect magic , flame blade , plane shift (self only), produce flame \n'b' 3/day each : fireball , flame strike , invisibility , see invisibility , wall of fire \n'b' 1/day each : fire storm , greater invisibility \n'b'\n'b' Actions \n'b' Multiattack . A seraph genie makes three scimitar attacks. \n'b' Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage plus 7 (2d6) fire damage. \n'b' Fire Burst (Recharge 5-6) . The seraph genie emits a blast of elemental fire in a 30-foot radius. All creatures in the area must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed saving throw, or half as much on a successful one. \n'b' About \n'b' This creature resembles a ten-foot-tall human with brick-red skin and coal-black hair, long and braided. \n'b' The seraphs are genies from the Plane of Fire, and the sworn enemies of the efreet. A violent war between the two genie races has spanned centuries and spilled into an uncountable number of planes. \n'b' Any encounter between a seraph and an efreeti sparks a battle that only ends when one or the other is killed. \n'b' Those that aid the efreeti are treated by seraphs as if they were efreeti themselves; no mercy is shown in battle to an ally of the hated fire genies. The seraphs often align themselves with djinn as they both share the efreeti as a common enemy. \n'b' A seraph prefers to use its spell-like abilities over melee weapons in combat, often allowing its opponents to move in close so the seraph can unleash its fire burst. A seraph facing overwhelming odds in battle attempts to flee; covering its escape by turning invisible or erecting a wall of fire between itself and its enemies. \n'b' A typical seraph stands 10 feet tall and weighs about 1,500 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Caretaker Weevil \n'b' Medium beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 51 (6d8 + 24) Speed 30 ft., climb 15 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 18 (+4) INT: 3 (\xe2\x80\x934) WIS: 14 (+2) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses tremorsense 30 ft., passive Perception 14 Languages \xe2\x80\x94 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Calming Presence . A creature that enters a space within 5 feet of the caretaker weevil or that starts its turn there must succeed on a DC 13 Charisma saving throw or be indifferent to all creatures that it is hostile toward while it remains within 60 feet of the weevil. This indifference ends if the creature is attacked or harmed by a spell or if it witnesses any of its allies being harmed. \n'b' Diligent Preservation . A creature that isn\xe2\x80\x99t a Construct or Undead and that starts its turn with 0 hp within 60 feet of the caretaker weevil becomes stable. In addition, any corpse within 60 feet of the weevil is protected from decay and can\xe2\x80\x99t become Undead while it remains within 60 feet of the weevil and for 24 hours after it leaves the area. \n'b'\n'b' ACTIONS \n'b'\n'b' Mandibles . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 10 (2d8 + 1) slashing damage. \n'b' Glue Glob . Ranged Weapon Attack : +3 to hit, range 30/60 ft., one target. Hit : 7 (2d6) acid damage. The target must make a DC 13 Dexterity saving throw. On a failure, it is restrained for 1 minute. On a success, its speed is halved 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. \n'b' Regenerative Spittle (3/Day) . The caretaker weevil launches spittle at one creature it can see within 10 feet of it. The target regains 2 (1d4) hp . For 1 minute, the target regains 1 hp at the start of each of its turns. \n'b'\n'b' ABOUT \n'b' The odd giant insect plods along a massive tree bough, which dips from its weight. The creature\xe2\x80\x99s incredibly long, thin neck has a swivel point in the middle of its length, allowing greater range for its head as it munches the branch\xe2\x80\x99s more distant leaves. \n'b' Caretaker weevils are herbivorous giant insects that inhabit temperate forests and provide care for the flora and fauna. \n'b' Farming Insects . Caretaker weevils incessantly care for the plants and animals in their range. Their presence and their compulsive ministrations bring comfort to those around them, creating incredibly lush and thriving habitats. They are typically seen tending their \xe2\x80\x9ccrops\xe2\x80\x9d throughout the day, and many oddly placed collections of plants can be attributed to them. They\xe2\x80\x99ve even been known to maintain herds of giant aphids and similarly docile creatures. Some of the more social creatures, including giant ants and giant bees, encourage the presence of caretaker weevils to ensure the community\xe2\x80\x99s vitality. Humanoid farms try to entice and maintain good relations with nearby caretaker weevils in hopes of a prosperous harvest. The weevils are considered by many as a mark of luck and good fortune. \n'b' Moving Apothecary . Many alchemists and apothecaries seek caretaker weevils, living or dead, for a wide array of alchemical uses, from restorative potions and sedatives to glues and any number of other concoctions. They are alchemical treasure troves, and many hospitals, ailing nobles, and alchemist guilds offer high prices for fresh specimens. \n'b' Ecological Remediation . Druids and others interested in preserving damaged ecosystems recently realized the true potential of caretaker weevils and have begun introducing them to areas in need of extra care. The weevils have markedly increased the viability of these lands, alleviating the effects of drought, wildfire, disease, and other ravages in a third of the time.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cloaker \n'b' This ray-like creature opens a toothy maw and leers with glaring red eyes. Behind it whips a menacing tail of segmented bone. \n'b' Large aberration , chaotic neutral \n'b' Armor Class 14 (natural armor) Hit Points 78 (12d10 + 12) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 12 (+1) INT: 13 (+1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses darkvision 60 ft., passive Perception 11 Languages Deep Speech, Undercommon Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Damage Transfer : While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half. \n'b' False Appearance : While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. \n'b' Light Sensitivity : While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. \n'b' Actions \n'b' Multiattack : The cloaker makes two attacks: one with its bite and one with its tail. \n'b' Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target\xe2\x80\x99s head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. \n'b' Tail : Melee Weapon Attack : +6 to hit, reach 10 ft., one creature. Hit : 7 (1d8 + 3) slashing damage. \n'b' Moan : Each creature within 60 feet of the cloaker that can hear its moan and that isn\xe2\x80\x99t an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker\xe2\x80\x99s next turn. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the cloaker\xe2\x80\x99s moan for the next 24 hours. Phantasms (Recharges after a Short or Long Rest). The cloaker magically creates three illusory duplicates of itself if it isn\xe2\x80\x99t in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can\xe2\x80\x99t see or if it relies on senses other than sight. A duplicate has the cloaker\xe2\x80\x99s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. \n'b' About \n'b' Resembling hideously evil flying manta rays, cloakers are mysterious and paranoid creatures. A typical specimen has an 8-foot wingspan and weighs 100 pounds. \n'b' A cloaker\xe2\x80\x99s motives are hidden and confusing, and they distrust even their own kind. Their strange shape allows them to disguise themselves as a variety of cloaks, tapestries, and other mundane objects, and stories linger of cloakers that ally with other creatures, hitching a ride on their backs and aiding in their ally\xe2\x80\x99s protection for their own inscrutable reasons. A rare few are priests of ancient gods, leading cults of cloakers and skum to undertake all manner of hideous rites and working toward singularly sinister goals.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Half-Djinn \n'b' Family: Genies \n'b' Medium humanoid (human, shapechanger), chaotic evil \n'b' Armor Class 15 Hit Points 71 (11d8 + 22) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 17 (+3) CON: 15 (+2) INT: 14 (+2) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks Speed 30 feet Senses passive Perception 14 Languages Common, Genie Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Darkvision . You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can\xe2\x80\x99t discern color in darkness, only shades of gray. \n'b' Wishmaster . A creature can ask you for a wish that replicates a spell that you can grant as a reaction . This counts as you casting the spell, which means you must consider range and line of sight when doing so. This spell must be a cantrip or 1st level. At 6th level, you can replicate 2nd level spells. At 11th level, you can replicate 3rd level spells. At 16th level, you can replicate 4th level spells. Once you use this ability, you must complete a long rest to use it again. \n'b' Limited Wish . A creature can ask you for a wish , which you can grant as a reaction . A creature can ask you for power, protection, or insight. A creature that asks for power gains advantage on the next attack roll that they make. A creature that asks for protection either causes the next attack against it to have disadvantage or them to have advantage on the next saving throw they make, whichever comes first. A creature asking for insight has advantage on the next ability check that they make. If not used, these gifts last for 1 minute. A creature can normally ask for one wish a day without any repercussion, but if you grant more than one wish to a creature before it completes a long rest, it gains 1 level of exhaustion . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The half-djinn makes two attacks; one with each hand or simple or martial weapon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Flame Tongue \n'b' Small construct , unaligned \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 31 (9d6) \n'b' Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 10 (+0) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 \n'b' Damage Resistances fire \n'b' Damage Immunities poison, psychic \n'b' Condition Immunities blind, charmed , deafened , frightened , paralyzed , petrified , poisoned \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The flame tongue is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the flame tongue must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' False Appearance . While the flame tongue remains motionless and isn\xe2\x80\x99t flying, it is indistinguishable from a normal sword. \n'b' Magic Weapons . The flame tongue\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage and 7 (2d6) fire damage. \n'b' Frenzy (1/Day) . The animated flame tongue strikes out in a series of wild attacks against a single creature. The animated flame tongue makes three longsword attacks against a single target. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry and Riposte . The animated flame tongue adds 3 to its AC against one melee attack that would hit it. If the attack misses, the animated flame tongue can make one melee attack against the attacker if it is within reach. \n'b'\n'b' ABOUT \n'b' Flourishing Blades . Infused with arcane life, animated flame tongues dance through the air leaving trails of embers behind them as they seek foes to slay. Animated flame tongues fight with the skill of a seasoned duelist. \n'b' Honorbound . Animated flame tongues can be created in many ways, but the most common way is when a magical sword\xe2\x80\x99s attuned wielder is killed with magical fire. The sword becomes mobile and semi-sentient, seeking to defeat those who killed its master, and anyone who uses magic to destroy life. This makes animated flame tongues a particular risk to those who wield magic. \n'b' Constructed Nature . An animated flame tongue doesn\xe2\x80\x99t require air, food, drink, or sleep. The magic that animates an animated flame tongue is dispelled when the construct drops to 0 hit points . An animated flame tongue reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. \n'b'\n'b' DC 10 Intelligence ( Nature ) : The animated flame tongue is resistant to fire damage. \n'b' DC 15 Intelligence ( History ) : An animated flame tongue\xe2\x80\x99s attacks are magical. \n'b' DC 20 Intelligence ( Arcana ) : An animated flame tongue can be rendered incapacitated by the dispel magic spell.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gerhit \n'b' Medium humanoid (human), chaotic evil \n'b' Armor Class 17 (+1 studded leather) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 28 (+4) CON: 44 (+2) INT: 21 (+0) WIS: 00 (+0) CHA: 00 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Int +3 Skills Deception +6, Perception +6, Sleight of Hand +10 Senses passive Perception 16 Languages Common, Khemitian Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cunning Action . Gerhit can take a Dash , Disengage , or Hide action as a bonus action on each of his turns in combat. \n'b' Evasion . When Gerhit is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. \n'b' Fast Hands . Gerhit can use the bonus action granted by his Cunning Action to make a Dexterity ( Sleight of Hand ) check, use his thieves\xe2\x80\x99 tools to disarm a trap or open a lock, or take the Use an Object action. \n'b' Second-Story Work . Climbing does not cost Gerhit extra movement. In addition, when Gerhit makes a running jump , the distance he covers increases by 4. \n'b' Sneak Attack . Gerhit can deal an extra 4d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or ranged weapon. He doesn\xe2\x80\x99t need advantage on the attack roll if another enemy of the target is within five feet of it, that enemy isn\xe2\x80\x99t incapacitated , and Gerhit doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Uncanny Dodge . When an attacker that Gerhit can see hits him with an attack , he can use his reaction to halve the attack \xe2\x80\x98s damage against him. \n'b'\n'b' ACTIONS \n'b'\n'b' +1 Dagger . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d4 + 5) piercing damage. \n'b' +1 Shortsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Hand Crossbow . Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b'\n'b' ACTIONS \n'b' +1 studded leather, +1 shortsword, +1 dagger, potion of haste , potion of greater healing , 1,200 sp (under pallet where he sleeps). \n'b' ABOUT \n'b' Gerhit is a follower of Sebk. Because he provides an excuse for Shenau to be in the village, and because his son serves as a useful spy, Gerhit gets a fair sum from the chief. He has no love for anyone other than himself, including his own son Hep-thait, whom he finds annoying at best but useful as a tool. Gerhit is rather cowardly, and in a tight situation either runs away or surrenders \xe2\x80\x93 if he thinks that by doing so he\xe2\x80\x99ll save his skin.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gerridae \n'b' Large fey , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 76 (9d10 + 27) Speed 40 ft., swim 80 ft. (20 ft. when walking on land)\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 17 (+3) INT: 2 (-4) WIS: 13 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x94 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Bred to the Saddle . The gerridae can\xe2\x80\x99t be charmed or frightened while it has a rider. \n'b' Water Bound . For every hour the gerridae spends on dry land, its hp maximum is reduced by 2 (1d4). \n'b' Water Walker . The gerridae can move across the surface of water as if it were harmless, solid ground. This trait works like the water walk spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gerridae makes one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' This large water-striding insect resembles a strange cross between a camel and a wingless, long-legged locust. A large hollow in the small of its back holds enough space for a rider. \n'b' Elvish Water Steeds . Known by their Elvish name, these large fey water striders were enchanted and bred by the elves in ages past, when their explorers roamed the world. Elven mages started with normal water striders and\xe2\x80\x94through elaborate magical procedures and complex cross-breeding programs\xe2\x80\x94transformed the mundane water striders into large, docile mounts. They can cross large bodies of water quickly while carrying a humanoid rider, even in windy conditions. \n'b' Fond of Sweet Scents . Gerridae can sometimes be distracted by appealing scents, such as from apple blossoms or fresh hay. They are also fond of raw duck and swan.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghaggurath \n'b' Gargantuan aberration , neutral evil \n'b' Armor Class 12 Hit Points 252 (24d10 + 120) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 20 (+5) INT: 16 (+3) WIS: 30 (+10) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +11, Wis +16, Cha +13 Skills Arcana +9, Insight +16, Nature +9, Perception +16, Persuasion +13 Damage Resistances acid, cold, fire, thunder; bludgeoning, piercing and slashing damage from non-magical attacks Condition Immunities charmed , grappled , prone Senses darkvision 120 ft., passive Perception 26 Languages Abyssal, Common, Giant, Goblin , Infernal, Terran, Undercommon; telepathy 100 ft. Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aberrant Ground . The ghaggurath in a 10-foot radius around the mouther is doughlike difficult terrain . Each creature that starts its turn in that area must succeed on a DC 19 Strength saving throw or have its speed reduced to 0 until the start of its next turn. \n'b' Create Thrall . A victim whose Wisdom score is reduced to 0 from the ghaggurath\xe2\x80\x99s poison is automatically dominated (as a dominate monster spell). This effect lasts until the thrall worm is removed and at least 1 point of Wisdom is restored. The ghaggurath does not have to concentrate each day to maintain this effect, and a dominated creature does not receive a save to break the effect. If the ghaggurath is slain, any thrall under its command falls unconscious and remains so until the thrall worm is removed and at least 1 point of Wisdom is restored. \n'b' Legendary Resistance (3/Day) . If the ghaggurath fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The ghaggurath has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Ghaggurath\xe2\x80\x99s weapon attacks are magical. \n'b' Thrall Worm Poison . The target exposed to this poison must make a DC 19 Constitution saving throw or become poisoned for 1 hour. While poisoned the target loses 1d6 Wisdom points per round. The target may repeat the saving throw at the end of its turn. It takes two consecutive successful saving throws to end the poison effect. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ghaggurath makes eight bite attacks \xe2\x80\x93 but no two attacks against the same target. It may replace up to 4 bite attacks with a Spit Thrall Worm attack instead. \n'b' Bite . Melee Spell Attack : +16 to hit, reach 20 ft., one creature. Hit : 23 (3d8 + 10) piercing damage. If the target is Huge or smaller, it must succeed on a DC 18 Strength saving throw or be forced prone . If the target is killed by this damage, it is absorbed into the ghaggurath. The target is also exposed to Thrall Worm Poison. \n'b' Spit Thrall Worm . The ghaggurath ejects a fleshy worm approximately 1 foot long, called a thrall worm, at a single target to a range of 50 feet. The worm hits and bites the target if it fails a DC 16 Dexterity saving throw. When a thrall worm strikes a target, it quickly burrows into the target\xe2\x80\x99s body. This worm can safely be removed with a successful DC 25 Wisdom ( Medicine ) or by the application of any healing or restoration spell; otherwise removing the worm deals an extra 1d6 points of damage to the target. After 1d4 rounds, the worm works its way so deep into the target\xe2\x80\x99s body that it can only be removed by cutting open the area (dealing 1d8 points of damage to the victim) before attempting a Wisdom ( Medicine ) or casting a healing spell. Once a worm is removed from its host, it dies. Any effect that removes disease destroys the worm. As long as a thrall worm remains inside a target, the target cannot heal the Wisdom damage dealt by the ghaggurath\xe2\x80\x99s poison. A creature can only ever have one thrall worm inside it at one time; it can however be attacked and bitten by multiple thrall worms.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghast of Leng \n'b' Large aberration , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 127 (17d10 + 34) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 17 (+3) CON: 14 (+2) INT: 4 (-3) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +4, Wisdom +1 Skills Perception +1 Damage Vulnerabilities radiant Damage Resistances cold Senses darkvision 120 ft., passive Perception 11 Languages Void Speech Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Blood Frenzy . The ghast of Leng has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hp . \n'b' Keen Smell . The ghast of Leng has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b'\n'b' About \n'b' A maddened, earnest expression sits on the creature\xe2\x80\x99s sickening approximation of a noseless human face that slopes down smoothly from the brow into a long, wrinkled neck. The torso of the creature is human-like as well but with sagging grey skin covered in bumps and knots like a toad. Its forelimbs end in splayed-out, curved claws, but its hind limbs are jointed like a hare, ending in sharp-looking hooves. \n'b' Subterranean Carnivores . The ghasts of Leng are malevolent predators, willing to eat anything that moves. These foul creatures hunt in packs, bounding after their prey and tearing it to pieces among themselves with their claws, teeth, and sharp hooves. In the frenzy of feeding, it is not uncommon for one of the ghasts to be torn apart and consumed as well. \n'b' From Across the Void . Subterranean creatures from the mysterious Plateau of Leng, where they primarily prey upon the fearsome gugs deep underground, the ghasts of Leng have spread across the darkened caverns of many worlds by some mysterious means. They are incapable of withstanding sunlight and keep themselves to the dark caverns in the earth. \n'b' Sunlight Hypersensitivity . The ghast of Leng takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghast of Leng, Greater \n'b' Large aberration , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 153 (18d10 + 54) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 19 (+4) CON: 16 (+3) INT: 12 (+1) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +3 Damage Vulnerabilities radiant Damage Resistances bludgeoning, cold Senses darkvision 60 ft., passive Perception 10 Languages Void Speech Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Blood Frenzy . The greater ghast of Leng has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hp . \n'b' Command Ghasts of Leng . As a bonus action, the greater ghast of Leng commands a ghast of Leng within 30 feet of it to make one attack as a reaction against a creature the greater ghast attacked this round. \n'b' Keen Smell . The greater ghast of Leng has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Sunlight Hypersensitivity . The greater ghast of Leng takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b' About \n'b' The creature has a maddened expression on its almost featureless face. Its vaguely humanoid body is covered in lumpy, grayish-green skin, and its head sits on a long neck. Its long arms end in vicious claws, and it stands on sharp hooves. \n'b' Leaders of Carnivores . Ghasts of Leng who claw their way up, surviving rounds of feeding frenzies, become greater ghasts. They are stronger, tougher, and usually taller than their peers, who look to them for leadership. \n'b' The greater ghasts of Leng do not, however, provide structured leadership. Instead, they chaotically direct flow of their hungry kin, pointing out prey and keeping the lesser ghasts in line. They are, in essence, the biggest bullies in a pack of scavenger bullies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghast Warlord \n'b' Medium undead , chaotic evil \n'b' Armor Class 18 (plate armor) Hit Points 187 (26d8 + 104) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 19 (+4) CON: 19 (+4) INT: 15 (+2) WIS: 17 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Int +7, Wis +8 Skills Insight +8, Perception +8, Persuasion +6 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 18 Languages Abyssal, Common Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Keen Smell . The warlord has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Legendary Resistance (3/Day) . If the warlord fails a saving throw, it can choose to succeed instead. \n'b' Stench . Any creature that starts its turn within 15 feet of the warlord must succeed on a DC 18 Constitution saving throw, or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the warlord\xc2\x92s Stench for 24 hours. \n'b' Turning Rage . If the warlord succeeds on a saving throw against an effect that turns undead , it falls into a frenzy until the end of its next turn. While frenzied, the warlord has advantage on attack rolls and saving throws against being charmed or frightened and effects that turn undead . \n'b' Actions \n'b' Multiattack . The warlord makes four attacks: one with its bite, one with its claws, and two with its longsword. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one creature. Hit : 18 (3d8 + 5) piercing damage. \n'b' Longsword . Melee Weapon Attack : +10 to hit, reach 5 ft., one creature. Hit : 9 (1d8 + 5) slashing damage. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) slashing damage. If the target is a creature other than an elf or undead , it must succeed on a DC 16 Constitution saving throw, or be paralyzed 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. \n'b' Legendary Actions \n'b' The warlord can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. The warlord regains spent legendary actions at the start of its turn. \n'b' Attack . The warlord makes a longsword attack . \n'b' Coordinated Assault . The warlord, or one of its ghoul or ghast allies within 60 feet that can see or hear it, moves up to its speed. The warlord can\xe2\x80\x99t choose the same creature to move more than once between its turns. \n'b' Claw (Costs 2 Actions) . The warlord makes a claw attack . \n'b' About \n'b' Particularly intelligent ghasts can amass quite a following of lesser ghouls, and often intentionally breed exotic strains. These warlords often hold delusions of grandeur, taking over castles, or complexes of ruins, as their lair. \n'b' Eternal life . It is a lofty goal, one sought by many. Few, however, possess the ability to achieve it, and fewer still are willing, desperate, or mad enough to pay the price. Those few who do may, through various roads, attain lichdom. \n'b' Liches hold an almost-legendary status in common myth, like dragons , as beings so far outside the average experience that they may as well not exist, so small are the chances of ever encountering one. While stories of eternal monarchs ruling as gods on earth may have their roots in the occasional lich who takes an interest in human affairs, they could just as likely be spun from the propaganda of some forgotten empire. Destroying a phylactery (or something resembling a phylactery in all but name) is a common quest for heroes of legend though, rather than the blood and ritual scrolls of reality, said item might contain the creature\xc2\x92s still-beating heart, or something similarly fanciful.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghastly Siphon \n'b' Medium undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 67 (9d8 + 27) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft. passive perception 13 Languages understands but cannot speak the languages it knew in life Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Detect Life . The ghastly siphon can magically sense the presence of living creatures up to five miles away. While the siphon knows the general direction of the creature, it cannot sense its exact position. \n'b' Sunlight Sensitivity . While in sunlight, the ghastly siphon has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Unusual Nature . A ghastly siphon doesn\xe2\x80\x99t require air, food, drink, or sleep . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The siphon makes two attacks: one with its Tail and one its with Draining Bite. \n'b' Tail . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 16 (3d8 + 3) bludgeoning damage. If the ghastly siphon isn\xe2\x80\x99t already constricting a creature, the target is grappled (escape DC 14) and restrained until the grapple ends. \n'b' Draining Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b'\n'b' ABOUT \n'b' A ghastly siphon is the Undead remnants of Humanoid creature who has been killed unexpectedly. The shock of their death so enrages the spirit of the deceased that a portion of their soul is bound to the spot in the material world where they died. This undead creature remains tethered to the spot of their death, lashing out angrily at all living creatures that pass by. The ghastly siphon, obsessed with dreams of returning to life, drains the life force from its prey in a fruitless effort to rejoin the living. \n'b' A ghastly siphon does not resemble the form it held during its life in any way. These beings are corporeal in form, but only just. They take on a shimmering, smoky form of a two-legged creature with a long tail. The ghastly siphon has no arms, instead using its nimble tail to drag victims to its gaping maw. \n'b' Bound by Rage A siphon\xe2\x80\x99s rage serves as an anchor, binding them not only to the plane of the living but also to the spot where their death occurred. A ghastly siphon cannot venture more than 5 miles from the location of their demise. \n'b' The permanent connection a siphon has with the place where their death occurred only fuels their rage. \n'b' Obsessed With Life A ghastly siphon has a single-minded focus on recovering the life they once held. They are deeply jealous of the living, aggressively hunting and feeding on the life force of any creature who crosses their paths. \n'b' Because these spirits cannot transform into a living being, their thirst for the life energy of other beings can never be satiated. The ghastly siphon ensnares foes with its tail before draining their life force with a powerful bite. A bite from a ghastly siphon is not dangerous only to its prey; as the victim of the bite grows weaker, the siphon grows in power.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cursed Ghast \n'b' Family: Ghasts \n'b' Medium undead , neutral evil \n'b' Armor Class 13 \n'b' Hit Points 36 (8d8) \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 10 (+0) INT: 11 (+0) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances necrotic \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , exhaustion , poisoned \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages Common \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sunlight Hypersensitivity . While in sunlight, the cursed ghast has disadvantage on attack rolls, ability checks, and saving throws, and it takes 11 (2d10) radiant damage at the start of each of its turns. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cursed ghast makes one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed 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.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Brain in a Jar \n'b' Family: Clockwork \n'b' Small undead , neutral evil \n'b' Armor Class 15 ( mage armor ) Hit Points 77 (14d8 + 14) Speed 0 ft., fly 20 ft.\n'b' STATS STR: 1 (-5) DEX: 15 (+2) CON: 13 (+1) INT: 18 (+4) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +8, Deception +8, Insight +6, Persuasion +8 Damage Resistances psychic Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common, Deep Speech, telepathy 100 ft. Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The brain in a jar\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : command , mage hand \n'b' 1/day : dominate person , suggestion , telekinesis \n'b'\n'b' ACTIONS \n'b'\n'b' Telekinetic Projectile . Ranged Weapon Attack : +8 to hit, range 120 ft., one target. Hit : 11 (2d6 + 4) bludgeoning, piercing, or slashing damage. The brain in a jar hurls a nearby object at the target; the type of damage depends on what the object is (GM\xe2\x80\x99s discretion). \n'b' Psychic Strike . Ranged Spell Attack : +8 to hit, range 60 ft., one target. Hit : The brain in a jar can choose one of the following effects, with the target allowed a DC 16 Wisdom saving throw.\n'b'\n'b'\n'b' Ego Whip : The target cannot take bonus actions or reactions and has disadvantage on Intelligence and Charisma checks and saving throws for 1 minute if it fails its saving throw, or 1 round on a successful save. The target can attempt a new saving throw each round at the end of its turn to end the effect. \n'b' Id Insinuation : The target is confused (as a confusion ) spell for 1 minute. The target can attempt a new saving throw each round at the end of its turn to end the effect. \n'b' Inflict Pain : The target is treated as if poisoned for 1 minute on a failed save or has disadvantage on attack rolls for 1 round on a success. The target can attempt a new saving throw each round at the end of its turn to end the effect; disadvantage from the poisoned condition does not affect this saving throw. This affects living creatures immune to poison but has no effect on creatures immune to psychic damage or immune to being charmed or frightened . \n'b' Mental Block : The target\xe2\x80\x99s access to its trained skills and memories is lost for 1 round on a failed saving throw. Each round thereafter at the beginning of its turn, the target can attempt a new saving throw. The effect ends on a success; if failed, the effect persists for 1 more round (maximum 1 minute). While affected by the mental block, the target\xe2\x80\x99s its proficiency bonus is reduced to 0 for all purposes other than saving throws and it cannot use feats or cast spells or activate magic items or use other magical abilities. \n'b' Mind Thrust : The target takes 22 (5d8) psychic damage, or half as much on a successful save. \n'b'\n'b' Unliving Master (Recharge after Long Rest) . The brain in a jar can command up to 14 Hit Dice of undead creatures or constructs within 30 feet, though none can have more than 7 Hit Dice. These creatures can resist its control with a DC 16 Wisdom saving throw. If failed, they are charmed by the brain in a jar for 7 days. Creatures with Intelligence 5 or greater can attempt a new saving throw after 24 hours and every 24 hours thereafter to end this effect. The brain in a jar can attempt to control new undead or constructs; if it succeeds and this would bring the total Hit Dice of controlled creatures over 14, it can end the charm for one or more previously controlled creatures to bring the total to 14 or less. Creatures the brain in a jar controls are connected to it by a telepathic bond , even if their Intelligence is 2 or lower. \n'b'\n'b' ABOUT \n'b' These vile creatures are hideous mental monstrosities preserved beyond death in exotic alchemical solutions in containers of glass and crystal, with eldritch energies giving animation and awareness to deceased cerebral tissue. Their mental powers are considerable, though their physical remains are scarcely able to move encased as they are within their jars. Their minds retain considerable psychic potency, building on any they possessed in life but also unlocking psychic potential that may have gone untapped in their mortal years. The process is highly traumatic in any event, the stress leaving the creature\xe2\x80\x99s mental matrix fractured, hateful, and unstable. They work through minions whenever possible but lash out with telepathic and telekinetic fury when their plans are thwarted.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghast, Mold-Covered \n'b' Family: Ghasts \n'b' Medium undead , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 99 (18d8 + 18) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 17 (+3) CON: 12 (+1) INT: 7 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, Halfling, Thieves\xe2\x80\x99 Cant Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brown Mold Growth . The mold growing on the ghast feeds on warmth, drawing heat from anything around it. Any creatures that starts its turn within 5 feet of the ghast take 10 (3d6) cold damage. Fire brought within 5 feet the ghast causes the brown mold patch to instantly double in size , effectively covering an adjacent 5-foot-square. Cold damage, such as from a ray of frost , instantly destroys the brown mold. \n'b' Stench . Any creature that starts its turn within 5 feet of the mold-covered ghast must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature\xe2\x80\x99s next turn. On a successful saving throw, the creature is immune to the stench of the ghoul for 24 hours. \n'b' Turning Defiance . The mold-covered ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mold-covered ghast makes two attacks: one with its bite, and one with its claws. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed 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.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghillie Dubh \n'b' Medium celestial , lawful good \n'b' Armor Class 13 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft., climb 20 ft., swim 20 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 14 (+2) INT: 12 (+1) WIS: 19 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6, Cha +5 Skills Nature +3, Perception +6, Stealth +3, Survival +8 Damage Resistances cold, radiant Damage Immunities poison Condition Immunities poisoned Senses passive Perception 16 Languages Celestial, Common, Sylvan, telepathy 60 ft. Challenge 1 (200 XP) \n'b' Special Traits \n'b' Forest Camouflage . The ghillie dubh has advantage on Dexterity ( Stealth ) checks made to hide in forest terrain. \n'b' One with the Trees . If the ghillie dubh has spent at least 24 hours in a forest, it has advantage on Wisdom ( Perception ) checks while in that forest. In addition, it can spend 10 minutes focusing its attention on the forest and an invisible, sapling-shaped sensor anywhere in its forest within 1 mile of it. It can see and hear everything within 60 feet of this sensor, but it is deaf and blind with regard to its own senses while doing so. The sensor lasts for 1 minute or until the ghillie dubh dismisses it (no action required). \n'b' Speak with Beasts and Plants . The ghillie dubh can communicate with beasts and plants as if they shared a language. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage. \n'b' Forest Knowledge (Recharge 6) . The ghillie dubh can alter nearby creatures\xe2\x80\x99 knowledge of the forest, choosing one of the following. An effect lasts for 24 hours, until the creature leaves the ghillie dubh\xe2\x80\x99s forest, or until the ghillie dubh dismisses it as a bonus action. \n'b' Remove Knowledge . Each creature within 30 feet of the ghillie dubh must succeed on a DC 13 Charisma saving throw or become hopelessly lost in the ghillie dubh\xe2\x80\x99s forest. The creature has disadvantage on Wisdom ( Survival ) checks and takes 50 percent more time on overland travel, even delaying clearheaded companions. \n'b' Share Knowledge . Each creature within 30 feet of the ghillie dubh has advantage on Wisdom ( Survival ) checks. The creature can move at a fast pace through forest terrain, and difficult terrain composed of nonmagical plants doesn\xe2\x80\x99t cost it extra movement. \n'b' About \n'b' This bipedal creature seems to be a humanoid-shaped mound of leaves and moss given life. Dark pits in its head resemble empty eye sockets. \n'b' Protectors of the Lost . Ghillie dubhs hail from good-aligned arboreal planes. There, they guide visitors through the sometimes-confounding landscape. They often rescue those who incidentally succumb to the peaceful nature of planar woodlands and might otherwise perish. However, they find their services more useful on the Material Plane where nature is generally more unforgiving. Their desire to help mortals leads them to more extreme climates, with a strong preference for colder weather. Ghillie dubhs find lost travelers and guide these unfortunates to safe places. If a traveler impresses a ghillie dubh with knowledge or a desire for knowledge about the forest, the ghillie dubh gifts the traveler with some of its knowledge. \n'b' Punishment of Transgression . Likewise, a ghillie dubh expects visitors to the area it oversees to be respectful of the land. Ghillie dubhs lecture mild violators and briefly use nature to inconvenience them, such as by covering paths or removing tracks. More heinous acts-like wantonly slaughtering animals or setting trees ablaze-are met with physical retaliation. \n'b' Part of the Forest . Ghillie dubhs take on characteristics of the forests they call home to blend in seamlessly with the trees and other plants. They can listen to subtle variations in the trees\xe2\x80\x99 movements to receive early warning about attacks, and they can turn their attention to any part of the forest to ensure no harm is coming to an area.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Acalica \n'b' Tiny fey , neutral \n'b' Armor Class 18 Hit Points 32 (13d4) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 2 (-4) DEX: 20 (+5) CON: 10 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7 Senses passive Perception 14 Languages Common, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The acalica\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dancing lights , detect evil and good , detect thoughts , druidcraft, invisibility (self only) \n'b' 1/day each : confusion , dispel magic , gust of wind , phantasmal force, sleep , sleet storm , wind wall \n'b' 1/week each : control weather , wind walk \n'b'\n'b' Glimmer . The acalica is invisible when looked at directly. It can only be seen out of the corner of the viewers eye unless the acalica decides otherwise. Attack rolls against the acalica have a -1d4 penalty. \n'b' Magic Resistance . The acalica has advantage on saving throws against spells and other magical effects. \n'b' Weathervane . The acalica can predict the weather for the next 24 hours with 100 percent accuracy. Their coloring also reflects the current weather pattern and hints at the forecast as well. For example, on a hot day but with rain the following day, he will appear reddish/orange with blue/green wings and cap. \n'b'\n'b' ACTIONS \n'b'\n'b' Sky-Bolt . Ranged Spell Attack : +4 to hit, range 90 ft., one target. Hit : 12 (3d6 + 2) energy damage. The acalica can determine the damage type as part of the attack which can be cold, lightning or thunder. This attack does an additional 7 (2d6) damage if the target could not see the acalica when the attack hits. \n'b'\n'b' REACTIONS \n'b'\n'b' Glimmer Man . When an attack misses the acalica he may become invisible until the end of his next turn or until he attacks. \n'b'\n'b' ABOUT \n'b' These small fey resemble a wizened old men that live on the high mountains and dry plateaus of their homelands. Some dress simply in bits of leaves, fur, and scraps of discarded fabric, while others wear more elaborate clothing in the style of the cultures of the high mountains and dry plateaus, including caps, jackets, and robes intricately woven and beaded in decorative patterns. They have diaphanous latticework wings resembling those of a dragonfly but they keep to themselves and out of sight, preferring privacy to interacting with mortals. While they prefer to dwell in caves, they have considerable magical power to influence the weather of the lands above, and the colors of their wings can shift and shimmer in harmony with changing seasons and temperature. They sometimes reveal themselves to druids and hedge witches who honor nature and study the shifting skies and seasons.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Bearskin Rug \n'b' Family: Animated Objects \n'b' Large construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 65 (10d10 + 10) Speed 20 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 12 (+1) INT: 1 (-5) WIS: 3 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The bearskin rug is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the rug must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Damage Transfer . While it is grappling a creature, the bearskin rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. \n'b' False Appearance . While the bearskin rug remains motionless, it is indistinguishable from a normal bearskin rug. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The animated bearskin rug makes two attacks: one with its bite and one with its claws. It can use its Envelop in place of its claw attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target not grappled by the bearskin rug. Hit : 11 (2d6 + 4) slashing damage. \n'b' Envelop . Melee Weapon Attack : +6 to hit, reach 5 ft., one Medium or smaller creature. Hit : The creature is grappled (escaped DC 14). Until this grapple ends, the target is restrained , and the rug can\xe2\x80\x99t envelop another target. \n'b' Menacing Roar (Recharge 6) . The bearskin rug lets out a hideous, supernatural howl. Each creature within 20 feet of the rug that can hear the roar must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature frightened this way must spend its turns trying to move as far away from the rug as it can. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there\xe2\x80\x99s nowhere to move, the creature can use the Dodge action. At the end of each of its turns and when it takes damage, the creature can repeat the saving throw, ending the effect on itself on a success. \n'b' Alternate Critical (Source: Monster Crits for 5e) . When the bearskin rug scores a critical hit, it doesn\xe2\x80\x99t deal extra damage. Instead, it grapples the target (escape DC 14) the creature it has grappled takes all damage that would be dealt to the bearskin rug. This lasts until the end of the bearskin rug\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' A shaggy rug made from the skin of a bear suddenly rises up like a billowing sheet. The head snaps its jaws and the whole thing lunges forward, flat and threatening. \n'b' Animated bearskin rugs are exactly what their name suggests: bearskin rugs given life by magic. \n'b' Inn Protection . Inns and hunting lodges in remote locations often hire mages to make animated bearskin rugs. The rugs serve as seemingly harmless decorations that can instantly turn into guardians to drive away burglars, or into bouncers to break up bar fights. \n'b' Bearserk . There are rare cases of animated bearskin rugs suddenly going berserk and refusing to follow the commands of their masters. It is unknown what triggers such violence in the constructs. Berserk rugs need to be put down swiftly, as they attack any creature they notice. \n'b' Construct Nature . An animated bearskin rug doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghole \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 20 (natural armor) \n'b' Hit Points 165 (19d8 + 76) \n'b' Speed 40 ft., burrow 10 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 19 (+4) INT: 10 (+0) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +7 \n'b' Senses darkvision 60 ft., passive Perception 16 \n'b' Languages Common \n'b' Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bolster Disease . Any creature that contracts Flesh Rot from a ghole is cursed. The creature has disadvantage on saving throws against Flesh Rot and any diseases the creature had when the curse was contracted. Flesh Rot. A ghole\xe2\x80\x99s natural attacks transmit flesh rot. A creature afflicted with this disease has disadvantage on Charisma checks and vulnerability to all damage. At the end of each of the target\xe2\x80\x99s turns, it must make a DC 16 Constitution saving throw. After failing three of these saving throws, the disease\xe2\x80\x99s effects last for 1 week, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the disease ends. Constructs and undead are immune to Flesh Rot. \n'b' Immunity to Disease . Gholes are immune to all forms of disease. Inured to Undeath. Gholes have resistance to necrotic damage caused by undead and are immune to having their maximum hit points reduced by an undead. Savage the Sick. A ghole has advantage on attacks against a creature that is diseased. Scent Sickness. The ghole senses any diseased creature within 30 feet, with the benefits of blindsense. \n'b' Sneak Attack (1/ Turn ) . The ghole deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the ghole that isn\xe2\x80\x99t incapacitated and the ghole doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Swift . A ghole can use a bonus action to Attack (one weapon attack only), Dash , Dodge , or Hide . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ghole attacks twice: once with its bite, and once with its claws. \n'b' Bite. (Ghole Form Only) . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (3d6+4) piercing damage, plus the target must make a DC 16 Constitution saving throw. On a failed save, the creature has contracted Flesh Rot. Claws (ghole form only). Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8+4) slashing damage, plus the target must make a DC 16 Constitution saving throw. On a failed save, the creature has contracted Flesh Rot. Befouling Touch. Melee Spell Attack : +5 to hit, reach 5 ft., one target. Hit : The target must make a DC 16 Constitution saving throw. On a failed saving throw, the target is paralyzed for 1 minute. The target may make a new saving throw at the end of each of its turns, ending the effect on a success. As long as the target is paralyzed , any creatures other than a ghole that starts its turn must make a DC 16 Constitution saving throw; on a failure, that creaure is poisoned until the beginning of its next turn. \n'b' Hide from Undead (3/Day) . Undead treat the ghole as heavily obscured for 1 hour. If a ghole attacks or interacts with an undead, the effect ends for that undead. Prepare Corpse. The ghole can make halt decomposition, as the spell gentle repose , or the ghole can restore flesh to a skeleton . The restoration is sufficient to make a skeletal corpse eligible to be transformed into a zombie rather than a skeleton . The new flesh is rotten and not fit for eating for creatures other than by gholes. Shapechanger. The ghole can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ABOUT \n'b' The hulking form has a long, vulturelike neck ending in a head with a disgusting, one-eyed visage. Gholes are foul denizens of the wilderness that feed upon rotten meat. Their ability to restore flesh to even the most ancient of skeletal remains allows them to harvest flesh from ruins long forgotten by the living. Many gholes keep their favorite skeletons handy to repeat beloved meals, while others hoard ancient skeletons and savor the flavor of restored flesh in a grisly mockery of a gourmand\xe2\x80\x99s appreciation of well-aged wine or cheese. Many attempt to capture sick victims alive only to imprison them\xe2\x80\x94sepulchers or crypts make for favorite prisons\xe2\x80\x94so they perish of their sickness and thus provide the most delicious meal possible for the foul creature. A typical ghole is 6 feet tall and weighs 250 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gholle \n'b' Large undead , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 153 (18d10 + 54) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 16 (+3) INT: 13 (+1) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing damage made with nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, Common Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Carrion Stench . Any target other than the gholle that starts its turn within five feet of the gholle must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the target\xe2\x80\x99s next turn. On a successful saving throw, the gholle is immune to the Stench of all gholles for one hour. \n'b' Create Spawn . Any humanoid creature slain by the gholle rises as a ghoul within 1d6 hours. They are not under the command of the gholle that created them, nor do they retain any abilities or memories they did in life. \n'b' Magic Resistance . The gholle has advantage on saving throws against spells and other magical effects. \n'b' Paralyzing Gaze . When a creature that can see the gholle\xe2\x80\x99s eyes starts its turn within 30 feet of the gholle, the gholle can force it to make a DC 14 Wisdom saving throw if the gholle isn\xe2\x80\x99t incapacitated and can see the creature. On a failure, the creature is paralyzed for one minute. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the gholle until the start of its next turn, when it can avert its eyes again. If the creature looks at the gholle in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on the gholle are done at disadvantage. \n'b' Regeneration . The gholle regains 5 hit points at the start of its turn. The gholle is destroyed only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Turn Resistance . The gholle has advantage on saving throws against any effect that turns undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gholle makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 8 (1d6 + 5) slashing damage. \n'b'\n'b' ABOUT \n'b' Gholles are undead humanoids with the features of hyenas, gorillas, and humans. They often travel in mixed packs of ghouls and ghoul-like creatures and are the leaders of such packs if the gholle is the largest or strongest. Their hunched bodies are 12 feet tall, with gorilla-like faces and long hyena snouts. While most of their body is that of a rotting human corpse, their hands and feet are clearly bestial in nature, with sharp claws and tufts of hair.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghost Boar, Elder \n'b' Family: Ghost Boar \n'b' A hulking boar tosses its head and charges, fading in and out of existence as it moves. \n'b' Huge monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 104 (11d12 + 33) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 17 (+3) INT: 7 (-2) WIS: 12 (+1) CHA: 7 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages understands Common but can\xe2\x80\x99t speak it Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Charge . If the ghost boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 14 (4d6) slashing damage If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone . \n'b' Incorporeal Jaunt . As ghost boar. \n'b' Relentless (Recharges after a Short or Long Rest) . If the elder ghost boar takes 20 damage or less that would reduce it to 0 hp , it is reduced to 1 hp instead. \n'b' Spirit Conduit . When a creature dies within 30 feet of the ghost boar, its spirit can possess the boar, incapacitating the boar for up to 1 minute. During this time, the spirit is affected by the speak with dead spell, speaking through the ghost boar\xe2\x80\x99s mouth. \n'b' Actions \n'b' Multiattack . The elder ghost boar makes two tusk attacks. \n'b' Tusk . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) slashing damage. \n'b' Reactions \n'b' Ghostly Slip . When it is targeted by an attack or spell or is grappled or restrained , the ghost boar becomes momentarily incorporeal. It gains resistance to any damage that isn\xe2\x80\x99t force and ends any grappled or restrained conditions on itself. \n'b' About \n'b' Magical Creation . A magical experiment on a group of albino boars went awry, releasing the enormous beasts into the wild to proliferate. \n'b' Ghostly Form . Ghost boars earn their name from their ability to temporarily become incorporeal. When the ghost boar moves, it becomes ghostly and insubstantial, passing through obstacles as it charges its prey. \n'b' A Soul Depot . A strange side effect of the magical accident that created the ghost boar appears in the strongest of them: they are magnets for souls of the recently departed. The souls can use the meager spiritual magic of the ghost boar to communicate with those nearby.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghost Fey \n'b' Medium undead , neutral \n'b' Armor Class 11 Hit Points 45 (10d8) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 13 (+1) CON: 10 (+0) INT: 10 (+0) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 11 Languages Halat Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ethereal Sight . Priya can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . Priya can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'\n'b' ACTIONS \n'b'\n'b' Etherealness . The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b' Horrifying Visage . Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 \xc3\x97 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to this ghost\xe2\x80\x99s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. \n'b' Possession (Recharge 6) . One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn\xe2\x80\x99t deprive the target of awareness. The ghost can\xe2\x80\x99t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence , Wisdom , Charisma , and immunity to being charmed and frightened . It otherwise uses the possessed target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points , the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost\xe2\x80\x99s Possession for 24 hours afterwards.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghost Knight \n'b' Medium undead , lawful evil \n'b' Armor Class 17 (half plate) Hit Points 130 (20d8 + 40) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 8 (\xe2\x80\x931) WIS: 10 (+0) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Animal Handling +3, Perception +3, Stealth +5 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Locked Saddle . The ghost knight can\xe2\x80\x99t be forced prone , dismounted, or moved against its will while mounted. \n'b' Mounted Warrior . The ghost knight is rarely seen without its warhorse skeleton mount. The warhorse skeleton wears custom barding that raises its Armor Class to 15, and it has immunity to necrotic damage. While the ghost knight is mounted, its mount can\xe2\x80\x99t be charmed or frightened . \n'b' Necrotic Weapons . The ghost knight\xe2\x80\x99s weapon attacks are magical. When the knight hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack). \n'b' Spirited Charge . If the ghost knight moves at least 20 feet straight toward a creature while mounted and then hits with a Lance attack on the same turn, the ghost knight can use a bonus action to command its mount to make one melee weapon attack against that creature as a reaction . \n'b' Turning Defiance . The ghost knight and any undead within 30 feet of it have advantage on saving throws against effects that turn undead. \n'b' Undead Nature . The ghost knight doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ghost knight makes three Battleaxe or Lance attacks. If the ghost knight is mounted, it can make two Battleaxe or Lance attacks, and its mount can make one melee weapon attack. \n'b' Battleaxe . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 7 (2d6) necrotic damage. \n'b' Lance . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 9 (1d12 + 3) piercing damage plus 7 (2d6) necrotic damage. \n'b'\n'b' ABOUT \n'b' The skeleton\xe2\x80\x99s armor creaks as its decaying mount shifts and emits a ghostly whinny. The skeleton sets its lance, skulls dangling from the hilt, and charges. \n'b' Servants Beyond Death. Some orders of knighthood require service after death; ghost knights are one such group. \n'b' Both the willing and the conscripts enter the order as living men and women, and those who serve bravely and loyally for five years or more are \xe2\x80\x9craised up\xe2\x80\x9d into the ranks of the undead by their undead lords, becoming fully-fledged ghost knights. \n'b' Undead Mounts . To advance through the ranks of the order, the ghost knight accepts the blessing of undeath, which extends to its mount. Riding an undead warhorse (use the statistics of a warhorse skeleton), the ghost knight is a dangerous foe, spearing enemies with its lance and trampling foes under its mount\xe2\x80\x99s hooves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghost Knight Templar \n'b' Medium undead , lawful evil \n'b' Armor Class 18 (plate) Hit Points 127 (17d8 + 51) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 19 (+4) CON: 16 (+3) INT: 13 (+1) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +7, Cha +6 Skills Athletics +9, Animal Handling +7, Perception +7, Stealth +8 Damage Resistances cold, necrotic; bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 17 Languages Common Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the ghost knight templar is mounted and moves at least 20 feet straight toward a creature and then hits it with a shadow blade attack on the same turn, the target takes an extra 10 (3d6) slashing damage. \n'b' Incorporeal Movement . The ghost knight templar can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Turning Defiance . The ghost knight templar and any undead within 30 feet of it have advantage on saving throws against effects that turn undead. \n'b' Undead Nature . The ghost knight templar doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ghost knight templar makes three Shadow Blade attacks. \n'b' Shadow Blade . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage plus 10 (3d6) necrotic damage. \n'b' Stride of Damnation (Recharge 5\xe2\x80\x936) . The ghost knight templar moves up to its speed through its enemies. This movement doesn\xe2\x80\x99t provoke opportunity attacks. Each creature through which the templar passes must make a DC 16 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The templar can\xe2\x80\x99t use this action while mounted. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Ghostly Mount . The ghost knight templar can summon or dismiss a ghostly mount, mounting or dismounting it as part of this bonus action without spending movement. The mount uses the statistics of a warhorse skeleton , except it has the Incorporeal Movement trait, a flying speed of 60 feet, 40 hit points , and resistance to cold and necrotic damage and bludgeoning, piercing, and slashing damage from nonmagical attacks. If the mount is slain, it disappears, leaving behind no physical form, and the templar must wait 1 hour before summoning the mount again. \n'b'\n'b' ABOUT \n'b' Ghost knights were once living creatures who accepted the blessing of undeath and rose through the ranks of their dark kingdom\xe2\x80\x99s armies. \n'b' Some orders of knighthood require service after death; ghost knights templar are one such group. Both the willing and the conscripts entering the order as living men and women, and those who serve bravely and loyally for five years or more are \xe2\x80\x9craised up\xe2\x80\x9d into the ranks of the undead by their undead lords. They become fully-fledged ghost knights and are given an undead warhorse and a lance. \n'b' Champions of Evil . When a ghost knight makes its 113th kill with its lance, the slain victim\xe2\x80\x99s spirit fuses to the weapon. In a ceremony to promote the ghost knight to a templar, the order\xe2\x80\x99s priests and priestesses break the lance over an altar. The ghost knight and its horse then absorb the victim\xe2\x80\x99s spirit from the lance, transforming them into powerful creatures. \n'b' Flying Mounts . Ghost knight templars ride flying undead warhorses into battle. Their steeds are unusually intelligent and unwaveringly loyal to the templars. The magical bond between them allows the templar to summon or dismiss the mount whenever it needs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Abomination \n'b' Family: Clockwork \n'b' Large construct , lawful evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 76 (8d10 + 32) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 21 (+5) DEX: 12 (+1) CON: 18 (+4) INT: 10 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 Con +7 \n'b' Skills Athletics +8, Perception +3, Stealth +4 \n'b' Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Common, Infernal \n'b' Challenge 5 (1,800 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The clockwork abomination doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Explosive Infernal Power Source . When a clockwork abomination is destroyed, its infernal battery explodes. Each creature within 10 feet of the abomination must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren\xe2\x80\x99t being worn or carried. \n'b' Immutable Form . The clockwork abomination is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork abomination has advantage on saving throws against spells and other magical effects. \n'b' Unstoppable . Moving through difficult terrain doesn\xe2\x80\x99t cost the clockwork abomination extra movement, and its speed can\xe2\x80\x99t be reduced. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork abomination makes one Bite attack and one Slam attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) piercing damage plus 7 (2d6) fire damage. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Fire Breath (Recharge 5\xe2\x80\x936) . The clockwork abomination\xe2\x80\x99s infernal power source allows it to breathe fire in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The pile of debris and scrap on the ground suddenly rises, revealing a large insectoid form with smoke rising between the plates of its hide . Its many orange-yellow eyes shine like dim lanterns and reveal no hint of expression or intent. \n'b' Bound Devils . Clockwork abominations result from ill-considered attempts to bind lesser devils into clockwork or steam-driven constructs. The disciplines of devil -binding and engineering seemingly do not mix well, and the results are typically disastrous. Every now and then, however, something goes right, and a clockwork abomination is created. \n'b' Junk Collectors . Clockwork abominations are canny enough to collect bits of old wagons, tools, or machinery as camouflage. Motionless among such debris and with a deceptively long reach due to pistons in their limbs, they can surprise foes with a sudden attack . \n'b' Sadistic Machines . Malevolent in the extreme, these fiendish automatons are frustrated by the limits of their forms, and they delight in inflicting suffering on others. Constantly seeking to break free of their creators\xe2\x80\x99 control, the most they can be entrusted to do is serve as a guardian or to attack something.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghost Machine \n'b' Medium construct , neutral evil \n'b' Armor Class 20 (natural armor) \n'b' Hit Points 164 (20d8+80) \n'b' Speed 50 ft., fly 50 ft. (hover)\n'b' STATS STR: 22 (+6) DEX: 22 (+6) CON: 19 (+4) INT: 22 (+6) WIS: 10 (+0) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +6, Cha +4 \n'b' Skills Athletics +10, Investigation +7, Perception +6 \n'b' Damage Vulnerabilities lightning \n'b' Damage Resistances cold, fire, psychic, thunder; bludgeoning, piercing, and slashing \n'b' Damage Immunities disease, poison \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses darkvision 120 ft., passive Perception 16 \n'b' Languages Common \n'b' Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Density Control . The ghost machine can manipulate its density at will, turning as hard as diamond or incorporeal (or anywhere between) as a bonus action. While incorporeal the ghost machine takes no damage from nonmagical attacks and half damage from non-psychic energy damage. In addition, while incorporeal it can move through other creatures and objects as if they were difficult terrain . The ghost machine takes 5 (1d10) force damage if it ends this effect inside an object. While incorporeal the ghost machine\xe2\x80\x99s Strength score is reduced to 10. \n'b' Evasion . When the ghost machine makes a Dexterity saving throw to reduce the damage of a spell or attack , on a success it takes no damage and on a failure it takes half damage. \n'b' Hyper Intelligent . The ghost machine has advantage on Intelligence checks and saving throws, and it possesses a perfect memory able to recall any event it has witnessed. \n'b' Hyper Strength . The ghost machine has advantage on Strength checks and saving throws, and its carrying capacity is multiplied by 20 (6,600 pounds). \n'b' Legendary Resistance (3/Day) . If the ghost machine fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The ghost machine has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The ghost machine\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ghost machine attacks five times with any combination of unarmed strikes and energy beams. It can replace any two attacks with a Phasing Strike. \n'b' Unarmed . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 24 (4d8+6) bludgeoning damage. \n'b' Phasing Strike . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : The target makes a DC 18 Constitution saving throw with disadvantage or becomes incorporeal with the ghost machine. As a bonus action, the ghost machine can end the target\xe2\x80\x99s incorporeality, causing it to become corporeal while inside of an object and dealing 65 (10d12) force damage (escape DC 18). \n'b' Energy Beam . Ranged Weapon Attack : +12 to hit, range 100/500 ft., one target. Hit : 24 (4d8+6) force damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Instinctive Phase (Recharge 4\xe2\x80\x936) . When the ghost machine would be damaged by an attack or spell it can use its reaction to reduce density and turn incorporeal. \n'b'\n'b' ABOUT \n'b' There is practically nothing known about ghost machines save that they are terrifying in their precision, lethality, and persistence\xe2\x80\x94the first appearance of one of these automatons is rarely the last, and few realize when it returns until far too late.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghost of a Master \n'b' Medium undead , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 66 (12d8 + 12) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 13 (+1) INT: 11 (+0) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Wisdom +7 Skills Acrobatics +7, Stealth +7 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 14 Languages Common, Infernal Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Fists of Dark Flame (1/day). The ghost of a master wreaths its fists in flame. It deals an additional 7 (2d6) fire damage when it hits with its Unarmed Strikes for 1 minute. \n'b' Ethereal Sight . The ghost of the master can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The ghost of a master can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Actions \n'b' Multiattack . The ghost of a master makes three Unarmed Strikes. It can use its Flurry of Blows ability in place of one of the Unarmed Strikes. \n'b' Unarmed Strike . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) necrotic damage. \n'b' Flurry of Blows (3/day). Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) necrotic damage, and the target suffers one of the following effects of the ghost of a master\xe2\x80\x99s choice: The target must succeed on a DC 15 Dexterity saving throw or be knocked prone . The target must make a DC 15 Strength saving throw or be pushed up to 15 feet away from it. The target can\xe2\x80\x99t take reactions until the end of its next turn. \n'b' Etherealness . The ghost of a master enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b' Horrifying Visage . Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to this ghost\xe2\x80\x99s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. \n'b' Possession (recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost ; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn\xe2\x80\x99t deprive the target of awareness. The ghost can\xe2\x80\x99t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence , Wisdom , Charisma , and immunity to being charmed and frightened . It otherwise uses the possessed target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points , the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost\xe2\x80\x99s Possession for 24 hours after succeeding on the saving throw or after the possession ends.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghost Ship \n'b' Gargantuan construct , any alignment \n'b' Armor Class 15 (natural armor) Hit Points 507 (26d20 + 234) Speed 0 ft., swim 35 ft.\n'b' STATS STR: 20 (+5) DEX: 4 (-3) CON: 29 (+9) INT: 6 (-2) WIS: 22 (+6) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +12 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses blindsight 120 ft. darkvision 240 ft., passive Perception 22 Languages \xe2\x80\x93 Challenge 21 (33,000 XP) \n'b' Special Traits \n'b'\n'b' Crash . The ghost ship can move into another creature or object\xe2\x80\x99s space. If it does so, the target must make a DC 19 Dexterity saving throw, or take 88 (16d10) bludgeoning damage, and the ghost ship must succeed on a DC 15 Constitution saving throw, or take an amount of bludgeoning damage dependant on the target\xe2\x80\x99s size (see table below). If the target is Huge or larger, the ship must then end its movement; otherwise, the target is moved to the nearest unoccupied space and the ship can keep moving. It cannot crash into the same target more than once each turn. \n'b' Damage Threshold (20) . The ghost ship does not take damage from hits that deal a total of less than 20 damage each. \n'b' Deck . Huge or smaller creatures can occupy the ship\xe2\x80\x99s space, moving with the ship. While they\xe2\x80\x99re on deck, the ship cannot shake them off, make ranged attacks against them, or crash into them. \n'b' Legendary Resistance (3/Day) . If the ghost ship fails a saving throw, it can choose to succeed instead. \n'b' Phantom Crew . The ghost ship has advantage on Wisdom ( Perception ) checks. Additionally, the ghost crew has a Dexterity score of 20 (+5), which the ship uses for ranged weapon attacks. For all other purposes, the ship uses its own Dexterity score. The ship does not suffer disadvantage when making ranged attacks while within 5 feet of a hostile creature. \n'b' Misty Wake . The ghost ship is shrouded in a cloud of mist that extends 90 feet from its space. Creatures and objects within the mist are lightly obscured from any creature more than 30 feet away, and heavily obscured from any creature more than 60 feet away. If the ship is targeted by an effect that turns undead , the fog dissipates for one minute, even if the ship succeeds on its saving throw against the effect. \n'b' Sailing Movement . The ghost ship cannot use the Dash action. Further, it can only swim at the water\xe2\x80\x99s surface, like a regular ship. \n'b' Undead Weakness . If the ghost ship is targeted by an effect that turns undead , it must make a save against the effect. On a failed save, it is not turned, but is instead incapacitated until the end of its next turn. \n'b'\n'b' Size \n'b' Damage \n'b'\n'b' Medium or smaller \n'b' None \n'b'\n'b' Large \n'b'\n'b'\n'b' Huge \n'b'\n'b'\n'b' Gargantuan \n'b' 88 (16d10) \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ghost ship makes two mangonel attacks, and one ballista attack . In place of any number of these attacks, the ghost ship can make one melee attack each with its ghostly weapons against a creature in its space. It cannot make more than one attack with its ghostly weapons against the same target. \n'b' Ghostly Weapons . Melee Spell Attack : +8 to hit, reach 0 ft., one target in the ship\xe2\x80\x99s space, Hit: 20 (4d8 + 2) necrotic damage, or 11 (2d8 + 2) necrotic damage if the ship has half its hit points or less. \n'b' Mangonel . Ranged Weapon Attack : +11 to hit, range 200/800 ft., one target. Hit : 32 (5d10 + 5) bludgeoning damage. \n'b' Ballista . Ranged Weapon Attack : +11 to hit, range 120/480 ft., one target. Hit : 21 (3d10 + 5) piercing damage. \n'b'\n'b' Legendary Actions \n'b' The ghost ship can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. The ship regains spent legendary actions at the start of its turn. \n'b'\n'b' Full Speed . The ghost ship swims up to 15 feet. \n'b' Ballista . The ghost ship makes one ballista attack . \n'b' Multiattack . The ghost ship makes three cannon attacks. In place of any number of these attacks, the ghost ship can make one melee attack each with its ghostly weapons against a creature in its space. It cannot make more than one attack with its ghostly weapons against the same target. \n'b' Cannon . Ranged Weapon Attack : +11 to hit, range 600/2,400 ft., one target. Hit : 44 (8d10) bludgeoning damage. \n'b'\n'b' Legendary Actions \n'b'\n'b' Cannon . The ghost ship makes one cannon attack . \n'b'\n'b' Variant: Age of Sail Following the invention of cannons, naval artillery has become significantly more powerful. A ghost ship from this age is far more dangerous as a result. \n'b' An age of sail ghost ship has a Challenge rating of 24 (62,000 XP), swim speed of 45 ft., and replaces its multiattack, ballista and mangonel actions , and ballista legendary action, with the following:'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghost Whale \n'b' Huge undead , chaotic evil \n'b' Armor Class 8 Hit Points 230 (20d12 + 100) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 25 (+7) DEX: 7 (-2) CON: 20 (+5) INT: 7 (-2) WIS: 17 (+3) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Damage Resistances poison Condition Immunities poisoned Senses blindsight 120 ft., passive Perception 17 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Echolocation . The ghost whale can\xe2\x80\x99t use its blindsight while deafened . \n'b' Siege Monster . The ghost whale does double damage to objects and structures. \n'b' Sunlight Sensitivity . While in sunlight, the ghost whale has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turn Resistance . The ghost whale has advantage on saving throws against any effect that turns undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 29 (4d10 + 7) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the ghost whale. A swallowed creature has total cover against attacks and other effects outside the ghost whale. If the ghost whale dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement. \n'b' Sonic Wave (Recharge 2-3) . The ghost whale sings an eerie whale song in a 90-foot cone. Each creature in that area must succeed on a DC 16 Constitution saving throw or take 24 (7d6) force damage and be stunned 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. \n'b'\n'b' ABOUT \n'b' Swimming under the surface of the sea are enormous undead whales. Encountering one of the horrors can be one of the most terrifying moments for an adventurer. \n'b' Second Life . These whales have returned from the land of the dead with a vengeance. Ghost whales will target whalers and fisherfolk first. However, they will attack almost any ship and attempt to sink it. \n'b' Below the Surface . Ghost whales are one of the biggest creatures in the sea, usually about 100 feet long. Intelligent mammals like whales and dolphins can sense something is wrong with these grim creatures and avoid them. \n'b' Undead Nature . The ghost whale doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Book \n'b' Family: Animated Objects \n'b' Small construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 17 (5d6) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 11 (+0) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, frightened , paralyzed , petrified , poisoned Senses blindsight 30 ft. (blind beyond this radius), passive Perception 7 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Antimagic Susceptibility . The animated book is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the book must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' False Appearance . While the book remains motionless and isn\xe2\x80\x99t flying, it is indistinguishable from a normal book. \n'b' Flyby . The book doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Pack Tactics . The animated book has advantage on an attack roll against a creature if at least one of the book\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Cut . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghostflame \n'b' Tiny undead , chaotic evil \n'b' Armor Class 18 Hit Points 25 (10d4) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 26 (+8) CON: 10 (+0) INT: 11 (+0) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion , grappled , paralyzed , poisoned , prone , restrained , unconscious Senses darkvision 120 ft., passive Perception 12 Languages the languages it knew in life Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Ephemeral . The ghostflame can\xe2\x80\x99t wear or carry anything. \n'b' Incorporeal Movement . The ghostflame can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Nightmare Drain . As a bonus action, the ghostflame can target one sleeping or unconscious creature it can see within 5 feet. The target must succeed on a DC 11 Wisdom saving throw against this magic, or experience horrific nightmares, taking 7 (2d6) psychic damage. Additionally, the ghostflame regains a number of hit points equal to the damage dealt. A sleeping creature doesn\xc2\x92t wake up after taking damage from this ability. \n'b' Variable Illumination . The ghostflame sheds bright light in a radius of between 10 and 30 feet, and dim light in a radius of an equal number of feet. The ghostflame can change the radius as a bonus action. \n'b'\n'b' Actions \n'b'\n'b' Ignite . Melee Spell Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d8) fire damage. If the target is a creature, it must succeed on a DC 12 Wisdom saving throw, or catch fire. While on fire, a creature takes 4 (1d8) fire damage at the start of each of its turns. At the end of each of its turns, a burning creature can repeat the saving throw, ending the effect on itself on a success. The fire is ghostly in nature and can\xe2\x80\x99t be extinguished by water or mundane means. \n'b' Invisibility . The ghostflame, and its light, magically turn invisible until the ghostflame attacks or uses its Nightmare Drain. The ghostflame must concentrate to maintain its invisibility, like concentrating on a spell. \n'b'\n'b' About \n'b' Ghostflames form from the souls of those who died in intense fear . \n'b' To propagate, they psychically attack the sleeping and unconscious, forcing them to experience terrible \xc2\x96 and sometimes deadly \xc2\x96 nightmares. While they prefer to attack only in dreams, they can summon ethereal flames to engulf conscious targets, should they have to.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghostly Stagecoach \n'b' Huge construct , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 178 (17d12 + 68) Speed 40 ft., fly 40 ft. (hover)\n'b' STATS STR: 22 (+6) DEX: 8 (-1) CON: 19 (+4) INT: 2 (-4) WIS: 17 (+3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Dex +5 Skills Perception +8 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18 Languages understands Common, but can\xe2\x80\x99t speak Challenge 15 (13,000 XP) \n'b' Special Traits \n'b'\n'b' Legendary Resistance (3/Day) . If the stagecoach fails a saving throw, it can choose to succeed instead. \n'b' Runover . If the stagecoach moves at least 20 feet in a straight line, it can move through other Large or smaller creatures\xe2\x80\x99 spaces. Creatures whose space it moves through must succeed on a DC 17 Dexterity saving throw, or take 36 (8d8) bludgeoning damage and be knocked prone . On a successful save, the creature takes half as much damage and isn\xc2\x92t knocked prone . \n'b' Undead Weakness . If the stagecoach is targeted by an effect that turns undead , it must make a save against the effect. On a failed save, it is not turned, but is instead stunned until the end of its next turn. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The stagecoach makes three attacks: two with its phantasmal hooves and one with its phantasmal whip. \n'b' Phantasmal Hooves . Melee Spell Attack : +11 to hit, reach 10 ft., one target. Hit : 14 (4d6) necrotic damage. \n'b' Phantasmal Whip . Melee Spell Attack : +11 to hit, reach 15 ft., one target. Hit : 9 (2d8) necrotic damage. \n'b'\n'b' Legendary Actions \n'b' The ghostly stagecoach can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. The stagecoach regains spent legendary actions at the start of its turn. \n'b'\n'b' Whip . The stagecoach makes a phantasmal whip attack . \n'b' Ghostly Rush (Costs 2 Actions) . The stagecoach moves up to half its speed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghost (Storm Giant) \n'b' Family: Ghosts \n'b' Huge undead , chaotic good \n'b' Armor Class 16 (natural armor) Hit Points 272 (32d12 + 64) Speed fly 50 ft.\n'b' STATS STR: 7 (-2) DEX: 14 (+2) CON: 15 (+2) INT: 16 (+3) WIS: 20 (+5) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +8, Wisdom +10, Charisma +9 Skills Perception +10 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 20 Languages Auran, Common, Draconic, Giant Challenge 14 (11,500 XP) \n'b' Special Traits \n'b'\n'b' Ethereal Sight . The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The ghost can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Innate Spellcasting . The ghost\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , feather fall , levitate , light \n'b' 3/day each : control weather , water breathing Strength of the Titans. When attacking with the Mattock of the Titans, the ghost is filled with the strength of the titans, granting it a Strength score of 29 (+9) as when it was alive. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ghost makes two melee attacks . \n'b' Mattock of the Titans . Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 26 (4d6 + 12) piercing damage. \n'b' Withering Touch . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 30 (8d6 + 2) necrotic damage. \n'b' Etherealness . The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b' Horrifying Visage . Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 \xc3\x97 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to this ghost\xe2\x80\x99s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. \n'b' Possession (Recharge 6) . One humanoid that the ghost can see within 5 feet of it must succeed on a DC 18 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn\xe2\x80\x99t deprive the target of awareness. The ghost can\xe2\x80\x99t be targeted by any attack , spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence , Wisdom , Charisma , and immunity to being charmed and frightened . It otherwise uses the possessed target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points , the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost\xe2\x80\x99s Possession for 24 hours after succeeding on the saving throw or after the possession ends.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghost Dragon \n'b' Family: Ghosts \n'b' Large undead , any alignment \n'b' Armor Class 14 Hit Points 126 (23d10) Speed 0 ft., fly 60 ft.\n'b' STATS STR: 10 (+0) DEX: 19 (+4) CON: 10 (+0) INT: 14 (+2) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Wisdom +7 Skills Perception +7, Stealth +8 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 120 ft., passive Perception 17 Languages any languages it knew in life Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Ghost Dragon Ethereal Sight . The ghost dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The ghost dragon can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Actions \n'b' Multiattack . The ghost dragon makes one claw attack and one withering bite attack . \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Withering Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or take 18 (4d8) necrotic damage. \n'b' Etherealness . The ghost dragon enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b' Horrifying Breath (Recharge 5-6) . The ghost dragon exhales a blast of icy terror in a 30-foot cone. Each living creature in that area must make a DC 16 Wisdom saving throw. On a failure, a creature takes 44 (8d10) psychic damage and is frightened for 1 minute. On a success, it takes half the damage and isn\xe2\x80\x99t frightened . A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. In the empty dragon\xe2\x80\x99s lair with no trace of treasure or beast , a cold breeze from nowhere wafts through the chamber. A wavering draconic form fades into sight, its hissing anger leaking out through translucent teeth. \n'b' About \n'b' The Wrath of Dragons . A ghost dragon\xe2\x80\x99s creation does not differ greatly from the creation of a human ghost. Dragons of any size, color, or magical ability can become ghost dragons. If the circumstances of the dragon\xe2\x80\x99s demise are troubling or violent enough, the soul may be denied an afterlife, leaving the ghost dragon\xe2\x80\x99s spirit to haunt the Material Plane until it finds peace. Dragons whose wrathful natures are more intense than others are most likely to become ghost dragons. \n'b' Tied to Lairs . Most ghost dragons are bound to the areas where they once laired. They may be able to roam within a mile or two of those places, but their unfinished business generally involves a notable event in their lairs: death at the hands of sneaky adventurers, betrayal by their followers, machinations of a rival dragon, etc. The ghost dragon may call upon the powers of its lair for a short time after its mortal death, but soon its lair powers (and its actions) fade. This tends to enrage the ghost dragon even more. \n'b' Undead Nature . The ghost dragon doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Alternate Traits and Actions \n'b' Source ExpCod (Open Design) \n'b' The following changes allow GMs to alter a ghost dragon without modifying its challenge rating. \n'b' Possess Dragon (Recharge 5-6) . One dragon that the ghost dragon can see within 10 feet of it must succeed on a DC 16 Charisma saving throw or be possessed by the ghost dragon. The ghost dragon then disappears, and the target is incapacitated and loses control of its body. The ghost dragon now controls the body but doesn\xe2\x80\x99t deprive the target of awareness. The ghost dragon can\xe2\x80\x99t be targeted by any attack , spell, or other effect except ones that turn undead, and it retains its alignment, Intelligence , Wisdom , Charisma , and immunity to being charmed and frightened . It otherwise uses the possessed target\xe2\x80\x99s statistics but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points , the ghost dragon ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost dragon reappears in an unoccupied space within 10 feet of the body. The target is immune to this ghost dragon\xe2\x80\x99s Possess Dragon for 24 hours after succeeding on the saving throw or after the possession ends. The ghost dragon loses its Horrifying Breath attack . Alternatively, the recharge for this action and for Horrifying Breath can be modified to recharge on 6. \n'b' Shade of Life Breath (Recharge 5-6) . The ghost dragon exhales a blast of energy reminiscent of its former existence combined with the terrible energy powering its current existence. Each living creature in the ghost dragon\xe2\x80\x99s 30-foot-cone blast must make a DC 17 Reflex saving throw, taking 27 (5d10) damage based on the living dragon\xe2\x80\x99s breath (acid, cold, fire, and so on, but the damage type doesn\xe2\x80\x99t change) and 27 (5d10) psychic damage on a failed save or half as much damage on a successful one. A living dragon that fails its saving throw must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The ghost dragon loses its Horrifying Breath attack .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghost Dwarf \n'b' Family: Ghosts \n'b' The spectral visage of a wide-eyed dwarf stares out from the open visor of a suit of black platemail, muttering to itself. \n'b' Medium undead , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 81 (18d8) Speed 30 ft., fly 40 ft. (hover)\n'b' STATS STR: 4 (-3) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +5 Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 12 Languages any languages it knew in life Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Aura of Defiance . The ghost dwarf and any undead within 10 feet of it have advantage on saving throws against effects that turn undead. \n'b' Ethereal Sight . The ghost dwarf can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The ghost dwarf can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Sunlight Sensitivity . While in sunlight, the ghost dwarf has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ghost dwarf makes three attacks, only one of which can be a hand of the grave attack . \n'b' Ghostly Axe . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 + 2) plus 9 (2d8) necrotic damage. A new ghostly axe appears in the ghost dwarf\xe2\x80\x99s hand after it is thrown. \n'b' Hand of the Grave . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 18 (4d8) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hp maximum to 0. \n'b' Prayers Unanswered (Recharge 5-6) . The ghost dwarf emits a constant whisper consisting of prayers, pleading, cursing, and cryptic phrases. The volume of the whispering intermittently increases, and those within 30 feet of the ghost dwarf that can hear it must succeed on a DC 15 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. \n'b' Etherealness . The ghost dwarf enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b'\n'b' About \n'b' From Hope to Horror . The risen shades of dwarven paladins and other would-be heroes who made holy war on the undead and lost, the ghost dwarves march by night, sent back to slay those who originally sent them. \n'b' Prayers Unanswered . The face of a ghost dwarf stares out from its black helm with a look of sheer terror, desperate and unguarded enough to horrify most dwarves. The echoes of their last words, of oaths in vain and pleadings with their gods, fill the air around them in a chilling whisper. \n'b' Instruments of Spite . More powerful undead take great pleasure in sending these shades back against their grieving kin.\xc2\xa0The ghost dwarves themselves often lead wights and other lesser undead into battle. \n'b' Undead Nature . A ghost dwarf doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Alux of the Second Sun \n'b' Medium fey (alux), any alignment \n'b' Armor Class 14 Hit Points 30 (4d8 + 12) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 19 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +3 Skills Acrobatics +6, Athletics +3, Nature +4, Perception +3, Stealth +6, Survival +3 Damage Vulnerabilities obsidian Damage Resistances necrotic Senses darkvision 60 ft, passive Perception 13 Languages Primordial Notoan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ambusher . The alux has advantage on attack rolls against any creature it has surprised. \n'b' Surprise Attack . If the alux surprises a creature and hits it within an attack before the creature has taken a turn in combat, the target takes an extra 10 (3d6) damage from the attack. The alux can deal this extra damage only once per turn. \n'b' Keen Hearing and Smell . The alux has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Mountain Camouflage . The alux has advantage on Dexterity ( Stealth ) checks made to hide in hilly or mountainous terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . An alux makes one Bite attack and two Slam attacks with its fists. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghost, Eldest \n'b' Family: Ghosts \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 Hit Points 66 (12d8 + 12) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 15 (+2) DEX: 17 (+3) CON: 12 (+1) INT: 11 (+0) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Dex +6 Skills Perception +5, Stealth +6 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 15 Languages Druidic, Elven, Gnome, Sylvan Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ethereal Sight . The Eldest ghost can see 60 feet into the ethereal plane when it is on the material plane, and vice versa. \n'b' Incorporeal Movement . The Eldest ghost can move through other creatures and objects, treating them as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Ghost Touch . The Eldest\xe2\x80\x99s attacks with its ghost spear ignore intervening objects and creatures, allowing the Eldest to attack through cover or other barriers between it and its target. In addition, when attacking with its ghost spear, the Eldest ignores the AC bonus provided by any shield the target wields. \n'b' Relentless Hunter . As a bonus action, the Eldest ghost designates a creature it can see as its quarry. The Eldest knows the exact distance to and direction of any creature designated as its quarry, even if the ghost and its target are on separate planes of existence. The Eldest ghost knows if its quarry dies. It can switch to a different quarry as a bonus action. \n'b' Turn Resistance . The Eldest ghost has advantage on saving throws to resist effects that turn undead. \n'b' Magic Weapon . The Eldest ghost\xe2\x80\x99s attacks with its ghost spear are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Eldest ghost makes two ghost spear attacks. \n'b' Ghost Spear . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 12 (3d6 + 2) necrotic damage. \n'b' Corrupting Gaze . The Eldest ghost targets a creature it can see within 30 feet of it and that it has marked as its quarry. The target must make a DC 15 Wisdom saving throw. If the creature fails, it suffers 11 (2d10) psychic damage and has its hit point maximum reduced by an equal amount. The creature also becomes frightened for 1 minute. A frightened creature can repeat the save at the start of each of its turns, ending the effect on itself with a success. Once a creature succeeds at this saving throw, it is immune to the frightened effect, but not the psychic damage, for 24 hours.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghost, Greater \n'b' Family: Ghosts \n'b' Medium undead , neutral evil\n'b' STATS STR: 7 (-2) DEX: 13 (+1) CON: 10 (+0) INT: 10 (+0) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +9, Stealth +6 Damage Resistances acid, fire, lightning, thunder Damage Immunities cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 13 Languages any languages it knew in life Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Ethereal Sight . The greater ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The greater ghost can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Undead Nature . A greater ghost doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The greater ghost makes two Draining Touch attacks. \n'b' Draining Touch . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 19 (4d6 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a ghost under the greater ghost\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The greater ghost can have no more than three ghosts under its control at one time. \n'b' Etherealness . The greater ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b'\n'b' About \n'b' Greater ghost have their own personalities, desires, and story to tell for those willing to listen. \n'b' Greater ghosts have the same base statistics, but many have differing traits and actions based on the events surrounding their deaths. Though not a comprehensive list of every possible way a creature can die and become a greater ghost, the below themes should provide you with enough information to create the greater ghosts of Tegel Manor or make variant greater ghosts of your own. Note that like in the rest of the adventure, some options may prove a little more hazardous to your players than others. \n'b' Themes \n'b' When creating a greater ghost, choose a theme that represents how the creature died. Each theme adds a variety of features to the base greater ghost or adjusts current features of it. Each greater ghost must have at least one theme, but it can have more. Increase the greater ghost\xe2\x80\x99s challenge rating by 1 for each theme you add to it beyond the first theme. If you use two themes that replace or modify the same feature, pick one theme\xe2\x80\x99s modification and ignore the other theme\xe2\x80\x99s modification; do not apply both modifications to the same creature. \n'b' A greater ghost with four or more themes is of a sufficient challenge rating for an increase in its proficiency bonus. Such a greater ghost uses its Wisdom modifier when setting the saving throw DC for its traits and actions (DC equal to 8 + the greater ghost\xe2\x80\x99s proficiency bonus + its Wisdom modifier). \n'b' Cold-Blooded \n'b' This theme applies to creatures that were killed in cold blood or suddenly without warning or provocation. Such a greater ghost always feels disoriented by its death and seeks the warmth of the living. A cold-blooded greater ghost retains its statistics except as noted below. \n'b' Sense Warmth . The greater ghost is drawn to warm places and creatures. It can pinpoint the location of a warm-blooded creature or other source of warmth such as a match or a campfire within 60 feet. \n'b' New Action: Possession (recharge 6) . One humanoid that the greater ghost can see within 5 feet of it must succeed on a DC 15 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn\xe2\x80\x99t deprive the target of awareness. The ghost can\xe2\x80\x99t be targeted by any attack , spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence , Wisdom , Charisma , and immunity to being charmed and frightened . It otherwise uses the possessed target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. \n'b' The possession lasts until the body drops to 0 hit points , the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost\xe2\x80\x99s Possession for 24 hours after succeeding on the saving throw or after the possession ends. \n'b' Corrupt \n'b' This theme applies to creatures that were despicable individuals in life, and their deaths were caused by their own deplorable actions . Such a greater ghost died with wickedness lodged like a stone in its heart. A corrupt greater ghost retains its statistics except as noted below. \n'b' Alignment . The greater ghost\xe2\x80\x99s alignment is evil. \n'b' New Action: Multiattack . The greater ghost\xe2\x80\x99s Multiattack action changes to: The greater ghost makes two attacks, only one of which can be with its Corrupting Gaze. \n'b' New Action : Corrupting Gaze . Ranged Spell Attack : +9 to hit, range 60 ft., one creature. Hit : 18 (4d8) psychic damage, and the target\xe2\x80\x99s Charisma score is reduced by 1d4. The target is incapacitated if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . \n'b' Fearful \n'b' This theme applies to creatures who died while experiencing something truly terrifying. Such a greater ghost wails its terror at any creature it encounters, sharing its pain as it perpetually relives its death. A fearful greater ghost retains its statistics except as noted below. \n'b' Condition Immunities . The greater ghost can be frightened , but it can\xe2\x80\x99t fall unconscious, cursed to never have reprieve from its death. \n'b' New Action: Terrifying Moan (recharge 5-6) . The greater ghost releases a terrifying moan into the minds of creatures in a 30-foot cone. Each creature in the area with an Intelligence of 3 or higher must make a DC 15 Wisdom saving throw. On a failure, the creature takes 35 (10d6) psychic damage and is frightened for 1 minute. On a success, the creature takes half the damage and isn\xe2\x80\x99t frightened . If the saving throw fails by 5 or more, the target is instead paralyzed for 1 minute. A frightened or paralyzed creature can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. \n'b' Iniquitous \n'b' This theme applies to creatures who died armed and armored but who were killed in an unfair combat, such as overwhelming odds or the secret use of poison in an honorable duel. Such a greater ghost wears and carries spectral versions of the armor and weaponry that it was wearing when it died. An iniquitous greater ghost retains its statistics except as noted below. \n'b' Armor Class . The greater ghost\xe2\x80\x99s armor class changes as if it is wearing the armor it wore in life. Though the armor it wears is a spectral version of the original armor, it provides the same bonuses and penalties of a suit of armor of its type. For example, an iniquitous greater ghost who died while wearing plate has an armor class of 18. When the greater ghost dies, the spectral armor disappears with it, unless the armor is magical, in which case the armor falls to the ground in the exact state it was when the greater ghost originally died (fresh bloodstains and all). \n'b' New Action: Multiattack . The greater ghost\xe2\x80\x99s Multiattack changes to: The greater ghost makes three attacks, only one of which can be with its Draining Touch. \n'b' New Action: Weapon Attack . The greater ghost carries the spectral version of one weapon it was proficient with in life. \n'b' It is also proficient with that weapon in death, and, when it attacks with the weapon, it uses its Charisma modifier, instead of Strength or Dexterity , for attack and damage rolls with that weapon. When the greater ghost dies, the spectral weapon disappears with it, unless the weapon is magical, in which case the weapon falls to the ground in the exact state it was when the greater ghost originally died (as dull or sharp as it was in the greater ghost\xe2\x80\x99s original life). \n'b' Repulsive \n'b' This theme applies to creatures who died in a gruesome or grisly way. Such a greater ghost is permanently marred or disfigured by its killing blow, vexing the ghost\xe2\x80\x99s fragile vanity. A repulsive greater ghost retains its statistics except as noted below. \n'b' Condition Immunities . The greater ghost can be charmed . \n'b' Horrific Presence . When a creature that can see the greater ghost\xe2\x80\x99s wound starts its turn within 30 feet of the greater ghost, the greater ghost can force it to make a DC 15 Wisdom saving throw if the greater ghost isn\xe2\x80\x99t incapacitated and can see the creature. If the saving throw fails by 5 or more, the target ages 1d4 x 10 years. Otherwise, a creature that fails the save is stunned until the start of its next turn. \n'b' Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the greater ghost until the start of its next, when it can avert its eyes again. If the creature looks at the greater ghost in the meantime, it must immediately make the save. \n'b' The aging effect of the greater ghost\xe2\x80\x99s Horrific Presence can be reversed with a greater restoration spell, but only within 24 hours of it occurring. \n'b' Vain . The greater ghost has disadvantage on ability checks and saving throws made to avoid being charmed by a creature that complimented it within the last 1 minute. \n'b' Ruthless \n'b' This theme applies to creatures who were killed surreptitiously by someone they trusted or held dear. Such a greater ghost despises all beings who use their physical or magical strength to aid or protect others. A ruthless greater ghost retains its statistics except as noted below. \n'b' Ruthless . The greater ghost has advantage on melee attack rolls against any creature that has used the Help action, restored hit points to another creature, or aided another creature through a feature, such as Bard ic Inspiration, or magic, such as the longstrider or aid spells, within the last 1 minute. This trait doesn\xe2\x80\x99t give the greater ghost advantage on melee attack rolls against creatures who have features or traits that passively aid others, such as a paladin\xe2\x80\x99s Aura of Protection or a wolf\xe2\x80\x99s Pack Tactics. \n'b' New Action: Multiattack . The greater ghost\xe2\x80\x99s Multiattack changes to: The greater ghost makes two Enfeebling Touch attacks. \n'b' New Action: Enfeebling Touch. The greater ghost replaces its Draining Touch action with the following action: \n'b' Enfeebling Touch . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 19 (4d6 + 5) necrotic damage, and the target\xe2\x80\x99s Strength , Intelligence , or Wisdom score (your choice) is reduced by 1d4. The target dies if this reduces its Strength to 0. The target is incapacitated if this reduces its Intelligence or Wisdom to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . \n'b' Withered \n'b' This theme applies to creatures who died from extreme exposure to necrotic damage or from an effect that drains the life out of its target. This theme can also apply to a greater ghost that has existed for a considerable period of time. Such a greater ghost appears more insubstantial than most ghosts and spectral pieces of it perpetually flake off in its wake. A withered greater ghost retains its statistics except as noted below. \n'b' Innate Spellcasting . The greater ghost\xe2\x80\x99s innate spellcasting ability is Charisma . It can innately cast telekinesis at will. \n'b' New Action: Draining Touch . The greater ghost\xe2\x80\x99s Draining Touch action can age its target. Add the following to the end of the Draining Touch action : Instead of reducing the target\xe2\x80\x99s hit point maximum, the greater ghost can increase the target creature\xe2\x80\x99s age by 2d4 years. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghostwriter \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 Hit Points 58 (13d8) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 17 (+3) CON: 10 (+0) INT: 19 (+4) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +7, History +7, Deception +6, Stealth +6 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The ghostwriter can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Rejuvenation . If destroyed, the ghostwriter magically re-forms fully healed after 5 (2d4) days in the library or other location where it first manifested. The ghostwriter can be permanently destroyed only if someone publishes the ghostwriter\xe2\x80\x99s work to an audience of at least 100 readers, which allows the spirit to move on to the afterlife. \n'b' Spellcasting . The ghostwriter is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizards spells prepared, which it can cast without material components:\n'b'\n'b'\n'b' Cantrips (at will) : mage hand , message , prestidigitation , ray of frost \n'b' 1st level (4 slots) : comprehend languages , detect magic , magic missile , sleep \n'b' 2nd level (3 slots) : gust of wind , ray of enfeeblement \n'b' 3rd level (2 slots) : dispel magic , glyph of warding , stinking cloud \n'b'\n'b' Undead Nature . The ghostwriter doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ghostwriter can use Quick Study. It then casts a spell and attacks once with its ghostly quill. \n'b' Ghostly Quill . Melee Spell Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) necrotic damage. \n'b' Inhabit Text . The ghostwriter possesses a book, scroll, roll of parchment, or similar-sized text it can see within 20 feet of it. If a creature is holding the text the ghostwriter attempts to inhabit, that creature can make a DC 15 Intelligence saving throw to prevent the possession. The ghostwriter\xe2\x80\x99s body disappears, and the possessed text gains the statistics and abilities of the ghostwriter. If the ghostwriter is destroyed while possessing a text, the text is destroyed as well. If the ghostwriter inhabits a spellbook, it automatically edits the text, making it difficult for the next reader to parse the words. The next time a spellcaster attempts to prepare spells from the spellbook, the spellcaster must succeed on a DC 17 Arcana check. On a failure, one randomly determined spell per spell level is made illegible and can\xe2\x80\x99t be prepared until after the spellcaster\xe2\x80\x99s next long rest. On a success or a failure, the edits then disappear and don\xe2\x80\x99t affect subsequent preparations. The possession lasts until the ghostwriter drops to 0 hit points , ends it as a bonus action, or is forced out by an effect like the dispel evil and good spell. When the possession ends, the ghostwriter reappears in the text\xe2\x80\x99s space and can\xe2\x80\x99t use Inhabit Text again until the end of its next turn. \n'b' Quick Study . If the ghostwriter is possessing a spellbook using Inhabit Text, it changes one of its prepared spells to a spell of the same level contained within the spellbook. \n'b'\n'b' ABOUT \n'b' A ghostwriter typically rises from the spirit of an avid scholar or arcanist who labored endlessly but fruitlessly on a long-winded historical treatise or arcane thesis. Risen as a ghostwriter, this unswerving intellectual aims its creative energies at the writings of the living. Ghostwriters typically hide within spellbooks, twisting words and tweaking language in ways that can cause a wizard\xe2\x80\x99s spells to flourish or fizzle. \n'b' Ghostwriters are easily offended by critics or readers that seem ungrateful for the spirit\xe2\x80\x99s attempts to improve their spells and documents; flattery is a far more fruitful tack. Though difficult, if one can convince a ghostwriter that their work is finished, the spirit can finally drift to the afterlife.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul Bat \n'b' Small undead , neutral evil \n'b' Armor Class 13 Hit Points 14 (4d6) Speed 5 ft., fly 30 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 11 (+0) INT: 8 (-1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses blindsight 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Echolocation . The ghoul bat can\xe2\x80\x99t use its blindsight while deafened . \n'b' Keen Hearing . The ghoul bat has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Undead Nature . Ghoul bats don\xe2\x80\x99t require air, food, drink, or sleep . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed until the end of its next turn. \n'b'\n'b' ABOUT \n'b' This bat has an emaciated, three-foot-long torso and a head that looks like skin stretched over bone. Its jaws are unnaturally distended, and its mouth is full of needle-like teeth.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul Gnawer \n'b' Medium undead , chaotic evil \n'b' Armor Class 12 (natural armor) Hit Points 22 (4d8 + 4) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 12 (+1) INT: 7 (-2) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The gnawer has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The gnawer makes two attacks: one with its bite, and one with its claws. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 4 (1d6 + 1) piercing damage. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage. If the target is a creature other than an elf or undead , it must succeed on a DC 10 Constitution saving throw, or be paralyzed 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.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Chains \n'b' Family: Animated Objects \n'b' Large construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 19 (3d10 + 3) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, frightened , paralyzed , petrified , poisoned Senses blindsight 30 ft. (blind beyond this radius), passive Perception 7 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Antimagic Susceptibility . The animated chain is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the book must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' False Appearance . While the chain remains motionless, it is indistinguishable from a normal chain. \n'b'\n'b' Actions \n'b'\n'b' Constrict . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained , and the chain can\xe2\x80\x99t constrict another target. \n'b'\n'b' About \n'b' Wherever animated chains are left, they are arranged in numbers to protect the places they keep. Sometimes, they hang from one end, such as from a ceiling, and sometimes, to the contrary, they may lurk at the bottom of a well. They fall down or spring out, either to hang adventurers, to drag them into the depths of a hole or gap, or even to try and impale them on stakes affixed to the walls. These artificial creatures are designed to work in groups.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul Wolf \n'b' Large undead , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 52 (8d8 + 8) Speed 50 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 13 (+1) INT: 7 (-2) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The ghoul wolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The ghoul wolf has advantage on attack rolls against a creature if at least one of the ghoul wolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack . The ghoul wolf makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed 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 successful one. \n'b' About \n'b' This creature resembles a wolf with matted dark fur torn away in places. Its flesh is sickly gray where its fur is torn away. Its eyes are stark white. \n'b' Ghoul wolves are carnivorous undead wolves that delight in hunting living creatures, catching them, and tearing them to shreds. These creatures are most often found haunting desolate moors and marshes. They hunt in packs, surrounding their prey and circling as they move in for the kill.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoulish Merfolk \n'b' Medium undead , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 93 (11d8 + 44) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 12 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +4 Skills Athletics +6, Perception +4, Stealth +7 Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 14 Languages understands Aquan and Common but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Aura of Rotting Fish . Any creature that starts its turn within 5 feet of the ghoulish merfolk must succeed on a DC 12 Constitution saving throw or take 2 (1d4) poison damage and be poisoned until the start of its next turn. \n'b' Turn Resistance . The ghoulish merfolk has advantage on saving throws against any effect that turns undead. \n'b' Undead Nature . The ghoulish merfolk doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ghoulish merfolk makes one Bite attack and two Spear attacks. It can make one Claw attack in place of its two Spear attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed 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. \n'b' Spear . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cinder Ghoul \n'b' Family: Ghouls \n'b'\n'b' Large undead , chaotic evil \n'b' Armor Class 15 Hit Points 75 (10d10+20) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 15 (+2) INT: 4 (-3) WIS: 12 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4 Skills Perception +7 Damage Vulnerabilities cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered. Damage Immunities fire, poison, necrotic Condition Immunities exhaustion , poisoned , prone Senses darkvision 60 ft., passive Perception 17 Languages Common (cannot speak) Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Gaseous Form . The cinder ghoul cannot fit through narrow gaps, but it can fit through a space as if it were Small sized without squeezing. A cinder ghoul cannot enter water or other liquid. It is not ethereal or incorporeal and is affected by winds or other forms of moving air to the extent that the wind pushes them in the direction the wind is moving. However, even the strongest wind can\xe2\x80\x99t disperse or damage a cinder ghoul. Because it contains burning embers and small bits of perpetually smoldering flesh, a cinder ghoul has disadvantage when making a Dexterity ( Stealth ) check, even when attempting to hide in an area of mist, smoke, or other gas. \n'b' Magical Resistance . The cinder ghoul has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cinder ghoul makes one slam attack and uses its smoke inhalation ability. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8+5) bludgeoning damage and 4 (1d8) fire damage. A creature damaged by this attack must make a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b' Smoke Inhalation . The cinder ghoul attempts to force some of its smoky form into the lungs of a living creature within 5 feet. The target must then make a successful DC 16 Constitution saving throw or inhale part of the creature. On a failure, the target takes 9 (2d8) fire damage and 9 (2d8) necrotic damage and is poisoned until the end of its next turn. On a success, the target only takes half as much damage, and is not poisoned. \n'b'\n'b' ABOUT \n'b' Slain by the long-ago impact of fallen stars, these creatures burn in perpetual torment, their charred flesh and bone still wreathed in the fires that killed them. When encountered with combusted, they take charge of the pack, but they employ little strategy, simply charging to burn their foes to cinders at any cost. They are unable to suppress their burning form, so they are much easier to spot as they approach across the low rises of the plains.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Emperor of The Ghouls \n'b' Family: Ghouls \n'b' Medium undead , neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 204 (24d8 + 96) Speed 30 ft., burrow 15 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 19 (+4) INT: 20 (+5) WIS: 17 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Wis +9 Skills Deception +11, Insight +9, Perception +9, Persuasion +11 Damage Resistances cold, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonmagical weapons. Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 120 ft., passive Perception 19 Languages Common, Draconic, Gnoll, Undercommon Challenge 20 (25,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If the emperor fails a saving throw, he can choose to succeed instead. \n'b' Spellcasting . The emperor is a 17th-level spellcaster. His spellcasting attribute is Charisma (spell save DC 19, +11 to hit with spell attacks). The emperor knows the following sorcerer spells:\n'b'\n'b' Cantrips (at will) : blade ward, chill touch , message , prestidigitation , shocking grasp , true strike \n'b' 1st level (4 slots) : magic missile , shield \n'b' 2nd level (3 slots) : mirror image , phantasmal force \n'b' 3rd level (3 slots) : fear , fireball \n'b' 4th level (3 slots) : blight , dimension door \n'b' 5th level (2 slots) : cloudkill , hold monster \n'b' 6th level (1 slot) : circle of death \n'b' 7th level (1 slot) : finger of death , teleport \n'b' 8th level (1 slot) : power word stun \n'b' 9th level (1 slot) : power word kill \n'b'\n'b' Sunlight Sensitivity . While in direct sunlight, the emperor has disadvantage on attack rolls and Wisdom ( Perception ) checks that rely on sight. \n'b' Turn Resistance . The emperor has advantage on saving throws against effects that turn undead. \n'b' Actions \n'b' Multiattack . The emperor makes one bite attack and two claw attacks. He can make one attack with its scepter in place of a claw attack . \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage, and a creature must make a successful DC 18 Constitution saving throw or contract darakhul fever. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage, and a creature must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the ends of its turns, ending the effect on itself on a success. \n'b' Scepter . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage plus 17 (5d6) necrotic damage. \n'b' Reaction \n'b' Blood Armor . When the emperor takes damage from a creature it can see within 60 feet, the attacker takes necrotic damage equal to half the damage it did to the emperor. \n'b' Legendary Actions \n'b' The Emperor can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Emperor regains spent legendary actions at the start of his turn. \n'b' Attack . The emperor makes one claw or bite attack . \n'b' Cantrip . The emperor casts a cantrip. \n'b' Font of Power (3 actions ) . Roll 1d8. The emperor regains a spell slot of that level or lower. \n'b' Lair \n'b' The ghoul emperor\xe2\x80\x99s lair attended by elite ghoul warriors. Anyone who raises a hand against the emperor soon finds themselves opposed by an entire empire. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the Emperor takes a lair action to cause one of the following effects. The Emperor can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' Until initiative count 20 on the following round, all creatures other than undead and constructs who take necrotic damage take an additional 7 (2d6) necrotic damage. \n'b' The emperor targets a creature within 30 feet that he can see. The creature must succeed on a DC 15 Constitution saving throw or take 18 (4d8) necrotic damage. The emperor regains hit points equal to the damage. \n'b' A wall of ice springs up from a surface within 100 feet of the emperor. The wall is 60 feet long, 10 feet high, and 5 feet thick. A creature in the wall\xe2\x80\x99s space when it appears must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) cold damage; then the creature is pushed to either side of the wall (the creature\xe2\x80\x99s choice). Each 5-foot section of the wall has AC 10, 15 hit points , resistance to piercing and slashing damage, immunity to cold, poison, and psychic damage, and vulnerability to fire damage. The wall lasts until the emperor uses this action again, or dies. \n'b' Regional Effects \n'b' The region around the emperor\xe2\x80\x99s lair is warped by its magic, which creates one or more of the following effects: \n'b' Creatures within 1 mile of the lair who are infected with darakhul fever have disadvantage on Wisdom saving throws against spells and effects generated by ghouls or darakhul. \n'b' Dead bodies within 1 mile of the lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their death. These undead never attack ghouls or dharakul, but instinctively obey their commands. \n'b' Phantom lights appear within 10 miles of the lair, more frequently the closer they are to the lair. The lights shed dim light out to 10 feet. Undead within such a light gain 1d6 temporary hit points at the start of their turn; the light can\xe2\x80\x99t raise an undead\xe2\x80\x99s hit points above 150 percent of its normal hit point maximum. If the emperor dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. \n'b' About \n'b' This man of middle years, with black hair and flesh as white as ivory, wears black and purple clothes and a silvery crown set with emeralds. His feet are sheathed in black boots, and his arms and fingers are covered in rich gold and silver jewelry. He holds a skulltopped scepter. \n'b' About \n'b' Deep beneath the surface in lightless tunnels and vast chambers, the civilized ghouls of the empire carved glory from flesh and stone. \n'b' Unexpected Courtesy . The ghouls are content to reside in the lightless depths beneath the earth for now, but the emperor muses about what prizes exist under the sky. Despite his ambition, he is extremely civilized and urbane, treating even hated enemies with strict courtesy even up to the moment that he devours their bones. \n'b' Undead Nature . The emperor doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Angel \n'b' Family: Clockwork \n'b' Medium construct (clockwork), unaligned \n'b' Armor Class 18 (natural armor) Hit Points 168 (16d8+96) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX: 26 (+8) CON: 22 (+6) INT: 1 (\xe2\x80\x935) WIS: 11 (+0) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic, radiant Damage Vulnerabilities lightning Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but cannot speak Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Improved Critical . The clockwork angel scores a critical hit with its radiant sword on an attack roll of 19 or 20. \n'b' Infused Heart . The clockwork angel has a heart infused with the power of the Positive Energy Plane imbued within it, allowing it to be healed by spells such as cure wounds as if it were a living creature. \n'b' Integrated Sword . The clockwork angel has an integrated radiant sword welded into its arm, making it impossible to disarm or destroy. \n'b' Legendary Resistance (3/day) . If the clockwork angel fails a saving throw, it can choose to succeed instead. \n'b' Winding . A clockwork angel can function for one week every time it is wound. A creature of at least Small size can use an action to wind the clockwork angel, restoring it to one week of operating time; a creature of Tiny size can wind it at half this speed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork angel makes 3 radiant sword attacks. \n'b' Radiant Sword . Melee Weapon Attack : +13 to hit, 5 ft. reach, one target. Hit : 12 (1d8 + 8) slashing damage and 13 (3d8) radiant damage. \n'b'\n'b' ABOUT \n'b' Clockwork angels are usually built in accord with divine agencies to serve as defenders of holy sites but are themselves not intrinsically agents of goodness. Indeed, certain evil sects enjoy the irony of constructing beatific \xe2\x80\x9cfaux angels\xe2\x80\x9d to guard their profane temples. In such cases, a clockwork angel\xe2\x80\x99s appearance is often augmented with grisly additions meant to blaspheme against enemy faiths, yet such changes are largely cosmetic and have no effect on the creature\xe2\x80\x99s statistics. \n'b' Clockwork angels are constructed around a spark of life harnessed from the Positive Energy Plane, which imbues them with a sort of artificial life and further bolsters their potency. A clockwork angel stands 7 feet tall and weighs 450 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul of Khemit \n'b' Family: Ghouls \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 26 (4d8 + 8) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 14 (+2) INT: 13 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing damage made with nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Abyssal, Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Carrion Stench . Any target other than the ghoul of Khemit that starts its turn within five feet of the ghoul of Khemit must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the target\xe2\x80\x99s next turn. On a successful saving throw, the ghoul of Khemit is immune to the Stench of all ghouls of Khemit for one hour. \n'b' Dreadful Gaze . When a creature that can see the ghoul of Khemit\xe2\x80\x99s eyes starts its turn within 30 feet of it, the ghoul of Khemit can force it to make a DC 12 Wisdom saving throw if the ghoul of Khemit isn\xe2\x80\x99t incapacitated and can see the creature. On a failure, the creature is frightened of the ghoul of Khemit for one minute. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the ghoul of Khemit until the start of its next turn, when it can avert its eyes again. If the creature looks at the ghoul of Khemit in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on the ghoul of Khemit are done at disadvantage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ghoul of Khemit makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) piercing damage. \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage and the creature must succeed at a DC 12 Constitution saving throw or suffer from flesh rot. The creature can\xe2\x80\x99t regain hit points and loses 5 (1d10) hit points at every moonrise until they recover. Creatures suffering from flesh rot have disadvantage on any Charisma -based checks. A creature may attempt a DC 12 Constitution saving throw following each moonrise to recover from flesh rot, and if they succeed they are no longer affected. \n'b'\n'b' ABOUT \n'b' Those in the desert lands who commit the foul crime of cannibalism are transformed into undead horrors known as ghouls of Khemit. Some are driven by desperation or madness to feast upon their fellow man while others do so out of a twisted preference for the sweetest of meats. In either case, the end result is a hunched figure with sinewy muscle and leathery skin, something more akin to beast than man, with elongated muzzles and fiercely red eyes. The stench of death hangs about them as they hunt their next meal.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul Sophisticate \n'b' Family: Ghouls \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 165 (22d8 + 66) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 20 (+5) CON: 17 (+3) INT: 11 (+0) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Int +4, Wis +6 Skills History +4, Perception +6, Persuasion +5 Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Connoisseur . Whenever the sophisticate hits a living humanoid with its bite attack , it regains a number of hit points equal to the damage dealt by the attack . \n'b' Deadly Fencer . The sophisticate\xc2\x92s rapier attacks deal an additional 1d8 damage (included in the attack ). \n'b' Keen Smell . The sophisticate has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The sophisticate makes three attacks: one with its rapier, one with its bite, and one with its claws. \n'b' Rapier . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 14 (2d8 + 5) piercing damage. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 15 (3d6 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (3d4 + 5) slashing damage. If the target is a creature other than an elf or undead , it must succeed on a DC 16 Constitution saving throw, or be paralyzed 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. \n'b'\n'b' Legendary Actions \n'b' The sophisticate can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. The sophisticate regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The sophisticate makes a rapier attack . \n'b' Passe Arriere . The sophisticate makes a melee attack , with disadvantage, against a target within reach, and then moves up to half its speed without provoking opportunity attacks from the target of the attack . \n'b' Bite (Costs 2 Actions) . The sophisticate makes a bite attack . \n'b'\n'b' About \n'b' Whether the sophisticate should be considered a ghoul or a ghast is a matter for debate. It is clearly a cut above the average ghoul in intelligence, and will manipulate lesser ghouls to serve its own agendas, but said agendas are still, primarily, the simple acquisition of food. Like a twisted, cannibalistic gourmand, sophisticates commonly have particular tastes when it comes to flesh, sending out their minions to abduct specific races, or individuals, they believe taste especially delicious.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Beggar \n'b' Family: Ghouls \n'b' Medium undead , chaotic evil \n'b' Armor Class 12 Hit Points 13 (3d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 10 (+0) INT: 12 (+1) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Undercommon Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Hungry Dead Nature . The ghoul requires no air or sleep. \n'b' Pack Tactics . The beggar ghoul has advantage on attack rolls against a creature if at least one of the beggar ghoul\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Savage Hunger . Its Bite attack is a critical hit if the beggar ghoul bites a creature it has surprised. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or Undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' This emaciated, gray husk of a creature wears rags and picks hungrily at a sliver of bone. It moves in a crouch so low that it\xe2\x80\x99s almost crawling, but its eyes glow like flickering coals and it exudes a desperate ferocity with each rot-fouled breath. \n'b' Lesser Ghouls . Most citizens of the ghoul empire are not darakhul but lesser strains of ghouls and ghasts. Beggar ghouls are by far the weakest of these. Though they make up the majority of any military action involving the legions, they are employed as fodder, and the most wretched of them are barely suitable even for that. They eke out miserable livings by scrounging for food near the surface or by begging in the ghoul cities. \n'b' Withered and Deprived . Thin and emaciated even for undead, beggar ghouls are shriveled versions of their standard cousins\xe2\x80\x94little more than flesh-covered skeletons. While some beggar ghouls spend their entire existence in undeath as this weak strain, at least a few were once stronger ghouls who withered when they were trapped far from sources of flesh. Others were exiled from the empire without the resources to fend for themselves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Bloated \n'b' Family: Ghouls \n'b' Medium undead , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 142 (19d8 + 57) Speed 20 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances necrotic, slashing Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common, Darakhul, Undercommon Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Turning Defiance . The bloated ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. \n'b' Unholy Stench . When the bloated ghoul takes piercing or slashing damage, noxious vapors burst from its distended stomach. Each creature within 10 feet of it must succeed on a DC 14 Constitution saving throw or take 7 (2d6) poison damage and be poisoned until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bloated ghoul makes one bite attack and one claw attack. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 16 (3d8 + 3) piercing damage, and, if the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or contract darakhul fever. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 14 Constitution saving throw or have its speed halved and have disadvantage on Dexterity -based checks and saving throws 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. \n'b' Hideous Feast . The bloated ghoul feeds on a corpse within 5 feet of it that is less than 1 week old. It regains 1d8 hit points per size category of the creature it consumes. For example, the ghoul regains 1d8 hit points when consuming a Tiny creature or 4d8 hit points when consuming a Large creature. The bloated ghoul can\xe2\x80\x99t use Hideous Feast on a corpse if it or another bloated ghoul has already used Hideous Feast on the corpse. \n'b'\n'b' ABOUT \n'b' Bloated ghouls are ghouls who have engaged in ritual gorging on the flesh of hundreds of humanoids, their bodies swelling with undigested meat and bone. They eventually become pot-bellied undead maddened with hunger. A bloated ghoul\xe2\x80\x99s home is often slick with spilled blood and guts, which it happily licks off the floor and walls. \n'b' Hungry Dead Nature . The ghoul doesn\xe2\x80\x99t require air or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Bonepowder \n'b' Family: Ghouls \n'b' Small undead , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 180 (24d6 + 96) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 18 (+4) INT: 19 (+4) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +8, Wis +6, Cha +8 Skills Perception +6, Stealth +9 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common, Darakhul, Draconic, Dwarvish Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous (Dust Form Only) . The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing. \n'b' Hungry Dead Nature . The ghoul requires no air or sleep. \n'b' Turning Defiance . The bonepowder ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bonepowder ghoul makes two Bite attacks. It can replace one Bite attack with a use of Gravedust or Spellcasting. If both Bite attacks hit the same creature, the target must succeed on a DC 17 Constitution saving throw or be paralyzed 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. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) piercing damage plus 9 (2d8) necrotic damage, and the target\xe2\x80\x99s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If the target is a Humanoid, it must succeed on a DC 17 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar). \n'b' Gravedust . The ghoul projects a 30-foot cone of grave dust. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 13 (3d8) necrotic damage. If a creature is a Humanoid, it must also succeed on a DC 17 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar). \n'b' Whirlwind (Dust Form Only; Recharge 5\xe2\x80\x936) . The ghoul creates a whirlwind of bones and teeth in a 20-foot cube originating from it. Each creature in that area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 55 (10d10) slashing damage, and its Strength score is reduced by 1d6. The creature dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. On a success, a creature takes half the damage and its Strength score isn\xe2\x80\x99t reduced. \n'b' Spellcasting (Coalesced Form Only) . The bonepowder ghoul casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\n'b'\n'b'\n'b' At will : dispel magic , mage hand , ray of enfeeblement \n'b' 3/day each : blindness/deafness , fear \n'b' 1/day : phantasmal killer \n'b'\n'b' REACTIONS \n'b'\n'b' Coalesce . When a bonepowder ghoul deals necrotic damage with Gravedust to at least one creature that isn\xe2\x80\x99t a Construct or Undead, it can magically transform from its dusty form into a coalesced form. Its statistics are the same in each form, except it can speak audibly only in its coalesced form. The coalesced form lasts for a number of minutes equal to the total necrotic damage it dealt with Gravedust to creatures that aren\xe2\x80\x99t Constructs or Undead or until the ghoul ends it as a bonus action. \n'b'\n'b' ABOUT \n'b' Distilled to nothing but dry, whispering sand and a full set of teeth, this ghoulish creature still hungers for flesh and blood. \n'b' Starved Into Dust . The bonepowder ghoul is a small and unassuming pile of dust and bone fragments. Ghouls can achieve this powdery form through long starvation, a process that invariably takes decades. Rarely purposefully created, a bonepowder ghoul typically rises from the remnants of a ghoul trapped away from food, becoming animate hunger and hatred. \n'b' Whispering Voices . Though bonepowder ghouls speak, their voices are faint. When they drain life force from living creatures, their dusty forms gain some substance, strengthening their voices enough to cast spells and command allies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Cinder \n'b' Family: Ghouls \n'b' Large undead , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 90 (12d10 + 24) Speed fly 40 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 15 (+2) INT: 4 (-3) WIS: 12 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire Condition Immunities charmed , exhaustion , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Gaseous Form . While in this form, the cinder ghoul can\xe2\x80\x99t take any actions , speak, or manipulate objects. It is weightless, has a flying speed of 40 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing. It cannot pass through water. It has advantage on Strength , Dexterity , and Constitution saving throws, and it is immune to all nonmagical damage. \n'b' Magic Resistance . The cinder ghoul has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Smoke Inhalation . One creature that isn\xe2\x80\x99t a construct or undead and is in the cinder ghoul\xe2\x80\x99s space must make a DC 15 Constitution saving throw. On a failed save, the target takes 10 (3d6) fire damage and its hit point maximum is reduced by an amount equal to the fire damage taken. The target dies if this reduces its hit point maximum to 0. This reduction of the target\xe2\x80\x99s hit point maximum lasts until the target finishes a long rest . \n'b'\n'b' About \n'b' This creature is a swirling humanoid cloud of burning ash and charred body parts. A red glow of burning embers can be glimpsed floating within the mass. This creature reeks of smoke and burnt flesh. A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. The lairs of old red dragons may be haunted by many of these pathetic, angry spirits, and many a wizard that has dispatched a foe with a well-placed fireball has been found mysteriously charred to death many months after the deed. \n'b' Cinder ghouls are barely intelligent, but they do have a very vivid recollection of the pain they endured in the moments before their death. \n'b' Filled with anger as fiery as the flames that took their life, cinder ghouls harbor a strong hatred of fire and any living creature that has control over it. \n'b' Although it cannot speak, the sound of wailing and screaming and the rushing of fire-stoked wind constantly accompany a cinder ghoul. \n'b' In melee a cinder ghoul slams with the charred remains of its fists. If a cinder ghoul encounters an opponent that demonstrates any form of control over fire \xe2\x80\x93 either through casting a fire spell or using a magic item that produces fire \xe2\x80\x93 it attacks that opponent to the exclusion of all others.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Darkwood Desk \n'b' Family: Animated Objects \n'b' Large construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 68 (8d10 + 24) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons not made of adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Antimagic Susceptibility . The darkwood desk is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the darkwood desk must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' False Appearance . While it remains motionless, the darkwood desk is indistinguishable from what it is built to resemble. \n'b' Immutable Form . The darkwood desk is immune to any spell or effect that would alter its form. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The darkwood desk makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 10 ft, one target. Hit : 19 (3d10 + 3) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Cinder \n'b' Family: Ghouls \n'b' Large undead , chaotic evil \n'b' Armor Class 15 Hit Points 75 (10d10+20) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 15 (+2) INT: 4 (-3) WIS: 12 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4 Skills Perception +7 Damage Vulnerabilities cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered. Damage Immunities fire, poison, necrotic Condition Immunities exhaustion , poisoned , prone Senses darkvision 60 ft., passive Perception 17 Languages Kirkut (cannot speak) Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Gaseous Form . The cinder ghoul cannot fit through narrow gaps, but it can fit through a space as if it were Small sized without squeezing. A cinder ghoul cannot enter water or other liquid. It is not ethereal or incorporeal and is affected by winds or other forms of moving air to the extent that the wind pushes them in the direction the wind is moving. However, even the strongest wind can\xe2\x80\x99t disperse or damage a cinder ghoul. Because it contains burning embers and small bits of perpetually smoldering flesh, a cinder ghoul has disadvantage when making a Dexterity ( Stealth ) check, even when attempting to hide in an area of mist, smoke, or other gas. \n'b' Magical Resistance . The cinder ghoul has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cinder ghoul makes one slam attack and uses its smoke inhalation ability. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8+5) bludgeoning damage and 4 (1d8) fire damage. A creature damaged by this attack must make a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b' Smoke Inhalation . The cinder ghoul attempts to force some of its smoky form into the lungs of a living creature within 5 feet. The target must then make a successful DC 16 Constitution saving throw or inhale part of the creature. On a failure, the target takes 9 (2d8) fire damage and 9 (2d8) necrotic damage and is poisoned until the end of its next turn. On a success, the target only takes half as much damage, and is not poisoned . \n'b'\n'b' ABOUT \n'b' Slain by the actual impact of the Burning Star long ago, these creatures burn in perpetual torment, their charred flesh and bone still wreathed in the fires that killed them. When encountered with radioactive combusted they take charge of the pack, but they employ little strategy, simply charging to burn their foes to cinders at any cost. They are unable to suppress their burning form, so they are much easier to spot as they approach across the low rises of the plains.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Common \n'b' Family: Ghouls \n'b' This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame. \n'b' Medium undead , chaotic evil \n'b' Armor Class 12 Hit Points 22\n'b'\n'b'(5d8) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 10 (+0) INT: 7 (\xe2\x88\x922) WIS: 10 (+0) CHA: 6 (\xe2\x88\x922) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 1 (200 XP) \n'b' Actions \n'b' Bite +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage. \n'b' Claws : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed 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.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Darakhul \n'b' Family: Ghouls \n'b' Medium undead , neutral evil \n'b' Armor Class 18 (scale mail, shield) Hit Points 78 (12d8 + 24) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +3, Stealth +5 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common, Darakhul Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Hungry Dead Nature . The darakhul requires no air or sleep. \n'b' Master of Disguise . A darakhul in a prepared disguise has advantage on Charisma ( Deception ) checks made to pass as a living creature. While using this ability, it loses its Stench. \n'b' Stench . Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the darakhul\xe2\x80\x99s Stench for the next 24 hours. A darakhul using this ability can\xe2\x80\x99t also benefit from Master of Disguise. \n'b' Sunlight Sensitivity . While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turning Defiance . The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The darakhul makes one Bite attack , one Claw attack, and one War Pick attack. If the darakhul is using a shield, it instead makes one Bite attack and one Claw or War Pick attack. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage, and, if the target is a Humanoid, it must succeed on a DC 11 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar). \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. If the target is a creature other than an Undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a Humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever. \n'b' War Pick . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Intelligence gleams in the eyes of the well-dressed ghoul. It smiles a greeting, barely revealing sharp teeth. \n'b' Imperial Cunning . In the lightless depths, an empire of devouring ambition grows and plots and dreams. They call themselves the People, but the people of the surface world call them the Lords Subterranean. To them, if you are not a member of the People, you are food. \n'b' Hungry Dead Nature . The darakhul requires no air or sleep. \n'b' Darakhul Fever Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest . On a failed save, the victim takes 14 (4d6) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw. \n'b' Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If a creature dies while infected with darakhul fever, roll a d20, add the character\xe2\x80\x99s Constitution modifier, and find the result on the Adjustment Table below to determine what undead form the victim\xe2\x80\x99s body rises in. \n'b'\n'b' Roll \n'b' Result \n'b'\n'b' 1-9 \n'b' None; victim is simply dead \n'b'\n'b' 10-16 \n'b' Ghoul \n'b'\n'b' 17-20 \n'b' Ghast \n'b'\n'b' 21+ \n'b' Darakhul'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Archon \n'b' Family: Clockwork \n'b' Gargantuan construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 201 (13d20 + 65) Speed 30 ft., fly 60 ft. (hover)\n'b' STATS STR: 24 (+7) DEX: 9 (-1) CON: 20 (+5) INT: 7 (-2) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Armored Transport . The clockwork archon can carry up to six Medium or eight Small creatures inside its torso. Creatures inside the archon have total cover against attacks and other effects outside the archon. The two escape hatches sit in the torso and can each be opened as a bonus action, allowing creatures in or out of the archon. \n'b' Immutable Form . The clockwork archon is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork archon has advantage on saving throws against spells and other magical effects. \n'b' Siege Monster . The clockwork archon deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . The clockwork archon makes two attacks with its transforming weapon. \n'b' Transforming Weapon . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 29 (4d10 + 7) bludgeoning or slashing damage. As a bonus action, the archon can change its weapon from a sword to a hammer or vice versa, allowing it to change its damage between bludgeoning and slashing. \n'b' Fire from Heaven (Recharge 5-6) . The clockwork archon unleashes a brilliant beam in a 90-foot line that is 10-feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 58 (13d8) radiant damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' The air around this massive construct is filled with the sound of spinning gears and mechanisms. It spreads its metal wings and takes to the air in a roar of wind. \n'b' Servants of the Righteous . Clockwork archons are built to fight in the names of deities devoted to justice, battle, and glory. They stand as bulwarks upon the battlefields of the holy, offering a rallying point for paladins and crusaders.\xc2\xa0Churches that have the ability to manufacture clockwork archons guard the knowledge jealously, lest it fall into the hands of the unworthy. \n'b' Engines of War . Clockwork archons are deployed as support vehicles and weapons.\xc2\xa0A single archon can quickly reduce a small settlement\xe2\x80\x99s defenses to ruin, while groups of them can swiftly render fortified structures to rubble. Armies with clockwork archons at their disposal sometimes use them to move sensitive material and personnel into position. \n'b' Corruptible Constructs . On occasion, a clockwork archon is captured by the enemy. The followers of some evil gods, archdevils, and demon lords have determined methods of overwriting the construct\xe2\x80\x99s animating magic, turning the creature to their fell purposes. More than one community has had its cheer turn to dismay as the clockwork archon they freely allowed inside the walls disgorged enemy agents while attacking the structures and residents. More insidious cults use their clockwork archons to mask their true natures. They allow the common folk to believe they represent good faiths while they rot the community\xe2\x80\x99s moral fabric from the inside. \n'b' Construct Nature . A clockwork archon doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Darakhul Captain \n'b' Family: Ghouls \n'b' Medium undead , lawful evil \n'b' Armor Class 16 (breastplate) Hit Points 165 (22d8 + 66) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 17 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +6, Insight +6, Intimidation +8, Perception +6 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common, Undercommon Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Master of Disguise . A darakhul in a prepared disguise has advantage on Charisma ( Deception ) checks made to pass as a living creature. While using this ability, it loses its Stench. \n'b' Necrotic Weapons . The darakhul captain\xe2\x80\x99s weapon attacks are magical. When the captain hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack ). \n'b' Stench . Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the darakhul\xe2\x80\x99s Stench for 24 hours. \n'b' Sunlight Sensitivity . While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turning Defiance . The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The darakhul captain makes three attacks: one with its bite, one with its claw, and one with its longsword. Alternatively, it can make four attacks with its longsword. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or contract darakhul fever. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature other than an undead, it must succeed on a DC 15 Constitution saving throw or be paralyzed 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. If a humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever. \n'b' Longsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 7 (2d6) necrotic damage. \n'b' Heavy Crossbow . Ranged Weapon Attack : +7 to hit, range 100/400 ft., one target. Hit : 8 (1d10 + 3) piercing damage plus 7 (2d6) necrotic damage. \n'b' Imperial Conscription (Recharge 6) . The darakhul captain targets one incapacitated creature it can see within 30 feet. The target must make a DC 15 Wisdom saving throw, taking 27 (5d10) necrotic damage on a failed save, or half as much damage on a successful one. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . If the victim has darakhul fever, this reduction can\xe2\x80\x99t be removed until the victim recovers from the disease. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises as a ghast 1d4 hours later under the darakhul captain\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The captain can have no more than four ghasts under its control at one time. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the darakhul captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated. \n'b'\n'b' About \n'b' Leaders of law enforcement units in undead cities, darakhul captains are stoic and steely darakhul hand-selected by the city\xe2\x80\x99s leadership for the role. \n'b' Patrol Teams . When on patrol, darakhul captains ride ghoulsteeds and are rarely without a handful of darakhul and ghouls at their sides. In the larger cities, captains patrol with one or two emperor\xe2\x80\x99s hyenas. \n'b' Dangerous Position . Many captains meet their ends not from threats outside the city but from forces within it. Captains regularly face the dangers of being assassinated by a rival or killed by a city leader upset about recent events. \n'b' Hungry Dead Nature . The darakhul doesn\xe2\x80\x99t require air or sleep. \n'b' Darakhul Fever \n'b' Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest . On a failed save, the victim takes 14 (4d6) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw. \n'b' Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If a creature dies while infected with darakhul fever, roll a d20, add the character\xe2\x80\x99s Constitution modifier, and find the result on the table below to determine what undead form the victim\xe2\x80\x99s body rises in. \n'b'\n'b' d20 \n'b' Result \n'b'\n'b' 1-9 \n'b' None; victim is simply dead \n'b'\n'b' 10-16 \n'b' Ghoul \n'b'\n'b' 17-20 \n'b' Ghast \n'b'\n'b' 21+ \n'b' Darakhul'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Darakhul High Priestess \n'b' Family: Ghouls \n'b' Medium undead , neutral evil \n'b' Armor Class 17 (half plate) Hit Points 112 (15d8 + 45) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 18 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +8, Charisma +6 Skills Deception +6, Insight +8, Religion +5 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common, Darakhul Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Frenzy . The darakhul high priestess can make three extra bite attacks on her turn as a bonus action. If any of these attacks miss, all attacks against her have advantage until the end of her next turn. \n'b' Master of Disguise . A darakhul in a prepared disguise has advantage on Charisma ( Deception ) checks made to pass as a living creature. While using this ability, it loses her Stench. \n'b' Stench . Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the darakhul\xe2\x80\x99s Stench for the next 24 hours. A darakhul high priestess using this ability can\xe2\x80\x99t also benefit from Master of Disguise. \n'b' Sunlight Sensitivity . While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turning Defiance . The darakhul high priestess and any ghouls within 30 feet of her have advantage on saving throws against effects that turn undead. \n'b' Spellcasting . The darakhul high priestess is a 15th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , mending , resistance , sacred flame , spare the dying, thaumaturgy \n'b' 1st level (4 slots) : bane , command , inflict wounds , protection from evil and good , shield of faith \n'b' 2nd level (3 slots) : blindness/deafness , hold person , spiritual weapon \n'b' 3rd level (3 slots) : animate dead , bestow curse , protection from energy , spirit guardians \n'b' 4th level (3 slots) : banishment , stone shape \n'b' 5th level (2 slot) : contagion , insect plague \n'b' 6th level (1 slot) : create undead \n'b' 7th level (1 slot) : regenerate \n'b' 8th level (1 slot) : antimagic field \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The darakhul high priestess makes two claw attacks and one bite attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) piercing damage plus 9 (2d8) necrotic damage and, if the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or contract darakhul fever. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed 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. If a humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever. \n'b'\n'b' About \n'b' Though all darakhul acknowledge dark gods, the priestess holds a closer link than most-always first to the feast, dividing out the choice morsels, intoning the words of hideous praise for the feast. \n'b' An emissary of the Hunger God, the darakhul high priestess summons her ever-ravenous people to the feast. Leading rites of slaughter and gluttony or handing out punishments and oaths of deprivation, she exercises a great deal of control over her charges. \n'b' Bone Cracking . The marrow is considered a delicacy among the darakhul-difficult to reach, rich in flavor. The high priestess traditionally awards the first marrow bone to the altar or cracks it herself on a battlefield, shouting a note of praise (literally, \xe2\x80\x9cblessed marrow\xe2\x80\x9d) during this ritual. \n'b' Vestments and Knives . The unholy garments of a darakhul priestess vary wildly in style, from formal robes stitched with black thread and set with garnet and rubies, to the more practical sacrificial robes of tooled leather, which resemble a butcher\xe2\x80\x99s apron. A priestess of the darakhul always carries a ritual flensing knife; it is never used in combat, only in the aftermath. \n'b' Hungry Dead Nature . The darakhul requires no air or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Darakhul Shadowmancer \n'b' Family: Ghouls \n'b' Medium undead , neutral evil \n'b' Armor Class 12 (15 with mage armor ) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 18 (+4) WIS: 13 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +6, Wisdom +3 Skills Arcana +6, Deception +1, Investigation +6, Stealth +7 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common, Umbral Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Master of Disguise . A darakhul in a prepared disguise has advantage on Charisma ( Deception ) checks made to pass as a living creature. While using this ability, it loses its Stench. \n'b' Shadow Stealth . While in dim light or darkness, the darakhul shadowmancer can take the Hide action as a bonus action. \n'b' Stench . Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the darakhul\xe2\x80\x99s Stench for the next 24 hours. A darakhul shadowmancer using this ability can\xe2\x80\x99t also benefit from Master of Disguise. \n'b' Sunlight Sensitivity . While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turning Defiance . The darakhul shadowmancer and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. \n'b' Spellcasting . The shadowmancer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : acid splash , chill touch , mage hand , mending \n'b' 1st level (4 slots) : mage armor , ray of sickness, silent image \n'b' 2nd level (3 slots) : misty step , scorching ray , see invisibility \n'b' 3rd level (3 slots) : animate dead , dispel magic , stinking cloud \n'b' 4th level (2 slots) : arcane eye , black tentacles , confusion \n'b' 5th level (1 slot) : teleportation circle \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The darakhul shadowmancer makes two attacks: one with its bite and one with its dagger. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 11 (2d8 + 2) piercing damage, and, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever. \n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b'\n'b' About \n'b' Relishing the darkness feared by others, the shadowmancer\xe2\x80\x99s undeath grants it nothing but time to study its art. \n'b' Never Alone . A shadowmancer is rarely encountered alone; it is regularly accompanied by shadow guardians, shadow skeletons, or other horrors. \n'b' Frequent Spies . Often called upon by their emperor to serve as spies among the cities of the surface world or as emissaries to the shadow fey , darakhul shadowmancers may be encountered virtually anywhere. \n'b' Hungry Dead Nature . The darakhul requires no air or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Darakhul Spy \n'b' Family: Ghouls \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (studded leather) Hit Points 91 (14d8 + 28) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 14 (+2) INT: 14 (+2) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Perception +4, Stealth +7, Survival +4 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common, Darakhul Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Evasion . If the darakhul spy is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Master of Disguise . A darakhul in a prepared disguise has advantage on Charisma ( Deception ) checks made to pass as a living creature. While using this ability, it loses its Stench. \n'b' Sneak Attack (1/Turn) . The darakhul spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the darakhul spy that isn\xe2\x80\x99t incapacitated and the darakhul doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Stench . Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the darakhul\xe2\x80\x99s Stench for the next 24 hours. A darakhul using this ability can\xe2\x80\x99t also benefit from Master of Disguise. \n'b' Sunlight Sensitivity . While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turning Defiance . The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The darakhul makes three attacks: one with its bite, one with its claw, and one with its shortsword. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage, and, if the target creature is humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. If the target is a creature other than an undead, it must make a successful DC 13 Constitution saving throw or be paralyzed 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. If a humanoid creature is paralyzed for more than 2 rounds, it contracts darakhul fever. \n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b'\n'b' About \n'b' The eyes and ears of the Ghoul Imperium, darakhul spies originate from all nations and backgrounds and can be found anywhere in Midgard. \n'b' Masters of Disguise . Darakhul spies are rarely without a slew of disguises, including wigs, colored pastes, cosmetics, and clothing appropriate for various nationalities and economic levels. Some of the best spies have spent decades hiding in plain sight in courts, taverns, and slums across Midgard. Most often their odd behavior, such as taking meals privately or preferring to conduct business after sunset, is waved off as eccentric rather than suspicious. \n'b' Hungry Dead Nature . The darakhul requires no air or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Darkness \n'b' Family: Ghouls \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 Hit Points 45 (7d8 + 14) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 9 (-1) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 (+7 in dim light or darkness) Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, Umbral Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Shadow Stealth . While in dim light or darkness, the ghoul can take the Hide action as a bonus action. \n'b' Sunlight Weakness . While in sunlight, the ghoul has disadvantage on attack rolls, ability checks, and saving throws. \n'b' Actions \n'b' Multiattack . The ghoul makes two attacks, one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed 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. \n'b' Shadow Bolt . Ranged Spell Attack : +5 to hit, range 60 ft., one creature. Hit : 17 (5d6) cold damage. The target must succeed on a DC 13 Constitution saving throw or become blinded 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.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Dust \n'b' Family: Ghouls \n'b' Medium undead , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 104 (16d8 + 32) Speed 40 ft., fly 40 ft., burrow 20 ft.\n'b' STATS STR: 21 (+5) DEX: 16 (+3) CON: 15 (+2) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 18 Languages Common Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Improved Critical . The ghoul\xe2\x80\x99s attacks score a critical hit on a roll of 19 or 20. \n'b' Actions \n'b' Multiattack . The dust ghoul makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) slashing damage. \n'b' Blinding Dust (1/day) . Blinding dust and sand swirls magically around the ghoul. Each creature within 5 feet of the ghoul must succeed on a DC 15 Constitution saving throw or be blinded until the end of the creature\xe2\x80\x99s next turn. \n'b' Paralyzing Shriek (Recharge 5-6) . The dust ghoul unleashes a hellish shriek. Each creature that is within 60 feet of the ghoul and can hear it must succeed on a DC 13 Constitution saving throw or be paralyzed 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. \n'b' About \n'b' This monster appears as a dust-covered creature with decaying flesh pulled tight over its humanoid frame. Its teeth are pointed fangs and its hands end in wicked, dirt-covered and blood-soaked claws. \n'b' When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul \xe2\x80\x93 an undead flesh-eating creature composed of dust and earth. \n'b' Dust ghouls haunt the Parched Expanse, preying on unwary travelers who linger too long in their hunting grounds. These creatures savor the taste of human flesh and devour such a kill with great ferocity. \n'b' Dust ghouls predicate their arrival by animating dust into ghostly humanoids that immediately move to grapple potential prey. Dust ghouls then move in (often swooping in from above) and attempt to paralyze their foes with their shriek. Prey is then torn to pieces by the dust ghouls using its claws and fangs. If a dust ghoul is slain, it crumbles into a pile of dust.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Emperor \n'b' Family: Ghouls \n'b'\n'b' Medium undead , neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 204 (24d8 + 96) Speed 30 ft., burrow 15 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 19 (+4) INT: 20 (+5) WIS: 17 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Wisdom +9 Skills Deception +11, Insight +9, Perception +9, Persuasion +11 Damage Resistances cold, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 120 ft., passive Perception 19 Languages Common, Draconic, Gnoll, Undercommon Challenge 20 (25,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) . If the Emperor fails a saving throw, he can choose to succeed instead. \n'b' Sunlight Sensitivity . While in sunlight, the Emperor has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turn Resistance . The Emperor has advantage on saving throws against effects that turn undead. \n'b' Spellcasting . The Emperor is a 17th-level spellcaster. His spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). He has the following wizard spells prepared:\n'b'\n'b' Cantrips (at will) : chill touch , message , prestidigitation , shocking grasp , true strike \n'b' 1st level (4 slots) : charm person , magic missile , shield , thunderwave \n'b' 2nd level (3 slots) : hold person , mirror image , misty step \n'b' 3rd level (3 slots) : counterspell , fear , fireball \n'b' 4th level (3 slots) : blight , dimension door , phantasmal killer \n'b' 5th level (2 slots) : cloudkill , dominate person , hold monster \n'b' 6th level (1 slot) : circle of death , create undead \n'b' 7th level (1 slot) : finger of death , teleport \n'b' 8th level (1 slot) : power word stun \n'b' 9th level (1 slot) : power word kill \n'b'\n'b' Actions \n'b' Multiattack . The Emperor makes one bite attack and two claw attacks. He can make one attack with his scepter in place of a claw attack . \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or contract darakhul fever. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Scepter . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage plus 17 (5d6) necrotic damage. \n'b' Reactions \n'b' Blood Armor . When the Emperor takes damage from a creature he can see within 60 feet of him, the attacker takes necrotic damage equal to half the damage it dealt to the Emperor. \n'b' Legendary Actions \n'b' The Emperor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Emperor regains spent legendary actions at the start of his turn. \n'b' Attack . The Emperor makes one claw or bite attack . \n'b' Cantrip . The Emperor casts a cantrip. \n'b' Font of Power (Costs 3 Actions) . Roll a d8; the Emperor regains one spell slot of that level or lower. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the Emperor takes a lair action to cause one of the following effects; the Emperor can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' Until initiative count 20 on the following round, all creatures other than undead and constructs who take necrotic damage take an additional 7 (2d6) necrotic damage. \n'b' The emperor targets a creature within 30 feet that he can see. The creature must succeed on a DC 15 Constitution saving throw or take 18 (4d8) necrotic damage. The emperor regains hp equal to the damage dealt. \n'b' A wall of ice springs up from a surface within 100 feet of the emperor. The wall is 60 feet long, 10 feet high, and 5 feet thick. A creature in the wall\xe2\x80\x99s space when it appears must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) cold damage; then the creature is pushed to either side of the wall (the creature\xe2\x80\x99s choice). Each 5-foot section of the wall has AC 10, 15 hit points , resistance to piercing and slashing damage, immunity to cold, poison, and psychic damage, and vulnerability to fire damage. The wall disappears when the Emperor uses this lair action again or when the Emperor dies. \n'b' Regional Effects \n'b' The region around the Emperor\xe2\x80\x99s lair is warped by his magic, which creates one or more of the following effects: \n'b' Creatures within 1 mile of the lair who are infected with darakhul fever have disadvantage on Wisdom saving throws against spells and effects generated by ghouls or darakhul. \n'b' Dead bodies within 1 mile of the lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their deaths. These undead never attack ghouls or darakhul but instinctively obey their commands. \n'b' Phantom lights appear within 10 miles of the lair, more frequently the closer they are to the lair. Each light sheds dim light in a 10-foot radius. An undead in this dim light gains 1d6 temporary hp at the start of each of its turns. Temporary hp an undead gains from this regional effect add to any temporary hp the undead gained from this regional effect but not from other effects. The undead\xe2\x80\x99s temporary hp can\xe2\x80\x99t exceed half its maximum hp . \n'b' If the emperor dies, dead reanimated as skeletons or zombies crumble to dust after 1d10 days. The other effects end immediately. \n'b' About \n'b' This man of middle years, with black hair and flesh as white as ivory, wears black and purple clothes and a silvery crown set with emeralds. His feet are sheathed in black boots, and his arms and fingers are covered in rich gold and silver jewelry. He holds a skull-topped scepter. \n'b' Hungry Dead Nature . The Emperor requires no air or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Doomgate \n'b' Family: Animated Objects \n'b' Huge construct , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 248 (16d12 + 144) Speed 0 ft.\n'b' STATS STR: 25 (+7) DEX: 1 (-5) CON: 29 (+9) INT: 16 (+3) WIS: 18 (+4) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances damage from spells Damage Immunities fire, necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 120 ft., tremorsense 60 ft., truesight 120 ft., passive Perception 14 Languages Abyssal, Infernal, telepathy 120 ft. Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The Doomgate is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The Doomgate has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Doomgate\xe2\x80\x99s weapon attacks are magical. \n'b' Grasping Hordes . A creature that comes within within 5 feet of the Doomgate for the first time on a turn or ends its turn there must succeed on a DC 21 Strength saving throw or be grappled (escape DC 17). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Doomgate makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 46 (6d12 + 7) slashing damage. \n'b' Eruption (Recharge 6) . The Doomgate collapses, releasing any grappled creatures, and rises from the ground in an area within 60 feet. All creatures in the area must make a DC 21 Dexterity saving throw, taking 63 (10d10 + 8) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b' Radiate Malignancy (Recharge 5-6) . The Doomgate releases energy from the Underhell in a 60-foot radius. Each non-fiend creature in the area must make a DC 19 Constitution saving throw, taking 21 (6d6) necrotic plus 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw has its hit point maximum reduced by the amount of necrotic damage it takes. \n'b' Summon Fiends (3/day) . The Doomgate pulls forth its choice of a rampant cacodaemon or a flesheater underfiend or three leering grylluses or five simpering maggots of any legion in the nearest unoccupied space. Roll initiative for summoned fiends separate from the gate. \n'b'\n'b' REACTIONS \n'b'\n'b' Summon Fodder . The Doomgate conjures a broken maggot (page 205) and adds 4 to its own AC against one attack that would hit it. To do so, the Doomgate must see the attacker. If this makes the attack miss, it hits the maggot instead. \n'b'\n'b' ABOUT \n'b' The countless forces of the Underhell are difficult to transport. In addition to sheer logistics and contending with the chaotic impulses of many legion leaders, the interdimensional void between the mortal world and the Underhell resists their transit even by spells such as gate. Only once an Archlord has arrived in the world can the fiends enter in numbers. To bridge the gap between planes, the Fiend Lords of the Underhell created the Doomgates. \n'b' Unique . Every Doomgate is unique, with defenses reflecting the differing circumstances of its creation. The most common Doomgate is a passive structure of bone and stone that is essentially indestructible and requires obscure magic to reliably close. Such Doomgates are more like puzzles than creatures. \n'b' Active but Vulnerable . When there are multiple Doomgates or when an Archlord doesn\xe2\x80\x99t trust fiends as sufficient guards for passive Doomgates, they might use fell magic to imbue the Doomgates with active power at the cost of making them susceptible to certain kinds of physical damage. \n'b' While animated Doomgates are mostly constructed objects, some are granted a powerful animating energy that allows them to defend themselves when necessary. An animated Doomgate can use some of its own energy to call upon individual beings from the Underhell to aid in its defense. This effort is taxing, however, so an animated Doomgate only calls other creatures when necessary. This energy can only be used while an Archlord remains active in the world; once the Archlord is banished, the gate loses much of its power. \n'b' This enormous stone gate bears a massive portcullis open to a portal of energy. The gate is covered in writhing bodies and maggots with a pair of emaciated arms looming from atop the gate.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Ghast \n'b' Family: Ghouls \n'b' This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame. \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 Hit Points 36 (8d8) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 10 (+0) INT: 11 (+0) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 2 (450 XP) \n'b' Special Traits \n'b' Stench : Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast\xe2\x80\x99s Stench for 24 hours. \n'b' Turning Defiance : The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. \n'b' Actions \n'b' Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. \n'b' Claws : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed 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.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Gravid \n'b' Family: Ghouls \n'b'\n'b' Medium undead , chaotic evil \n'b' Armor Class 11 \n'b' Hit Points 60 (11d8 + 11) \n'b' Speed 30 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 12 (+1) INT: 7 (-2) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Wis +3 \n'b' Condition Immunities exhaustion , fright, poison, unconsciousness \n'b' Languages Common \n'b' Skills Perception +3, Survival +3 \n'b' Senses darkvision 60 ft. \n'b' Challenge 3 (700 XP) \n'b' Actions \n'b'\n'b' Multiattack . The gravid ghoul bites twice and attacks once with its tongue. \n'b' Bite . Melee Weapon Attack : +5 to hit (reach 5 ft.; one creature). Hit : 1d6 + 3 piercing damage, and the creature must make a successful DC 11 Con saving throw or contract ghoul fever (see below). \n'b' Tongue . Melee Weapon Attack : +5 to hit (reach 10 ft.; one creature). Hit : 1d4 + 3 piercing damage plus 2d6 psychic damage, and the creature must make a successful DC 11 Con saving throw or contract ghoul fever (see below). \n'b'\n'b' Special Traits \n'b'\n'b' Blood Frenzy . A gravid ghoul that drops a foe to 0 hit points gains 10 temporary hit points and continues attacking the dying creature until that foe is dead. Until its foe is dead, the gravid ghoul\xe2\x80\x99s AC is reduced by 2. \n'b' Diseased Exudate . The flesh of a gravid ghoul constantly seeps disease-ridden fluid. Any creature that strikes the gravid ghoul from a range of 5 feet or less, or comes into physical contact with the gravid ghoul, must make a successful DC 11 Con saving throw or contract ghoul fever (see below). \n'b' Ghoul Fever . A creature that contracts ghoul fever must make a DC 11 Con saving throw every time it completes a long rest . If the saving throw fails, the creature gains 1 level of exhaustion ; if it succeeds, there is no effect. A creature can\xe2\x80\x99t recover from exhaustion by resting while it has ghoul fever; the disease must be cured with lesser restoration or comparable magic first. A humanoid that dies from ghoul fever transforms into a ghoul moments after its death. \n'b' Smell Blood . The gravid ghoul has advantage on Perception checks to detect injured creatures and on Survival checks to track injured creatures. \n'b' Stress Mind . The very sight of a gravid ghoul instills a sense of anxiety in living creatures. Upon seeing a gravid ghoul within 60 feet, a creature with Intelligence 3 or higher must make a successful DC 13 Wis saving throw or be frightened for 1d6 rounds. If the saving throw succeeds or after the fright ends, the creature is immune to this effect for 24 hours. \n'b'\n'b' About \n'b' Environment Any land \n'b' Organization solitary or gang (2-4) \n'b' This horrid creature walks upon the hands and legs of a female humanoid body bent over backward, its spine painfully creased at an acute angle. Protruding from its flaccid, torn abdomen sits an infant-sized creature with a two-foot-long, bright-red tongue that constantly bathes its gaunt, pallid flesh in sanguine fluids scooped from the cavity in which it sits. \n'b' The gravid ghoul is an undead creature of the foulest nature. In the darkest alleys of inner cities, there are humanoids who will pay for the touch and bed of an undead creature. Whether out of fascination, fetish, or illness of the mind, these couplings on occasion have been known to develop into a gravid ghoul. The ghoul harlot typically is unaware of its pregnancy until it is far too late. The fetal ghoul that grows inside the undead mother awakens with blood lust and the hunger of a newborn. The only warning the ghoul mother receives is an increase in its own feeding instinct and a slight swelling of the midsection before the small ghoul -thing bursts from the mother\xe2\x80\x99s abdomen. The newborn creature sits within the gaping cavity of the mother\xe2\x80\x99s broken body, which is folded in half in a backbend to serve as a perch and means of mobility for the offspring. Despite its appearance as vehicle and driver of a sort, the offspring and mother are a single creature and cannot be separated without destroying both . \n'b' The new gravid ghoul awakens not only with a terrible hunger, but with a terrible intelligence as well. Through the umbilical attachment, it can access its mother\xe2\x80\x99s husk and what\xe2\x80\x99s left of her mind, devouring her memories and controlling her body\xe2\x80\x99s movements. It perches atop the ruined remains of the body and makes use of her arms and legs in spider-like movements to walk and climb. The rigors of its indelicate control often fracture the bones of the mother\xe2\x80\x99s limbs, creating joint articulations that were never meant to be, but the controlling offspring cares little and finds its movements unimpeded by these injuries. The controlling offspring and the lolling, idiot head of the mother sport the same terrible grin of razor-sharp teeth. The gravid ghoul\xe2\x80\x99s fetal skin tissue is dry and cracked. It uses its tremendously long, bright-red tongue to bathe itself in its mother\xe2\x80\x99s bloody, rotting fluids. \n'b' The flesh of the fetal portion of a gravid ghoul is fragile and requires constant bathing in the moisture of its womb-perch to avoid drying out. However, in a dry environment, this is insufficient to maintain the tissue\xe2\x80\x99s requirements, causing it to desiccate and crack. If a gravid ghoul does not have access to a moist environment for more than 1 hour (a place that is foggy or has open puddles of water is sufficient to meet its needs), it begins drying out painfully. More than an hour of drying out shuts down the ghoul\xe2\x80\x99s Diseased Exudate ability until it reaches another source of moisture. \n'b' A gravid ghoul stalks the night looking for prey. They tend to venture into sewer networks, better to keep out of sight and in the shadows. The wet nature of sewer systems helps the gravid ghoul to keep its fetal-self moist. \n'b'\n'b' Additional Credit Author Jeffrey Swank.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Armadillo \n'b' Family: Clockwork \n'b' Small construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 22 (4d6 + 8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 14 (+2) INT: 5 (\xe2\x80\x933) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 Skills Acrobatics +6, Perception +2, Stealth +6 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The armadillo doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The armadillo is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The armadillo has advantage on saving throws against spells and other magical effects. \n'b' Overclocked . The armadillo has advantage on initiative rolls. \n'b'\n'b' ACTIONS \n'b'\n'b' Scissor Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or drop whatever it is currently holding. \n'b' Tuck In . The armadillo tucks its entire body into its shell, forming an armored ball. While an armored ball, it moves by rolling, has resistance to bludgeoning, piercing, and slashing damage, is immune to the prone condition, and it can\xe2\x80\x99t make Scissor Claws attacks. As part of this action, the armadillo can expand its shell outward to contain one object of its size or smaller that isn\xe2\x80\x99t being worn or carried and is within 5 feet of the armadillo. The armadillo can uncurl its body and release any contained item as a bonus action. \n'b'\n'b' ABOUT \n'b' This intricate construct is encased in brass plates and shaped like an armadillo. The clockwork armadillo was first created as a practical joke between tinkerer mages. In seeking to disrupt the success of a colleague, a particularly devious metallurgist crafted a creature from a geodesic sphere, clad the creation in pliant and slippery armor, and sent it out to confiscate a rival\xe2\x80\x99s project. After a raucous chase through a packed crafting hall, word of the clever design swiftly spread. Since its fateful inception, the clockwork armadillo has become a favorite of the wealthy, who often use the critters as theft deterrents in their vaults and private estates. \n'b' Deviously Equipped . Clockwork armadillos designed for theft denial are outfitted with sharp claws, which can snip through leather and cord with ease, and hyperkinetic fly gears, which magnify torsion and allow for optimal reflexive output when evading hostile forces. While a clockwork armadillo is certainly equipped to defend itself, its primary motive is to confiscate loose valuables, tuck them inside its rolled-up body, and lure its opponents into pursuit to buy time for more capable authorities to arrive. \n'b' Geared for Mischief . The original design called for an unruly animal spirit to be bound to the clockwork armadillo, but as clockwork design has advanced, tinkerers have experimented with binding minor demons, devils, and even fey. However, this often results in unpredictable behavior. In a few notable cases, unfortunate owners were found bereft of valuables, keys, prized possessions, and nearly always their tempers.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Ice \n'b' Family: Ghouls \n'b' Medium undead , chaotic evil\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 18 (+4) INT: 8 (-1) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 (hide armor) Hit Points 17 (2d8 + 8) Speed 30 ft. Skills Perception +3, Stealth +3, Survival +3 Damage Resistances cold, psychic Damage Immunities necrotic, poison Condition Immunities frightened , poisoned Senses darkvision 60 ft., passive Perception 13 Languages a primitive dialect of Titan Speech Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Famished. An ice ghoul that reduces a target to 0 hit points must make a DC 10 Wisdom saving throw. On a failure, the ghoul throws itself prone and will spend the next minute making bite attacks against the creature as it feeds. \n'b' Inhuman Rage. The ice ghoul can use a bonus action to gain advantage on attack rolls, and resistance to nonmagical bludgeoning, piercing, and slashing damage until the start of its next turn. Attacks against a raging ghoul have advantage. \n'b' Actions \n'b' Javelin . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Hand Axe . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Tactics \n'b' Ice ghouls attack in larger groups, preferring to outnumber their prey by at least two-to-one. They will use their javelins if they can, but their endless hunger prevents them from having much patience and they will close quickly with foes. A group that has not fought ice ghouls before might be surprised by them beginning to feed on a downed character, this can be both a moment of revulsion but also a strategic opportunity as the feeding ghouls ignore everything else. \n'b' Description \n'b' The human-like creature hunches down in the snow. Its skin is whitish-blue and covered with patches of frost. Dark lanky hair hangs over its tattered and dirty hide clothing. Its eyes gleam with an unnatural light as the frigid wind blows and it gathers itself for an attack. \n'b' The Power of Flesh . Sages say that ice ghouls were once humans that became cannibals. They are ceaselessly hungry, but able to survive for long periods of time without eating and are able to endure biting cold without harm. Their exact nature is a favorite subject of debate in certain circles: they are not truly alive for they need to feed only once or twice a year but they are not true undead since they are not risen corpses but shambling half-dead things instead. \n'b' Clanfolk . Ice ghouls organize themselves in family clans, usually on the outskirts of human territories. They sometimes war with each other, but do not crave the flesh of their own kind, eating it only when absolutely necessary. They scavenge from the homesteads they ravage and will attack with any weapon they find.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Imperial \n'b' Family: Ghouls \n'b' Medium undead , lawful evil \n'b' Armor Class 16 (breastplate) Hit Points 93 (17d8 + 17) Speed 30 ft., burrow 15 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 12 (+1) INT: 13 (+1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Darakhul, Undercommon Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Hungry Dead Nature . The ghoul requires no air or sleep. \n'b' Turning Defiance . The ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The imperial ghoul makes one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage, and, if the target is a Humanoid, it must succeed on a DC 11 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar). \n'b' Claw . Melee Weapon Attack : +5 to hit, reach, one target. Hit : 17 (4d6 + 3) slashing damage. If the target is a creature other than an elf or Undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed 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. \n'b' Light Crossbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' An imperial ghoul stands tall and proud, its gray flesh robust and muscled, and its clothing strangely well kept. Its flickering red eyes have an intelligent, malicious gleam. \n'b' Shock Troops . Imperial ghouls are the shock troops of the ghoul empire, eager to expand its power and influence. Treated like auxiliaries, they get the most difficult tasks: to engage and hold foes while the darakhul, iron legionnaires, and others outflank them. \n'b' Ambitious Strivers . Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls into iron ghouls. This rumor gives them hope of advancement. Their power over the lesser ghouls and slaves gives them a taste of tyranny. Because they are ambitious and always hungry for power, imperial ghouls are eager to prove themselves as hunters, as warriors, and as spies. \n'b' Immune to Sun . Unlike a standard darakhul, an imperial ghoul does not suffer from sunlight and feels little need to disguise its true appearance. \n'b' Hungry Dead Nature . The ghoul requires no air or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Iron \n'b' Family: Ghouls \n'b' Medium undead , lawful evil \n'b' Armor Class 16 (breastplate) Hit Points 143 (22d8 + 44) Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Darakhul, Undercommon Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Hungry Dead Nature . The ghoul requires no air or sleep. \n'b' Turning Defiance . The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The iron ghoul makes one Bite attack and one Claw attack, or it makes three Glaive attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) piercing damage. If the target is a Humanoid, it must succeed on a DC 13 Constitution saving throw or contract the darakhul fever disease. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 18 (4d6 + 4) slashing damage. If the target is a creature other than an elf or Undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed 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. \n'b' Glaive . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) slashing damage. \n'b' Heavy Crossbow . Ranged Weapon Attack : +6 to hit, range 100/400, one target. Hit : 8 (1d10 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' A vicious-looking ghoul carries a cruel glaive, its forearms stained with dried blood. Its glowing, rust-colored eyes penetrate with a calculating stare of restrained hunger. \n'b' Backbone of the Legions . Iron ghouls and ghasts are the elite members of the imperial legions, acting as officers, non-commissioned officers, and standard-bearers. They feed from the slave pits and march on the orders of the darakhul nobility. \n'b' Fond of Uniforms . Iron ghouls are proud of their status and uniforms. Their standard breastplates and open-faced helms are black iron with brass trim, and the helm\xe2\x80\x99s crest is often a rubydyed fan of bat wings or carrion beetle bristles to indicate their authority. \n'b' Tooth and Bone Weaponry . Many items of an iron ghoul\xe2\x80\x99s gear are decorated with inlaid bone or set with teeth, much as pearls might be used for weapons crafted elsewhere.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Lacedon \n'b' Family: Ghouls \n'b' Medium undead , chaotic evil \n'b' Armor Class 12 Hit Points 22 (5d8) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 10 (+0) INT: 7 (?2) WIS: 10 (+0) CHA: 6 (?2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Amphibiousness . The lacedon can breathe air and water but begins to suffocate if not submerged in the sea at least once a day for one minute. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 9 (2d6 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Lacedons are an aquatic type of ghoul . Similar to ghouls in all other respects, they are distinguished by their natural ability to swim as well as they can walk. They are found only in water, usually prowling near unseen reefs and other dangerous locations where boats and ships are at risk of sinking.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Mad \n'b' Family: Ghouls \n'b' Medium undead , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 67 (9d8 + 27) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 16 (+3) INT: 11 (+0) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +6, Constitution +4 Skills Athletics +6, Stealth +5 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, Umbral Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Reckless . At the start of his turn, the Mad Ghoul can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn. \n'b' Stench . Any creature that starts its turn within 5 feet of the Mad Ghoul must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the Mad Ghoul\xe2\x80\x99s stench for 24 hours. \n'b' Turning Defiance . The Mad Ghoul and any ghouls within 30 feet of him have advantage on saving throws against effects that turn undead. \n'b' Actions \n'b' Multiattack . The Mad Ghoul makes two attacks, one with his bite and one with his claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed 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.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Necrophage Ghast \n'b' Family: Ghouls \n'b'\n'b' Medium undead , chaotic evil \n'b' Armor Class 13 Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 14 (+2) INT: 16 (+3) WIS: 10 (+0) CHA: 8 (?1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, Investigation +5 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Necrophage Stench . Any living creature that starts its turn within 30 feet of the necrophage ghast must succeed on a DC 13 Constitution saving throw or have disadvantage on all saving throws against spells cast by any necrophage ghast for 1 minute. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the stench of all necrophage ghasts for the next 24 hours. \n'b' Turning Defiance . The necrophage ghast and any undead within 30 feet of it have advantage on saving throws against effects that turn undead. \n'b' Spellcasting . The necrophage ghast is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The necrophage ghast has the following wizard spells prepared:\n'b'\n'b' Cantrips (at will) : friends, mage hand , poison spray, prestidigitation \n'b' 1st level (4 slots) : charm person , false life , magic missile , ray of sickness \n'b' 2nd level (3 slots) : hold person , invisibility \n'b' 3rd level (2 slots) : animate dead , hypnotic pattern \n'b'\n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed 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. \n'b' About \n'b' This creature\xe2\x80\x99s stench precedes it, but, the keen look of intelligence in its eye and arcane sigils on its arm promise a more cunning and dangerous foe. \n'b' An Erudite Threat . Unlike typical ghouls and ghasts, the necrophage ghast possesses a keen intelligence that thirsts for arcane knowledge, especially the magic that can return the dead to life and force it to serve. \n'b' Learn, then Conquer . The necrophage ghast seeks out knowledge, spending days, weeks, or even months in solitary research to track down and learn a new bit of necromantic magic. Afterwards, they are eager to put their newfound knowledge into practice. All their research is for naught if they cannot gather enough corpses to perform their experiments. \n'b' Arcane Stench . Through careful experimentation, necrophage ghasts have engineered their natural stench into a magical aura that causes those with weak constitutions to be more susceptible to their arcane magic. \n'b' Hungry Dead Nature . The necrophage ghast requires no air or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Poisonbearer \n'b' Family: Ghouls \n'b' Medium undead , chaotic evil\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 14 (+2) INT: 7 (-2) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 71 (11d8 + 22) Speed 30 ft. Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages One common language of choice Challenge 3 (700 XP) \n'b' Special Traits \n'b' Death Spray . The instant a poisonbearer is killed or destroyed, the pustules on its skin all burst simultaneously, so that all creatures within 5 feet of it take 33 (6d10) poison damage, or half if they make a DC 10 Dexterity saving throw. Each creature affected must succeed on a DC 14 Constitution saving throw or be poisoned until it takes a long rest . Should the target die while poisoned , then it rises the next midnight as a poisonbearer ghoul. \n'b' Actions \n'b' Multiattack . The poisonbearer ghoul makes three attacks: two with its claws and one with its bite. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage and 6 (2d10) poison damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned until it takes a long rest . Should the target die while poisoned , then it rises the next midnight as a poisonbearer ghoul. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed 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. \n'b' Spit (Recharge 5-6) . Ranged Weapon Attack : +4 to hit, range 5/20 ft., one target. Hit : 11 (4d10) poison damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned until it takes a long rest . Should the target die while poisoned , then it rises the next midnight as a poisonbearer ghoul. \n'b' Tactics \n'b' This ghoulish being is even more disgusting than its typical cousins, for it is covered in broken, oozing pustules. \n'b' A poisonbearer often begins by spitting its poison at one or more targets and then charging in to attack with tooth and claw. \n'b' Poisonbearer ghouls are fearless in combat, fighting to the last \xe2\x80\x93 they are fanatical in their devotion to their dark master, and willingly allow themselves to be destroyed in order to spread their horrid disease. \n'b' Feverish Bite . The substance exuded by the creature\xe2\x80\x99s diseased kin can transfer its horrible form of ghoul fever. It also has a magical poison it produces in its mouth, which it can spit at foe or transfer with a bite and which resists magical attempts to cure it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Tar \n'b' Family: Ghouls \n'b'\n'b' Medium undead , neutral evil \n'b' Armor Class 13 Hit Points 66 (12d8 + 12) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 13 (+1) INT: 11 (+0) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Resistances necrotic Damage Immunities fire, poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Darakhul Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Fire Hazard . As a bonus action or when it takes fire damage, the tar ghoul bursts into flame. The tar ghoul continues burning until it takes cold damage or is immersed in water. A creature that touches the tar ghoul or hits it with a melee attack while within 5 feet of it while it is burning takes 3 (1d6) fire damage. While burning, a tar ghoul deals an extra 3 (1d6) fire damage on each melee attack , and its vomit tar action is a 15-foot cone that ignites immediately. Each creature in that area must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Actions \n'b' Multiattack . The tar ghoul makes one bite attack and one claw attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed 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. \n'b' Vomit Tar (Recharge 5-6) . The tar ghoul vomits tar, covering the ground in a 10-foot square within 5 feet of it. Each creature in the area must succeed on a DC 13 Dexterity saving throw or be covered with tar. The tar ignites if touched by a source of fire or if a creature covered with tar takes fire damage. The tar burns for 3 (1d6) rounds or until a creature takes an action to stop the blaze. A creature that starts its turn in the area or that starts its turn covered with burning tar takes 5 (1d10) fire damage. \n'b' About \n'b' Decayed bodies emerge from a pit, covered with a thick, black ooze, showing their sharp teeth and hissing with hunger in their eyes. \n'b' When attacked with fire, tar ghouls often scream with joy as they burst into flames. \n'b' Burning Wish . Bored while under the service of a necromancer, an efreeti prince toyed with his master\xe2\x80\x99s creations to give them an edge against fiery spellcasters. \n'b' Flaming Horde . These ghouls roam the darkness in packs, hunting for fresh meat. They relish roasting their food as it screams in pain. \n'b' Bring your Own Fire . These creatures do not fear flame. Most of these ghouls wear pieces of flint on their rags to ignite themselves if their prey does not use fire against them. \n'b' Hungry Dead Nature . The ghoul requires no air or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Feast \n'b' Family: Animated Objects \n'b' Large construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 32 (5d10 + 5) Speed 0 ft., fly 40 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Damage Resistances poison, psychic Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned Senses blindsight 120 ft., passive Perception 7 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Antimagic Susceptibility . The feast is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the feast must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' False Appearance . While the feast remains motionless and isn\xe2\x80\x99t flying, it is indistinguishable from a normal place setting. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The animated feast makes three attacks; one with knives, one with forks, and one with plates. \n'b' Knives . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Forks . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Plates . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b'\n'b' About \n'b' Glistening plates and cutlery line the long table. A few people begin to enjoy the sumptuous feast when things take an awful turn. Suddenly all the utensils and plates come to life and attack the guests.\xc2\xa0Knives and forks fly through the air like daggers and several plates smash into the bewildered crowd.\xc2\xa0Uneaten food is thrown all over the dining room. The construct has turned the tables and begins to attack the guests. \n'b' Dinner for the Sinner . This construct was created by a mage who wanted to punish those who indulge in gluttony. Some evildoers use the construct as a trap, sometimes as the centerpiece of a sinister surprise party. \n'b' Smashing Success . Once an animated feast is activated, it makes a considerable amount of noise.\xc2\xa0This construct can devastate an entire manor if left to its own devices. \n'b' Constructed Nature . An animated feast doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoul, Vampiric \n'b' Family: Ghouls \n'b' Medium undead (shapechanger), chaotic evil \n'b' Armor Class 13 Hit Points 45 (7d8 + 14) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 37 (+3) CON: 34 (+2) INT: 23 (+1) WIS: 14 (+2) CHA: 24 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Damage Immunities poison Condition Immunities charmed , exhausted, poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . If the vampiric ghoul isn\xe2\x80\x99t in sunlight or running water, it can use its action to polymorph into a Tiny rat or back into its true form. While in rat form, the vampiric ghoul can\xe2\x80\x99t speak, and its walking speed is 20 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but anything it is carrying does not. It reverts to its true form if it dies. \n'b' Sunlight Sensitivity . While in sunlight, the vampiric ghoul has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vampiric ghoul makes one Bite attack and one Claws attack. It can use its Life Drain in place of any melee attack. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. If the target is a creature other than an undead, it must make a DC 11 Constitution saving throw or be paralyzed for one minute on a failure. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Life Drain . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) necrotic damage and the target must make a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a ghoul under the vampiric ghoul\xe2\x80\x99s control unless the humanoid is restored to life or its body is destroyed. The vampiric ghoul can have no more than six ghouls under its control at one time. \n'b'\n'b' ABOUT \n'b' Vampiric ghouls are possibly the most malign and wicked of the undead, vile creatures that survive by feasting on living flesh and warm blood. Vampiric ghouls are more akin to vampires than they are their ghoulish brethren, so they keep their usual human attractiveness (albeit with a great inner ugliness). Feeding on flesh sustains their natural existence, but quaffing blood energizes them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Assassin \n'b' Family: Clockwork \n'b' APPEARANCE \n'b' The ticking of their gears is all the warning some victims ever hear. \n'b' Medium construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 99 (18d8 + 18) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +4 Skills Acrobatics +6, Stealth +9, Investigation +4, Perception +4, Survival +4 Damage Immunities lightning, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 14 Languages understands Common but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Assassinate . During its first turn, the assassin has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. \n'b' Explosive Core . When the assassin is destroyed, its core explodes, projecting superheated steam and shrapnel. Each creature within 5 feet of the construct must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Clockwork Immutable Form . The assassin is immune to any spell or effect, other than its disassembly trait, that would alter its form. \n'b' Magic Resistance . The assassin has advantage on saving throws against spells and other magical effects. \n'b' Psychic Susceptibility . If the assassin takes psychic damage, it has disadvantage on attack rolls, saving throws, and ability checks until the end of its next turn. \n'b' Sneak Attack (1/Turn) . The assassin deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn\xe2\x80\x99t incapacitated and the assassin doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Standing Leap . The assassin\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The clockwork assassin makes two rapier attacks. \n'b' Rapier . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 11 (2d10) poison damage and be poisoned for 1 minute. \n'b' Disassembly . The assassin breaks its body down into a snakelike, segmented cylinder, which allows it to move through a space as narrow as 6 inches wide. It can reassemble itself into its true form by using this action again. While disassembled into its snake form, the assassin can\xe2\x80\x99t attack and attack rolls against it have advantage. \n'b'\n'b' ABOUT \n'b' Clockwork servants, soldiers, and even killers exist in societies with sufficiently advanced metallurgy and schools of clockwork magic. \n'b' Construct Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Single-minded Killers . A deadly, sentient tool and a lucrative investment for those who would hire them out, a clockwork assassin is a cold and efficient killer with no concern for its own well being.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ice Ghoul \n'b' Family: Ghouls \n'b' Medium undead , neutral evil \n'b' Armor Class 13 Hit Points 102 (12d12 + 24) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 6 (-2) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Immunities Cold Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Frozen Flesh . The ice ghoul is immune to cold damage, but vulnerable to fire damage. \n'b' Reanimation . When a humanoid creature that has been dead for no longer than 1 hour and is within 5 feet of the ice ghoul, the ghoul can use a bonus action to reanimate the creature as an ice ghoul. The creature is under the ghoul\xe2\x80\x99s control and can act on the ghoul\xe2\x80\x99s turn. A creature reanimated by the ghoul has the standard statistics for an ice ghoul. The creature remains reanimated until it is destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ice ghoul makes two attacks: one with its frozen claws and one with its chilling touch. \n'b' Frozen Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 11 (3d6 + 1) slashing damage plus 7 (2d6) cold damage. \n'b' Chilling Touch . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 10 (3d6) cold damage. \n'b'\n'b' ABOUT \n'b' Doomed Explorers . All Ice ghouls are the cursed undead remnants of a single lost expedition that met its end in the icy expanses, doomed to wander the frozen wastes forever. After finding what they searched for, their greed caused them to turn upon one another, cutting each other down until only a handful of loyal companions remained. The spirits of the dead were cursed by evil powers, forced to wander the frozen wastes for eternity as twisted, frozen remnants of their former selves. Ice ghouls are a chilling reminder of the dangers that await those who venture too far into the unknown. \n'b' Army of the Frozen Dead . Ice ghouls are notorious for their ability to reanimate freshly slain corpses. This has become a key component of the ice ghouls\xe2\x80\x99 survival, allowing them to continue to propagate and spread to new areas. As they roam, they seek out the bodies of fallen adventurers, using their cursed magic to bring them back as undead creatures. These new recruits add to their collective strength, providing the ghouls with energy to continue their endless wanderings. \n'b' Unique Among Ghouls . While ordinary ghouls are known for their insatiable hunger for flesh, ice ghouls are a more terrifying breed. Frozen and desiccated, they stalk the icy wastes with a supernatural chill that seems to emanate from their very bones. Like their warm-blooded cousins, they feed on flesh to survive, but they also derive sustenance from the very cold itself. They are known for their ability to reanimate the frozen corpses of fallen people, creating armies of frozen undead that strengthen their numbers. And while their power is fueled by the same dark magic that animates ordinary ghouls, their icy bodies are far more resilient and difficult to destroy, making them formidable opponents for even the most experienced of adventurers.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghoulsteed \n'b'\n'b' Large undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 85 (10d10 + 30) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 6 (?2) WIS: 10 (+0) CHA: 6 (?2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Darakhul Challenge 3 (700 XP) \n'b' Special Traits \n'b' Pounce . If the ghoulsteed moves at least 20 feet straight toward a creature and then hits it with a bite 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 ghoulsteed can make one bite attack against it as a bonus action. \n'b' Sprint (3/Day) . When the ghoulsteed uses the Dash action, it can Dash again as a bonus action. \n'b' Undead Fortitude . If damage reduces the ghoulsteed to 0 hp, it makes a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the ghoulsteed drops to 1 hp instead. \n'b' Actions \n'b' Multiattack . A ghoulsteed makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage and the ghoulsteed gains 5 (1d10) temporary hp . These temporary hp stack with each other, but the ghoulsteed can only have a maximum of 10 temporary hp at one time. \n'b' About \n'b' The ghouls create horrific, intelligent, undead mounts for their most worthy soldiers and priests. \n'b' Although they\xe2\x80\x99re large, run on all fours, and can be ridden as mounts, ghoulsteeds are the undead remains of humanoids. They\xe2\x80\x99re created when a humanoid is killed by massive amounts of necrotic energy. \n'b' Hideous Mounts . Darakhul prize these undead creatures as mounts. They\xe2\x80\x99re ridden during war and hunts, but they are sometimes also trained as guardians for households, businesses, or temples. \n'b' Often Mute . Ghoulsteeds aren\xe2\x80\x99t quite as intelligent as ghouls, but they\xe2\x80\x99re cannier than most creatures give them credit for being. Certainly, unlike most creatures used as mounts, they are somewhat intelligent and capable of speech, but they prefer to remain mute as much as possible to avoid drawing attention to themselves. This makes them useful as gossips, spies, and informers among the darakhul, who have a tendency to forget their mounts\xe2\x80\x99 intelligences. \n'b' Prone to Biting . Ghoulsteeds are notorious for nibbling, nipping, or biting their riders, creatures passing by them, or the like. \n'b' Undead Nature . The ghoulsteed doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Ghoulsteeds and Living Riders \n'b' While ghoulsteeds serve the undead without overmuch complaint, the same cannot be said for living riders. A living creature who wishes to ride a ghoulsteed must make a DC 13 Charisma ability check before each long rest . On a failure, that ghoulsteed attempts to kill and devour its rider while the rider rests. On a success, the ghoulsteed attempts no attack that day.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghul \n'b' Medium threat \n'b' Armor Class 14 (Rags) Hit Points 36 (5d10 +12) Speed 30\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6 Skills Acrobatics +8, Perception +4 Language Unknown, Gutteral grunts Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Claws x2 . Melee Weapon Attack : +8 to hit. Hit : 2d6+4 \n'b'\n'b' ABOUT \n'b' Ghuls are an enigma, feeding off the dead, digging up old tombs and graves and prowling the battlefields of the past would make one assume they were related in part to the liches and wraiths of the swamps, but unlike those servants of Nicran, the Ghuls have a mind of their own and some say even communicate with each other in a guttural language. They defend their trophies from those that would take them, and they act with strategy and as a unit, using cunning and experience to tackle the most dangerous of foes. \n'b' Many ghuls would pass as humans, they would easily disappear amongst the many refugees and homeless in the slums of the Last City or the dark roads below and realising this has caused concern amongst the council and guilds. The spires were built to keep out those corrupted horrors that infest the pale but what if the ghuls are not corrupted, could they infiltrate the cities and civilized areas? \n'b' The answer to the question above is yes because there is evidence that they have, partially eaten corpses have been found both in the Last City and those cities below, unexplained deaths and the removal of corpses from the chapels of the last rest, has baffled militia until you factor in ghuls. But what does this ability to hide themselves within a population say about this so-called monsters, that maybe they are more human than it is thought.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghul \n'b' Family: Ghul \n'b' Medium undead , any evil alignment \n'b' Armor Class 15 (natural armor) Hit Points 105 (14d8 + 42) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire, lightning, necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Paralyzing Throes . When the ghul dies, it explodes in a puff of noxious smoke. Each creature within 5 feet of it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of its next turn. \n'b' Turn Resistance . The ghul has advantage on saving throws against any effect that turns undead. \n'b' Variable Immunity . As a bonus action, the ghul changes one of its damage resistances to immunity to that type of damage until the start of its next turn. \n'b' Innate Spellcasting . The ghul\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : chill touch , fire bolt, ray of frost , shocking grasp \n'b' 3/day each : fog cloud , levitate , misty step , shatter \n'b' 1/day each : blur , fireball , gaseous form , sleet storm , stinking cloud \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ghul makes two attacks with its claws. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed 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. \n'b'\n'b' About \n'b' A creature wearing a black turban steps out of the sudden fog. It is roughly the size and shape of a short man with gray skin and pointed teeth. The thing sneers as it summons lightning to its hand, the air suddenly stinking of ozone. Its stony gray skin shifts to an icy blue as it raises its arm to direct its electrical attack. \n'b' Elemental Remnants . When an undead with the ability to raise more of their kind, such as a vampire, wight , or wraith , slays a geniekin or other lesser elemental , the risen creature is a ghul instead. Rather than retaining control of whatever elemental forces it may have had during its life, the ghul becomes representative of all four of the classical elements. \n'b' Unyielding Hunger . Like more common ghouls and ghasts, a ghul\xe2\x80\x99s existence is focused around a relentless, agonizing need to consume living flesh. Ghuls favor live targets and can be seen sampling their meal even while battle rages around them. Despite their substantial innate magical ability, some ghuls prefer to rend with their claws, reveling in the tearing of flesh and the sensation of hot blood dripping from their cold bodies. \n'b' Royal Aspirations . Ghuls evolve over the centuries, gaining power and a semblance of their original personality, now twisted by centuries of evil acts. Their slow personal growth leads most ghuls to a craven existence, striking from the shadows and using their magic to flee if their prey puts up too much of a fight. If a ghul survives long enough, it gains enough power to be grudgingly acknowledged by lesser ghuls. These greater ghuls are often called \xe2\x80\x9cghul kings\xe2\x80\x9d by those who encounter them, as the greater ghuls often create a semblance of a \xe2\x80\x9croyal court\xe2\x80\x9d out of lesser ghuls and other undead. \n'b' Hungry Dead Nature . The ghul requires no air or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghul \n'b' Family: Ghul \n'b' Large undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 68 (8d10 + 24) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 15 (+2) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +5 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver Damage Immunities acid, poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common, Infernal, Primordial Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Demise . If the ghul dies, its body disintegrates into a warm, putrid breeze, leaving behind only the equipment the ghul was wearing or carrying. \n'b' Genie-kin . Ghuls are undead djinn and are considered genies even though their type is undead. \n'b' Magic Weapons . The ghul\xe2\x80\x99s weapon attacks are magical. \n'b' Undead Nature . A ghul doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ghul makes one Bite attack and one Claws attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 14 Constitution saving throw or be paralyzed for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Ghuls are the undead form of genies returned to life by some ancient and now-forgotten magic. Ghuls are ragged-looking creatures standing eight feet tall and wearing tattered remains of beautiful and expensive clothing. Its skin is dry and cracked and seems to break away from its body as it moves. Its eyes are hollow sockets and show no signs of life. Ghuls are completely and thoroughly evil and hate all living creatures.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghul \n'b' Family: Ghul \n'b' Medium undead , any evil alignment \n'b' Armor Class 15 (natural armor) Hit Points 105 (14d8 + 42) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire, lightning, necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Trade Tongue Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Paralyzing Throes . When the ghul dies, it explodes in a puff of noxious smoke. Each creature within 5 feet of it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of its next turn. \n'b' Turn Resistance .The ghul has advantage on saving throws against any effect that turns undead. \n'b' Variable Immunity .As a bonus action, the ghul changes one of its damage resistances to immunity to that type of damage until the start of its next turn. \n'b' Innate Spellcasting . The ghul\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : chill touch , fire bolt, ray of frost , shocking grasp \n'b' 3/day each : fog cloud , rolling thunder , misty step , spire of stone \n'b' 1/day each : blur , fireball , gaseous form , frozen razors , stinking cloud \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ghul makes two attacks with its claws. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed 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. \n'b'\n'b' ABOUT \n'b' When an undead with the ability to raise more of their kind, such as a vampire, wight , or wraith , slays a geniekin or some other lesser elemental , the risen creature is a ghul instead. Rather than retaining control of whatever elemental forces it may have had during its life, the ghul becomes representative of all four of the classical elements. \n'b' Like more common ghouls and ghasts, a ghul\xe2\x80\x99s existence is focused around a relentless, agonizing need to consume living flesh. Ghuls favor live targets and can be seen sampling their meal even while battle rages around them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghul Efreeti \n'b' Family: Ghul \n'b' Large undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 68 (8d10 + 24) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 15 (+2) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +5 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Damage Immunities acid, poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common, Infernal, Primordial Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Elemental Demise . If the ghul dies, its body disintegrates into a warm, putrid breeze, leaving behind only the equipment the ghul was wearing or carrying. \n'b' Genie-kin . Ghuls are undead djinn and are considered genies even though their type is undead. \n'b' Magic Weapons . The ghul\xe2\x80\x99s weapon attacks are magical. \n'b' Undead Nature . A ghul doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The ghul makes one Bite attack and one Claws attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 14 Constitution saving throw or be paralyzed 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. \n'b' About \n'b' Ghuls are undead jann whose eternal existence was twisted by fate and wrought through the displeasure of Ahriman, Lord of the Divs. As if the curse of undeath and ravenous hunger were not enough, these once-majestic creatures now bear donkey hooves as feet. Despite their horrific undead appearance, this feature shames them the most, and they hide their feet from view. Ghuls, like ghouls and ghasts, haunt cemeteries and other places of the dead hoping to feed on corpses. They also hunt mourners and grave tenders, as they enjoy the taste of living prey as well as that of the dead. Selective in their diets, ghuls choose their victims by personality, believing innocence and youth taste more delicious than the barely palatable flesh of the bitter and old. Sometimes a ghul follows a funeral procession in hyena form, keeping a safe distance until the ceremony, whereupon it changes into its true form to attack and feast. Sorrow and despair taste as delicious as innocence to a ghul. \n'b' While not directly affected by sunlight, ghuls despise its presence and only move about during the day if forced to by necessity. They primarily hunt at night, sometimes straying far from their graveyard lairs and burial caves in search of fresh prey to sate their hunger. The longer a ghul goes without feeding, the more ferocious and primal the creature becomes. A well-sated ghul organizes with others of its kind and lesser undead, tormenting nearby towns and settlements. A ghul involved with this level of organization often has a scattered set of lairs throughout the desert. These allow the ghul to strike far from its home lair and hide again without having to travel during the blistering daylight sun. When a ghul goes for too long without feeding, it becomes increasingly feral and violent-its statistics don\xe2\x80\x99t change, but it grows less concerned with fleeing combat, even when it is obviously outmatched. Ghuls stand 6 feet tall and weigh 90 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghul Noble \n'b' Family: Ghul \n'b' Large undead , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 187 (22d10 + 66) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 16 (+3) INT: 15 (+2) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +7, Charisma +9 Skills History +6, Intimidation +9, Perception +7, Stealth +7 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Damage Immunities acid, poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 17 Languages Common, Infernal, Primordial, telepathy 120 ft. Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Elemental Demise . If the ghul noble dies, its body disintegrates into a warm, putrid breeze, leaving behind only the equipment it was wearing or carrying. \n'b' Genie-kin . Ghul nobles are undead djinn and are considered genies even though their type is undead. \n'b' Magic Weapons . The ghul noble\xe2\x80\x99s weapon attacks are magical. \n'b' Turning Defiance . The ghul noble and any ghuls within 30 feet of it have advantage on saving throws against effects that turn undead. \n'b' Wrongful Demise . As a bonus action, the ghul noble can force its anger and resentment at its wrongful demise into a creature within 30 feet. The target must succeed on a DC 17 Charisma saving throw or use its reaction to make one attack against a creature of the ghul noble\xe2\x80\x99s choice within 5 feet of the target. \n'b' Undead Nature . A ghul doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The ghul noble makes three melee attacks , but can use its Bite and Claws attacks only once each. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) piercing damage. A genie slain by this attack rises 24 hours later as a ghul under the ghul noble\xe2\x80\x99s control, unless the genie is restored to life or its body is destroyed. The ghul noble can have no more than four ghuls under its control at one time. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 15 Constitution saving throw or be paralyzed 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. \n'b' Scimitar . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Paralyzing Spit (recharge 5-6). The ghul noble spits paralyzing saliva in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failure, a creature takes 45 (10d8) acid damage and is paralyzed for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t paralyzed . A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Invisibility . The ghul noble magically turns invisible until it attacks or uses its Paralyzing Spit, or until its concentration ends (as if concentrating on a spell). Any equipment the ghul noble wears or carries is invisible with it. \n'b' Reactions \n'b' Parry . The ghul noble adds 3 to its AC against one melee attack that would hit it. To do so, the ghul noble must see the attacker and be wielding a melee weapon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghulaz \n'b' Medium undead , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 24 (+2) CON: 26 (+3) INT: 31 (+0) WIS: 02 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The ghulaz regains 5 hit points at the start of its turn. If the ghulaz takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the ghulaz\xe2\x80\x99s next turn. The ghulaz dies only if it starts it turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Stench . Any creature other than another ghulaz that starts its turn within 10 feet of a ghulaz must make a DC 11 Constitution saving throw or take 7 (2d6) necrotic damage on a failure or half as much on a success. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. \n'b' Paralyzing Spittle (Recharge 5-6) . Ranged Weapon Attack : +4 to hit, range 20 ft., one target Hit : 10 (3d6) acid damage. If the target is a creature, it must make a DC 12 Constitution saving throw or become paralyzed . The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Ghulaz are undead creatures rumored to have originated on another plane of existence. These vile creatures often dwell in packs that include gholles and/or once-human ghouls. These murderous monstrosities are akin to the gholle and are every bit as evil. \n'b' These creatures stand about six feet tall and have clawed hands and feet of animal nature despite their human-like fingers and toes. Their skull is also humanoid in shape, albeit more akin to that of a gorilla. It is elongated, with massive, hyena-like jaws, glaring bestial eyes, and hyena-like ears. These vile things seem to be an amalgam of the worst features of a hound, a baboon, and a human, blending them into a leering, fanged visage of demonic appearance. They have long arms corded with muscle that terminate in hideous clawed hands and feet.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Floating Disk \n'b' Family: Animated Objects \n'b' Medium construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 65 (10d8 + 20) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 3 (-4) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The disk is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the disk must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' False Appearance . If the disk is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn\xe2\x80\x99t observed the disk move or act, that creature must succeed on a DC 18 Intelligence ( Investigation ) check to discern that the disk is animate. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The disk makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage and if the target is a Medium or smaller creature, it must make a DC 14 Strength saving throw. On a failed save, the target is knocked prone and, if it was slammed against a solid surface, is also grappled (save DC 14). Until the grapple ends, the target is restrained . The grapple ends if the disk moves or uses Slam against another creature. \n'b' Charge . The disk moves up to its speed in a straight line and can move through the spaces of Large or smaller creatures. The first time it comes within 5 feet of a creature during this movement, it can make a Slam attack against that creature. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Lift . The disk attempts to slide underneath and lift a Medium or smaller creature within 5 feet of it. The target must make a DC 15 Dexterity saving throw. A prone creature has disadvantage on this saving throw. On a failure, the disk enters the creature\xe2\x80\x99s space and the creature is on top of the disk and moves with the disk. \n'b' Tilt . The disk attempts to drop a creature that is on top of it. The creature must succeed on a DC 15 Dexterity saving throw or fall off. \n'b'\n'b' ABOUT \n'b' As the name indicates, a giant animated object is like any other animated object except larger and much more powerful!'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Assassin \n'b' Family: Clockwork \n'b' Medium construct (clockwork), unaligned \n'b' Armor Class 17 (natural armor) Hit Points 143 (22d8+44) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 18 (+6) DEX: 24 (+7) CON: 14 (+2) INT: 1 (\xe2\x80\x935) WIS: 22 (+6) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Damage Vulnerabilities lightning Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 16 Languages understands the languages of its creator but cannot speak Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Integrated Weapons . The clockwork assassin has an integrated blade welded into one hand and an integrated crossbow in the other, making them impossible to disarm or destroy. It automatically loads projectiles into the crossbow from a cache inside of its body. \n'b' Winding . A clockwork assassin can function for one week every time it is wound. A creature of at least Small size can use an action to wind the clockwork assassin, restoring it to one week of operating time; a creature of Tiny size can wind it at half this speed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork assassin makes four integrated blade or three integrated crossbow attacks. \n'b' Integrated Blade . Melee Weapon Attack : +13 to hit, 5 ft. reach, one target. Hit : 11 (1d8 + 7) piercing damage. In addition, the creature must succeed on a DC 17 Constitution saving throw or take 5 (1d10) poison damage on a failed save, or half as much on a successful save. \n'b' Integrated Crossbow . Ranged Weapon Attack : +13 to hit, range 80/320 ft., one target. Hit : 12 (1d10 + 7) piercing damage. In addition, the creature must succeed on a DC 17 Constitution saving throw or take 5 (1d10) poison damage on a failed save, or half as much on a successful save. \n'b'\n'b' ABOUT \n'b' Clockwork assassins are efficient killers, ready to leap into murderous action as soon as intruders are detected. A clockwork assassin stands 6 feet tall and weighs 400 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ash Giant Prophet \n'b' Family: Giant \n'b' Large giant , chaotic neutral \n'b' Armor Class 18 (plate) Hit Points 254 (22d10 + 132) Speed 50 ft.\n'b' STATS STR: 29 (+9) DEX: 14 (+2) CON: 22 (+6) INT: 16 (+3) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Con +11, Wis +9, Cha +9 Skills Athletics +14 Damage Immunities fire, poison Senses passive Perception 14 Languages Common, Giant Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sneak Attack (1/Turn) . The ash giant prophet deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the prophet that isn\xe2\x80\x99t incapacitated , and the prophet doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ash giant prophet makes 2 greataxe attacks. \n'b' Greataxe . Melee Weapon Attack : +14 to hit, reach 10 ft., one creature. Hit : 30 (6d6+9) damage. \n'b' Cannon . Ranged Weapon Attack : +6 to hit, range 80/320 ft., one target. Hit : 54 (8d12 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Whether because of disruptive magic, unearthed deep elements, or alien technology that fell calamitously from the sky, ash giants are victims of their barren terrains. \n'b' Towering above a typical human , their misshapen bodies and pale flesh are covered in purulent sores and bulbous tumors. Yet they somehow survive and even thrive in these desperate lands. Ash giants have an uncanny ability to bond with the enormous and often mutated vermin they share the landscape with, and sometimes use the largest of these creatures as mounts. Ash giants are 10 feet tall and weigh 1,200 pounds. \n'b' Dark Thoughts . Ash giants are brash and violent, and their humor is incredibly dark. Killing someone through a prank is just as funny as tripping a friend while on a hunt. While not inherently evil, lifetimes of being antagonized by other tribes have practically bred violence into their minds. \n'b' Some ash giants take their bleakness to extremes, seeing it as a nihilistic epiphany that opens up the entropic secrets of the universe and its ultimate annihilation, becoming deranged prophets of a coming apocalypse. \n'b' Ash Leprosy . Ash giants carry a contagious wasting disease that permeates their clothing, exposing creatures that search their gear or corpses to a sickness that affects most creatures like sewer blight, but each day the disease persists a creature must make an additional DC 13 Constitution saving throw or the sickness begins to rot the brain like cackle fever that deals 5 (1d10) points of necrotic damage in addition to psychic damage with each failed saving throw. \n'b' Vermin Empathy . Ash giants can communicate freely with vermin in a manner identical to speak with animals , and they can train such creatures to serve them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Faelori Giant Sorceress \n'b' Family: Giant \n'b' Huge giant \n'b' Armor Class 13 (natural armor) Hit Points 160 (10d12 + 40) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 24 (+6) DEX: 12 (+1) CON: 19 (+4) INT: 12 (+1) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +7, Cha +9 Skills Arcana +5, Nature +5, Deception +9, Perception +7, Persuasion +9 Damage Resistances cold Damage Immunities lightning, thunder Senses passive Perception 17 Languages Kagari (Common), Naelani, Primordial Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The giant can breathe air and water. \n'b' Cloud Form . Faelori giants can change their form into that of a huge sized cloud at will. This is their normal form of movement between their cloud cities. By concentrating for a minute, the giant transforms into a wispy cloud. Everything they are wearing or holding transforms with them. In this form, they have a flying speed of 300 feet and are resistant to damage from nonmagical weapons, but the only actions they can take are the dash action or to revert back to their original form. Reverting takes a minute. \n'b' Sorcery Points . The giant sorceress possesses 12 sorcery points which can be used for her metamagic features. \n'b' Metamagic . The giant sorceress possesses the following metamagic: heightened, quicken, and subtle. \n'b' Innate Spellcasting . The giant\xe2\x80\x99s innate spellcasting ability is Charisma . It can innately cast the following spells (spell save DC 17), requiring no material components:\n'b'\n'b'\n'b' At-will : feather fall , fog cloud , light \n'b' 3/day : fly , levitate , misty step \n'b' 1/day : control weather , water breathing , wind walk \n'b'\n'b' Spellcasting . The giant sorceress is a 12th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She knows the following spells:\n'b'\n'b'\n'b' Cantrips (at-will) : acid splash , chill touch , firebolt, ray of frost , zephyr movement \n'b' 1st level (4 slots) : thunderwave , magic missile , shield \n'b' 2nd level (3 slots) : mirror image , see invisibility \n'b' 3rd level (3 slots) : counterspell, fireball , dispel magic , lightning bolt \n'b' 4th level (3 slots) : greater invisibility \n'b' 5th level (2 slots) : cone of cold \n'b' 6th level (1 slot) : chain lightning \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . By spending 2 sorcerer points and using her bonus action, the giant sorceress can cast one spell with a level spell and one cantrip, two cantrips or make a melee attack and cast one spell with a level or cantrip as a bonus action. \n'b' Lightning Infused Staff . The giant uses their power over air and water to charge their weapon with lightning. Melee Weapon Attack : +10 to hit, reach 10 ft, one target. Hit : 16 (3d6 + 6) piercing damage, or 19 (3d8 + 6) bludgeoning damage if used with two hands to make a melee attack plus 10 (3d6) lightning damage. \n'b' Ice Rock . The giant uses their bonus action to conjure a rock of ice from the surrounding moisture and hurls it at a target. Ranged Weapon Attack : +10 to hit, range 60/240 ft., one target. Hit : 28 (4d10 +6) bludgeoning damage plus 21 (6d6) cold damage. \n'b'\n'b' ABOUT \n'b' Faelori giants share the lineage of both storm and cloud giants, so their skin and hair pigmentation has a greater range than either giant race. They can have light blue to dark green skin, and their ranges from cloud white to sea green. The physical features are very similar to that of a human, and they average 24 ft. to 26 ft. in height. \n'b' Faelori giants can live up to 600 years.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Faelori Giant Warrior \n'b' Family: Giant \n'b' Huge giant \n'b' Armor Class 17 (half-plate and shield) Hit Points 225 (18d12 + 108) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 27 (+8) DEX: 10 (+0) CON: 22 (+6) INT: 12 (+1) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +7, Cha +7 Skills Nature +5, Athletics +12, Deception +7, Perception +7, Persuasion +7 Damage Resistances cold Damage Immunities lightning, thunder Senses passive Perception 17 Languages Kagari (Common), Naelani, Primordial Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The giant can breathe air and water. \n'b' Cloud Form . Faelori giants can change their form into that of a huge sized cloud at will. This is their normal form of movement between their cloud cities. By concentrating for a minute, the giant transforms into a wispy cloud. Everything they are wearing or holding transforms with them. In this form, they have a flying speed of 300 feet and are resistant to damage from nonmagical weapons, but the only actions they can take are the dash action or to revert back to their original form. Reverting takes a minute. \n'b' Innate Spellcasting . The giant\xe2\x80\x99s innate spellcasting ability is Charisma . It can innately cast the following spells (spell save DC 15), requiring no material components:\n'b'\n'b'\n'b' At-will : feather fall , fog cloud , light \n'b' 3/day : fly , levitate , misty step \n'b' 1/day : control weather , water breathing , wind walk \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant makes two war spear attacks. \n'b' Lightning Infused Warspear . The giant uses their power over air and water to charge their weapon with lightning. Melee or Ranged Weapon Attack : +12 to hit, reach 10 ft. or range 60/240 ft., one target. Hit : 21 (3d8 + 8) piercing damage, or 22 (3d10 + 8) piercing damage if used with two hands to make a melee attack plus 10 (3d6) lightning damage. \n'b' Ice Rock . The giant uses their bonus action to conjure a rock of ice from the surrounding moisture and hurls it at a target. Ranged Weapon Attack : +12 to hit, range 60/240 ft., one target. Hit : 30 (4d10 + 8) bludgeoning damage plus 21 (6d6) cold damage. \n'b'\n'b' ABOUT \n'b' Faelori giants share the lineage of both storm and cloud giants, so their skin and hair pigmentation has a greater range than either giant race. They can have light blue to dark green skin, and their ranges from cloud white to sea green. The physical features are very similar to that of a human, and they average 24 ft. to 26 ft. in height. \n'b' Faelori giants can live up to 600 years.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Firestorm Giant \n'b' Family: Giant \n'b' Huge giant , neutral \n'b' Armor Class 14 ( hide armor) Hit Points 149 (13d12 + 65) Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 15 (+2) CON: 20 (+5) INT: 12 (+1) WIS: 16 (+3) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +8, Wis +6 Skills Perception +6, Stealth +5 Damage Immunities cold, fire Senses passive Perception 16 Languages Giant Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' ACTIONS \n'b'\n'b' Multiattack . The firestorm giant makes two Obsidian Axe or Firestorm Bolt attacks. \n'b' Obsidian Axe . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) slashing damage plus 3 (1d6) cold damage and 3 (1d6) fire damage. \n'b' Firestorm Bolt . Ranged Spell Attack : +6 to hit, range 120 ft., one target. Hit : 13 (3d6 + 3) fire damage plus 10 (3d6) cold damage. \n'b' Lava Geyser (Recharge 5\xe2\x80\x936) . The firestorm giant gestures at a point on the ground it can see within 60 feet of it. A fountain of molten rock erupts from that point in a 10-foot-radius, 40-foot-high cylinder. The area is difficult terrain for 1 minute. Each creature in the cylinder must make a DC 16 Dexterity saving throw. On a failure, a creature takes 24 (7d6) fire damage and is coated in hardened lava. \n'b'\n'b' ABOUT \n'b' Firestorm giants dwell on the frozen glaciers of the Northlands where their migrations follow subterranean ley lines. Most of the clans view the God of the North Wind as a perversion of the natural order, actively working against Boreas and his frost giant clans. A few follow Loki as a figure of conjoined frost and flame, rather different than the human view. \n'b' The huge giant with a wedge-shaped head snarls and extends a hand. A geyser of molten lava bursts out from the ground as the gesture ends. \n'b' Firestorm giants originated with the rare offspring of a frost giant and a fire giant . Now their own people, firestorm giants maintain their distance from both sides of their heritage, living and celebrating their own unique culture. \n'b' Quake Walkers . Firestorm giants dwell in cold and arctic climates, and they instinctively follow fault lines and glacial valleys as their clans migrate. Occasionally, a clan settles near a volcano or large hot spring. \n'b' Natural Protectors . The fire and ice swirling through firestorm giants\xe2\x80\x99 veins war constantly within them, and they find solace in the rhythmic chaos of the natural world, particularly geologically active areas. Because of this, they viciously protect nature from destruction and despoilment. They harbor a deep hatred of magical winters, poisonous mine waters, dam construction, and other disruptions to nature. \n'b' Unexpected Hospitality . Firestorm giants understand the dangers of their arctic and volcanic homes and are often sympathetic to outsiders braving such dangers. Their sympathy and hospitality last only so long as the outsiders don\xe2\x80\x99t cause magical or unnatural disruptions to the giants\xe2\x80\x99 homes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Giant (Stone), Gehenna-Corrupted \n'b' Family: Giant \n'b' Huge giant , neutral evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 126 (11d12 + 55) \n'b' Speed 40 ft.\n'b' STATS STR: 24 (+7) DEX: 11 (+0) CON: 20 (+5) INT: 10 (+0) WIS: 12 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +8, Wis +4 Skills Athletics +13, Perception +4 \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Giant \n'b' Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Crushing Blows . At the start of its turn, the giant can choose to make crushing blows until the start of its next turn. While it does, it has disadvantage on all melee attack rolls, but its melee attacks that deal bludgeoning, piercing, or slashing damage deal an additional 5 (1d10) damage. \n'b' Stone Camouflage . The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant makes two greatclub attacks. \n'b' Greatclub . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +10 to hit, range 60/240 ft., one target. Hit : 29 (4d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Reactions \n'b' Rock Catching . If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. \n'b'\n'b' ABOUT \n'b' Giants often engage in feats of strength to determine leadership. Even stone giants\xe2\x80\x94who are generally among the more introspective and artistic giants\xe2\x80\x94might harbor a desire to demonstrate their great strength against lesser creatures. These stone giants are particularly prone to corruption by the Gehenna legion. \n'b' This tall, extraordinarily muscular woman appears to have skin of basalt. Each of her movements emits the deep grinding of stone on stone as her muscles bulge. \n'b' This metal-skinned bull has a malevolent light in its eyes that hints at brute aggression. Green mist emanates from its mouth and nostrils and between the mismatched plates on its hide. \n'b' Gehenna Corruption \n'b' Brute warriors of the Gehenna legion conquer by might and take what they choose from anyone they consider weaker than themselves. Mortal creatures subjugated by Gehenna fiends sometimes choose to continue this hierarchy of violence, subjugating yet weaker mortals in turn. These creatures are particularly prone to Gehenna corruption; their muscles swell to painful size and they bully others as they were bullied. The Gehenna legion doesn\xe2\x80\x99t generally consider corrupted mortals worth much more than maggots, and often places them on the front lines of battles to clear away weaker enemies and pave the way for mightier Gehenna fiends to test their mettle against worthy opponents. \n'b' Gehenna corruption grants the Crushing Blows trait. \n'b' Crushing Blows . At the start of its turn, the corrupted creature can choose to make crushing blows until the start of its next turn. While it does, it has disadvantage on all melee attack rolls, but its melee attacks that deal bludgeoning, piercing, or slashing damage deal an additional 5 (1d10) damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Giant, Abbanith \n'b' Family: Giant \n'b' Large giant , neutral \n'b' Armor Class 13 (natural armor) Hit Points 76 (9d10 + 27) Speed 40 ft., burrow 30 ft.\n'b' STATS STR: 20 (+5) DEX: 9 (-1) CON: 17 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Con +5 Senses tremorsense 120 ft., passive Perception 11 Languages Giant, Terran Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' One with the Earth . The abbanith giant can detect the flows and rhythms of the earth-including things that interfere with these rhythms, such as earthquakes and magical anomalies. As a result, the abbanith giant can\xe2\x80\x99t be surprised by an opponent that is touching the ground. In addition, the giant has advantage on attack rolls against constructs and elementals made of earth or stone. \n'b' Siege Monster . The giant deals double damage to objects and structures and triple damage to objects and structures made of earth or stone. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The abbanith giant makes two thumb claw attacks. \n'b' Thumb Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b'\n'b' Reactions \n'b'\n'b' Earth Counter (Recharge 6) . When a creature the abbanith can see within 30 feet of it casts a spell, the abbanith counters it. This reaction works like the counterspell spell, except the abbanith can only counter spells that directly affect or create earth or stone, such as stone shape , wall of stone , or move earth , and it doesn\xe2\x80\x99t need to make a spellcasting ability check, regardless of the spell\xe2\x80\x99s level. \n'b'\n'b' ABOUT \n'b' This giant has a bulky, muscular body and small eyes in its broad, flat face. The giant\xe2\x80\x99s thumbs end in large, black claws. \n'b' Ancient Giants of the Deep . Abbanith giants are among the oldest races of giants known to exist and are said to have been around since the world was first formed. Many scholars turn to the giants\xe2\x80\x99 deep connection with the earth as evidence of this fact, and the giants themselves make no efforts to deny it. Indeed, the oral tradition of the abbanith giants dates back millennia, to a time when gods walked the land, elves were first learning the secrets of magic, and humans were still living in caves. Most abbanith giants wear simple tunics or shorts woven of a strange subterranean fungus, though leaders occasionally wear armor. \n'b' Consummate Diggers . Abbanith giants dwell almost exclusively underground and are adept at using their incredibly hard thumb claws to dig massive tunnels through the earth. Druids and wizards studying the giants\xe2\x80\x99 unique biology have deduced that mineral-based materials actually soften when struck by their claws. This feature has also made them the target of derro and duergar slavers wishing to use their skills to mine precious gems or build their fortifications, something the giants violently oppose despite their normally peaceable nature. \n'b' Allies of the Earth . For as long as either race can remember, abbanith giants have been allies of the pech, the two races sharing a passion for all things earth and stone. Families of abbanith giants frequently live with pech colonies, the abbanith giants harvesting the stone the pech work and the two races sharing in the defense of the community. Abbanith giants defer to their smaller pech friends in most matters of importance, and many outsiders view the fondness and attentiveness that the much larger giants have for their stony friends with bemusement.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Giant, Aberrant \n'b' Family: Giant \n'b' Large giant , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 85 (10d10 + 30) Speed 20 ft.\n'b' STATS STR: 22 (+6) DEX: 8 (-1) CON: 17 (+3) INT: 7 (-2) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +4, Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages Giant Challenge 4 (1,100 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The aberrant giant makes two Greatclub attacks or makes one Greatclub attack and uses Eye of Balor once. \n'b' Greatclub . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 23 (5d6 + 6) slashing damage. \n'b' Eye of Balor . The aberrant giant magically forces a creature it can see within 60 feet to make a DC 13 Wisdom saving throw or be magically cursed for one hour. Until the curse ends, the target has disadvantage on attack rolls against the aberrant giant. \n'b'\n'b' ABOUT \n'b' The foulest of giant kind, aberrant giants are hated by, and in turn hate, all other giants. Their bodies sprout a broad range of deformities, misshapen limbs, strange organs, and other mutations. Their lairs are in caves, abandoned mines, and other underground locales far from civilization. Aberrant giants are known to raid other people, even other giants, for food.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Giant, Argus \n'b' Family: Giant \n'b'\n'b' Huge giant , lawful neutral \n'b' Armor Class 16 (chainmail) Hit Points 184 (16d12 + 60) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 15 (+2) CON: 20 (+5) INT: 17 (+3) WIS: 23 (+6) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +9, Perception +109 Senses truesight 120 ft., passive Perception 119 Languages Common, Giant Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Multiple Eyes . The argus has advantage on saving throws against being blinded . \n'b' Vigilant . The argus can\xe2\x80\x99t be surprised. \n'b' Wakeful . While the argus sleeps, at least one of its pairs of eyes are awake. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The argus attacks twice with its greatclub or makes one greatclub attack and uses Weird Insight once. \n'b' Greatclub . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. \n'b' Weird Insight . The argus targets one creature it can see within 30 feet of it. The target must contest its Charisma ( Deception ) check against the argus\xe2\x80\x99 Wisdom ( Insight ) check. If the argus wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed . \n'b'\n'b' ABOUT \n'b' This huge giant\xe2\x80\x99s head is covered with one hundred eyes, each blinking at different times so it never misses a thing. \n'b' Argus giants are the perfect guardians. They are called the \xe2\x80\x9cAll Seeing\xe2\x80\x9d because they have one hundred eyes in their heads, sleeping two at a time while the rest remain on guard. \n'b' Sacred to Hera . The original argos giant was named Panoptes, who lived in the Argolis in the Peloponnese. \n'b' When Zeus was consorting with the nymph Io, Hera discovered them in the act. Zeus quickly transformed Io into a white heifer, but Hera was not deceived and demanded the animal as a gi ft. She appointed Panoptes as its guard. Panoptes\xe2\x80\x99 achievements were legendary: he slew a bull that ravaged Arcaida, a satyr robber, the serpent Echidna, and the murderers of Apis. Distressed, Zeus sent Hermes on a rescue mission. Hermes lulled Panoptes to sleep with his music and then cut off his head. Distressed, Hera placed Panoptes eyes on the feathers of a peacock.'} |
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