prompt
stringclasses
1 value
response
stringlengths
486
21.9k
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Woolly Rhinoceros, Pygmy \n'b' Medium beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 27 (5d8 + 5) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 13 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hustle . The pygmy woolly rhinoceros can Dash as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Primarily found in arctic climes, the pygmy woolly rhinoceros is a mastiff-sized pachyderm covered in shaggy brown, gray, or black fur. They are curious and social, though they can be aggressive when they or their offspring are threatened. Pygmy woolly rhinoceroses are as intelligent as a dog and can be trained for battle or even to perform tricks such as fetching or jumping. Some northern-dwelling halflings and dwarves use these rhinoceroses as mounts and beasts of burden.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bird, Corvid \n'b' Tiny beast (ozbeast), neutral \n'b' Armor Class 12 Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 2 (-4) DEX: 14 (+2) CON: 8 (-1) INT: 8 (-1) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Sleight of Hand +4 Senses passive Perception 14 Languages Common Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b' Mimicry . The corvid can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom ( Insight ) check. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage. If the target has at least one eye and the corvid rolls a 20 on the attack roll, the target is blinded for 1 round. A target is immune to this effect if it has no eyes, takes none of the damage, or has legendary actions . \n'b'\n'b' ABOUT \n'b' This black bird looks at you curiously. \n'b' Corvids are common throughout Faerie but are smarter and more dangerous in groups than their common kin. \n'b' Corvids include crows, ravens, rooks, jackdaws, and magpies. \n'b' Befriending corvids of any type is an important part of surviving in the wild, as their information can be critical to survival. \n'b' Conversely, crossing corvids can be deadly. They swarm to protect their nests and will not hesitate to bring down foes, sometimes at the behest of magic. \n'b' Corvids come in a wide range of shapes and sizes, with the most common being crows. The crows are manipulated by Wicked Witches to do their bidding. They are the enemies of scarecrows, although stuffkin scarecrows don\xe2\x80\x99t impress them much. The other breed is the jackdaw, which is a thieving species that enjoys grabbing anything shiny it can get its claws on and carrying the bauble back to its nest. \n'b' Corvid Kings rule over murders of corvids and are bigger, larger, and nastier than common corvids. \n'b' Corvid swarms, known as murders, are the response to intruders when an individual corvid is threatened. They are dangerous in groups and will not hesitate to peck out of the eyes of any creature that invades their territory.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Worg Alpha \n'b' Family: Worg \n'b' Large monstrosity , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 45 (6d10 + 12) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 14 (+2) INT: 7 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Goblin, Worg Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Smell . The worg alpha has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. If the target is a creature, it and the worg alpha make opposing Strength ( Athletics ) checks. If the worg alpha wins, the attack deals an additional 7 (1d6 + 4) damage. \n'b'\n'b' About \n'b' A large and brutish canine, the worg has been described as \xe2\x80\x98to a wolf what an orc is to a man\xe2\x80\x99; bigger, stronger, and more illtempered. Packs of worgs may be found roaming the wild places of the world, and are sometimes kept as pets and status symbols by the wealthy and powerful, ill-advised as this may be. However, they are most commonly associated with goblins, with whom they share a pack instinct, bestial cunning, and a vicious streak. \n'b' In truth, worgs of various sizes are used by many different monstrous races. Some more intelligent races have bred different strains of worg, much like different breeds of dog; hobgoblins for example, are known to raise a large breed for themselves to ride, and a smaller breed not much larger than a common wolf for their goblin kin. Goblins on the other hand, simply ride on younger worgs until they become unmanageable, at which point they are either killed or chained up.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Worg Mother \n'b' Family: Worg \n'b' Large monstrosity , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 37 (5d10 + 10) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 14 (+2) INT: 7 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Goblin, Worg Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Smell . The worg mother has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \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. If the target is a creature, it and the worg mother make opposing Strength ( Athletics ) checks. If the worg mother wins, the attack deals an additional 5 (1d6 + 2) damage. \n'b'\n'b' About \n'b' A large and brutish canine, the worg has been described as \xe2\x80\x98to a wolf what an orc is to a man\xe2\x80\x99; bigger, stronger, and more illtempered. Packs of worgs may be found roaming the wild places of the world, and are sometimes kept as pets and status symbols by the wealthy and powerful, ill-advised as this may be. However, they are most commonly associated with goblins, with whom they share a pack instinct, bestial cunning, and a vicious streak. \n'b' In truth, worgs of various sizes are used by many different monstrous races. Some more intelligent races have bred different strains of worg, much like different breeds of dog; hobgoblins for example, are known to raise a large breed for themselves to ride, and a smaller breed not much larger than a common wolf for their goblin kin. Goblins on the other hand, simply ride on younger worgs until they become unmanageable, at which point they are either killed or chained up.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Pishacha \n'b' Family: Demons \n'b' This ghoul-like demon has blue-black skin covered in bulging red veins that glow like embers. A long, lascivious tongue snakes forth from a mouth filled with jagged teeth. \n'b' Medium fiend (shapechanger), chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 55 (10d8 + 10) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 13 (+1) INT: 10 (+0) WIS: 16 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +2, Perception +5 Damage Vulnerabilities radiant Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60ft., passive Perception 15 Languages Abyssal, Common, Darakhul; telepathy 60 ft. Challenge 3 (700 XP) \n'b' Special Traits \n'b' Shapechanger . The pishacha can use its action to polymorph into a tiger or a wolf, or back into its true form. Other than its size, 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' Actions \n'b' Multiattack . The pishacha 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 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. \n'b' Demonic Possession (Recharge 6) . One humanoid that the pishacha can see within 5 feet of it must succeed on a DC 13 Wisdom saving throw or be possessed by the pishacha; the pishacha then disappears, and the target is incapacitated and loses some control of its body, succumbing to a random short-term madness (see the System Reference Document 5.1) each round for 3d6 rounds. At the end of the 3d6 rounds, the pishacha becomes dormant within the body. While possessing a victim, the pishacha attempts to seize control of the body again every 1d4 hours. The target must succeed on a DC 13 Wisdom saving throw or succumb to another 3d6 round period of random short-term madness. Even if the target succeeds, it is still possessed. If the target is still possessed at the end of a long rest , it must succeed on a DC 13 Wisdom saving throw or gain a long-term madness. While possessing a victim, the pishacha can\xe2\x80\x99t be targeted by any attack , spell, or other effect, except those that can turn or repel fiends, and it retains its alignment, Intelligence , Wisdom , and Charisma . 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 hp , the pishacha ends it as a bonus action , or the pishacha is turned or forced out by an effect like the dispel evil and good spell. The pishacha can also be forced out if the victim eats a bowl of rice that has been cooked in holy water. When the possession ends, the pishacha reappears in an unoccupied space within 5 feet of the body. The target is immune to possession by the same pishacha for 24 hours after succeeding on the initial saving throw or after the possession ends. \n'b' Invisibility . The pishacha magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). \n'b' About \n'b' Cursed by the Gods . Originating in eastern lands, pishacha are created when the souls of the greedy and lustful are deemed too wicked to be reincarnated by the gods.\xc2\xa0Unable to redeem themselves, the pishacha are cursed to remain on the Material Plane and feed on the living. \n'b' Graveyard Dwellers . Pishacha demons haunt remote places where they can lure a living creature to its doom. They often share space with ghouls, and some pishacha can be found dwelling near darakhul settlements. Those living near a pishacha lair make offerings of rice at the crossroads on holy days to appease the demons and keep them away. \n'b' Bloodthirsty and Cruel . Pishacha seek to spread fear and mayhem among the living. They seek to possess humanoid bodies, driving their victims insane from the inside out.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Worg Pup \n'b' Family: Worg \n'b' Small monstrosity , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 3 (1d6) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 10 (+0) INT: 6 (-2) WIS: 5 (-3) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1 Senses darkvision 60 ft., passive Perception 11 Languages Goblin, Worg Challenge 1/8 (25 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Smell . The worg pup has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage. If the target is a creature, it and the worg pup make opposing Strength ( Athletics ) checks. If the worg pup wins, the attack deals an additional 2 (1d4) damage. \n'b'\n'b' About \n'b' A large and brutish canine, the worg has been described as \xe2\x80\x98to a wolf what an orc is to a man\xe2\x80\x99; bigger, stronger, and more illtempered. Packs of worgs may be found roaming the wild places of the world, and are sometimes kept as pets and status symbols by the wealthy and powerful, ill-advised as this may be. However, they are most commonly associated with goblins, with whom they share a pack instinct, bestial cunning, and a vicious streak. \n'b' In truth, worgs of various sizes are used by many different monstrous races. Some more intelligent races have bred different strains of worg, much like different breeds of dog; hobgoblins for example, are known to raise a large breed for themselves to ride, and a smaller breed not much larger than a common wolf for their goblin kin. Goblins on the other hand, simply ride on younger worgs until they become unmanageable, at which point they are either killed or chained up.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Worg Runt \n'b' Family: Worg \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 11 (2d8 + 2) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 12 (+1) INT: 6 (-2) WIS: 7 (-2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Goblin, Worg Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Smell . The worg runt has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. If the target is a creature, it and the worg runt make opposing Strength ( Athletics ) checks. If the worg runt wins, the attack deals an additional 3 (1d4+1) damage. \n'b'\n'b' About \n'b' A large and brutish canine, the worg has been described as \xe2\x80\x98to a wolf what an orc is to a man\xe2\x80\x99; bigger, stronger, and more illtempered. Packs of worgs may be found roaming the wild places of the world, and are sometimes kept as pets and status symbols by the wealthy and powerful, ill-advised as this may be. However, they are most commonly associated with goblins, with whom they share a pack instinct, bestial cunning, and a vicious streak. \n'b' In truth, worgs of various sizes are used by many different monstrous races. Some more intelligent races have bred different strains of worg, much like different breeds of dog; hobgoblins for example, are known to raise a large breed for themselves to ride, and a smaller breed not much larger than a common wolf for their goblin kin. Goblins on the other hand, simply ride on younger worgs until they become unmanageable, at which point they are either killed or chained up.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Worg, Fang of the Great Wolf \n'b' Family: Worg \n'b' Large monstrosity , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 65 (10d10 + 10) Speed 50 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 13 (+1) INT: 9 (-1) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +3, Perception +5, Religion +1 Damage Resistances cold Senses darkvision 60 ft., passive Perception 15 Languages Common, Goblin , Worg Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Smell . The worg has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13) if the worg isn\xe2\x80\x99t already grappling a creature. Until this grapple ends, the target is restrained and the worg can\xe2\x80\x99t bite another target. \n'b' Might of the Great Wolf (Recharges after a Short or Long Rest) . The fang of the Great Wolf grows in size. This works like the enlarge/reduce spell, except the worg can only enlarge and it lasts for 1 minute. While enlarged, the fang of the Great Wolf gains the following action:\n'b'\n'b'\n'b' Swallow . The worg makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained , it has total cover against attacks and other effects outside the worg, and it takes 10 (3d6) acid damage at the start of each of the worg\xe2\x80\x99s turns. The worg can have only one creature swallowed at a time. If the worg takes 10 damage or more on a single turn from the swallowed creature, the worg must succeed on a DC 11 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the worg. The creature is automatically regurgitated when the worg is no longer enlarged. If the worg dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone . \n'b'\n'b' About \n'b' The light of reason in the large worg\xe2\x80\x99s eyes is unmistakable; it is a cunning beast, able to work together with goblin or worg allies to lure victims into ambushes or down dead-end paths. \n'b' Bestial Priests . A worg becomes a fang of the Great Wolf through the workings and rituals of the bestial cults of the Great Wolf, who seek out the craftiest of worgs for this honor. Once absorbed into the cult, the worgs serve more intelligent and powerful creatures such as werewolves and nightgarms, aiding them in keeping large packs of varied lupine beasts in order. \n'b' Trophy Takers . Few things make a fang of the Great Wolf happier than tearing the arm rings from northern warriors and wearing them as trophies. When two or more fangs gather in one place, they compare and boast to one another about how the trophies were taken. \n'b' No Thrall to Humanoids . After its transformation from a standard worg to a fang of the Great Wolf and its induction into the cult, the fang will not tolerate being ridden by any humanoid, including goblins and hobgoblins, though it may let one get close enough to try before making a meal of it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'World Turtle \n'b' Gargantuan celestial , neutral good \n'b' Armor Class 20 (natural armor) Hit Points 570 (20d20+360) Speed 20 ft., swim 100 ft.\n'b' STATS STR: 37 (+13) DEX: 5 (-3) CON: 46 (+18) INT: 25 (+7) WIS: 26 (+8) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +16, Wis +17, Cha +14 Skills Arcana +16, Athletics +22, Insight +26, History +25, Nature +25, Perception +17 Damage Resistances cold, fire, radiant, thunder; bludgeoning, piercing, and slashing Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned , prone , stunned Senses darkvision 600 ft., truesight 300 ft., passive Perception 27 Languages all ( tongues ), telepathy 600 ft. Challenge 30 (155,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Colossal . The World Turtle is immune to critical hits and sneak attack damage. \n'b' Damage Threshold . The World Turtle ignores the 15 points of damage from attacks, spells, and other effects (calculated after resistances; minimum 0). \n'b' Divine Acuity . Once on its turn each round, the World Turtle can change the casting time of a spell it is casting from 1 action to 1 bonus action. \n'b' Environmental Control . Once per minute, the World Turtle can reduce the casting time of mirage arcana from 10 minutes to an action. \n'b' Epic Concentration . The World Turtle is able to concentrate on up to 2 spells at the same time. If it fails a concentration check while concentrating on more than one spell, it loses both spells. In addition, while it is using one or more concentration spells the World Turtle gains one extra bonus action each turn that can only be used to manipulate those spells. \n'b' Hard Shell . Attacks targeting the World Turtle\xe2\x80\x99s shell are made with disadvantage. \n'b' Hold Breath . The World Turtle can hold its breath for 10 days. \n'b' Innate Spellcasting . The World Turtle\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 25, +17 to hit with spell attacks). The World Turtle can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' Constant : speak with animals , speak with plants , tongues \n'b' At will : call lightning , commune with nature , confusion , control water , detect magic , detect thoughts , mage hand , major image , mirage arcane (water only), move earth \n'b' 5/day each : awaken , conjure fey , dispel magic , find the path , heal , moonbeam (as a 6th-level spell; 6d10), reincarnate , sunbeam \n'b' 3/day each : antipathy/sympathy , control weather , geas , plane shift , regenerate \n'b' 1/day each : foresight , sunburst \n'b'\n'b' Legendary Resistance (3/Day) . If the World Turtle fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The World Turtle has advantage on saving throws made against spells and other magical effects. \n'b' Magic Weapons . The World Turtle\xe2\x80\x99s weapon attacks are magical. \n'b' Natural Wonder . The World Turtle can perfectly remember anything it has experienced. \n'b' Ponderous . The World Turtle takes no reactions and is slow to physically act. When the World Turtle makes a melee weapon attack , its attack does not strike until the end of its next turn. If the target of its attack has moved out of the area the World Turtle misses the target but may hit other creatures or objects still in the area. \n'b' Regeneration . The World Turtle regains 20 hit points at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Colossal Flipper . Melee Weapon Attack : +22 to hit, reach 90 ft., multiple targets (90-foot cone centered on one target; roll separately for each creature and object in the area). Hit : 78 (10d12+13) bludgeoning damage and the target makes a DC 30 Strength saving throw or is knocked prone . \n'b'\n'b' ABOUT \n'b' Swimming through the dimensions of reality is a creature of incalculable size with a mind beyond the understanding of mortals, a deity known as the World Turtle. There are countless theories of how it chooses where to go next because of the destruction it leaves behind, although fortunately it is a benign entity and only poses a threat when it does not realize that innocent lives are in its path.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Worldshaker \n'b' Gargantuan elemental , neutral \n'b' Armor Class 25 (natural armor) \n'b' Hit Points 740 (40d20 + 320) \n'b' Speed 80 ft., climb 40 ft.\n'b' STATS STR: 30 (+10) DEX: 12 (+1) CON: 27 (+8) INT: 10 (+0) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +19, Con +17 \n'b' Skills Acrobatics +10, Intimidation +14, Perception +14 \n'b' Damage Resistances cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from weapons that are not adamantine \n'b' Damage Immunities acid, lightning \n'b' Condition Immunities exhaustion , frightened , paralyzed \n'b' Senses darkvision 600 ft., tremorsense 600 ft., passive Perception 24 \n'b' Languages Terran (can\xe2\x80\x99t speak) \n'b' Challenge 30 (155,000 XP) \n'b' Special Traits \n'b'\n'b' Colossal Creature . Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, it deals half damage, which can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Kaiju deal double damage to objects and structures. They ignore normal difficult terrain , and treat thick forests, settlements, or mountains as difficult rather than impassable terrain. \n'b' Legendary Resistance (3/Day) . If the Worldshaker fails a saving throw, it can choose to succeed instead. \n'b' Innate Spellcasting . The Worldshaker\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 22). The Worldshaker can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : move earth , conjure elemental (earth elementals only) \n'b' 3/day : conjure elemental (earth elementals only, cast with a 9th-level spell slot) Bury. A Huge or smaller creature that fails its saving throw against the Worldshaker\xe2\x80\x99s Earth Toss is stunned until the end of its next turn and buried. A buried creature is blinded , restrained , and prone until it escapes, and it begins suffocating. To free itself from being buried and to end its suffocation, a creature must be rescued by creatures that are not buried spending their actions to make Strength ( Athletics ) checks against DC 25. A buried creature can attempt to free itself, spending its action to make Strength ( Athletics ) checks against DC 30. Freeing a buried creature requires three successful checks. \n'b'\n'b' Terrible Rage . As long as the Worldshaker\xe2\x80\x99s current hit points are less than half its maximum hit points , it deals an additional 13 (2d12) bludgeoning damage with its Slam attack , any creature it hits with a Slam attack must succeed on a DC 24 Strength saving throw or be pushed back 30 feet, and the Worldshaker regains 50 hit points at the beginning of its turn. \n'b' Magic Weapons . The Worldshaker\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The Worldshaker can make one Slam attack against all enemies in a 10-ft. radius that is within its reach. \n'b' Slam . Melee Weapon Attack : +19 to hit, reach 20 ft., one target. Hit : 49 (6d12 + 10) bludgeoning damage. \n'b' Earth Toss . The Worldshaker scoops up a large amount of earth and throws it at a point within 400 feet. All creatures within a 40-ft. radius of that point must make a DC 24 Dexterity saving throw, taking 49 (6d12 + 10) bludgeoning damage and become buried (see above) on a failed save, or half as much damage and isn\xe2\x80\x99t buried on a successful one. \n'b' Shockwave . The Worldshaker slams the earth or other surface to create a shockwave. All creatures within 120 feet must make a DC 24 Strength saving throw, falling prone on a failure. \n'b'\n'b' Legendary Actions \n'b' The Worldshaker can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Worldshaker regains spent legendary actions at the start of its turn. \n'b'\n'b' Pummel . The Worldshaker deals 88 (12d12 + 10) bludgeoning damage to a buried creature within its melee reach. The creature must succeed on a DC 24 Constitution saving throw or be stunned until the beginning of its next turn. \n'b' Slam . The Worldshaker makes a slam attack. \n'b' Earth Toss (Costs 2 Actions) . The Worldshaker makes an Earth Toss attack. \n'b'\n'b' About \n'b' The Worldshaker is the mightiest of all creatures, the animate form of the world\xe2\x80\x99s core. It is a volcano given life, and nothing can survive its passing. \n'b' Guardian and Destroyer . The Worldshaker was given life and buried deep during the creation of the world, in case it became necessary to destroy the world. The Worldshaker has no deep understanding of this purpose, only a drive to be free, to destroy. Any breach of its prison might let it free upon the world. \n'b' Mighty as Mountains . The Worldshaker\xe2\x80\x99s staggering vastness is so great that the shifting stone of its form opens up caverns large enough for adventurers to enter. The wealth of the deep earth can be found within, without the Worldshaker even noticing \xe2\x80\x93 if you are quick, wary, and lucky. \n'b' Caverns Within the Worldshaker \n'b' The Worldshaker\xe2\x80\x99s form of shifting, grinding stone and lava is large enough to hold cavernous chambers. A cave mouth might open for a minute or an hour, so move quickly if you spot one. Inside, there are gemstones or veins of the rarest ores, brought up from the world\xe2\x80\x99s core; a miner who survived this far could win a fortune, if it could be carted off successfully. Small or Medium creatures might well climb the Worldshaker and enter a cave-mouth unnoticed. \n'b' According to legend \xe2\x80\x93 though no one can say who might have survived to tell such a tale \xe2\x80\x93 one who waits for the cave-mouth to close does not die, but finds that other passages open, leading toward the Worldshaker\xe2\x80\x99s molten heart. Here might a blade, too small to pierce the Worldshaker\xe2\x80\x99s shell, do more damage \xe2\x80\x93 but the heat of that core would surely destroy them, even if they slew the Worldshaker. A cadre of the mightiest elementals, earth and fire alike, guard the Worldshaker\xe2\x80\x99s core.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Worm That Walks \n'b' Medium swarm of Tiny beasts, chaotic evil \n'b' Armor Class 14 Hit Points 137 (25d8 + 25) Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 13 (+1) INT: 20 (+5) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +10, Wisdom +7 Skills Arcana +10, Athletics +3, History +10, Nature +10 Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison Condition Immunities paralyzed , petrified , poisoned , restrained , stunned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12 Languages Abyssal, Aklo, Common, Infernal Challenge 14 (11,500 XP) \n'b' Special Traits \n'b'\n'b' Regeneration . The worm that walks regains 10 hit points at the start of its turn, as long as it does not begin its turn in an area of strong wind. The worm that walks is destroyed only if it starts its turn with 0 hit points and doesn\xc2\x92t regenerate. \n'b' Spellcasting . The worm that walks is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The worm that walks has the following wizard spells prepared.\n'b'\n'b'\n'b' Cantrips (at will) : acid splash , mage hand , poison spray, prestidigitation \n'b' 1st level (4 slots) : mage armor , magic missile , shield \n'b' 2nd level (3 slots) : acid arrow , misty step , web \n'b' 3rd level (3 slots) : fireball , stinking cloud \n'b' 4th level (3 slots) : black tentacles , blight \n'b' 5th level (2 slots) : cloudkill , conjure elemental \n'b'\n'b' Actions \n'b'\n'b' Discorporate . The worm that walks collapses into a shapeless swarm of worms, or reverts to its true form. All held, worn, and carried items fall to the ground. In this form, the worm that walks is Large-sized, can fit through any space large enough for a Tiny creature to pass through without squeezing, and can occupy the same space as another creature and vice versa. While in this form, the worm that walks cannot use its Slam attack . Any creature who enters the same space as the discorporated worm that walks, or starts its turn in the same space, must make a DC 18 Constitution saving throw. On a failed saving throw, that creature takes 36 (8d8) poison damage and 36 (8d8) necrotic damage. If the worm that walks drops to 0 hit points , it immediately gains 24 temporary hit points and uses this ability as a reaction . Until it regains at least 1 hit point, it cannot revert to its normal form. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 18). The worm that walks can only grapple one target at a time, and must remain within 5 feet of the grappled target. If the worm that walks moves more than 5 feet from the grappled creature, the grappled ends. At the beginning of each of the worm that walks\xc2\x92 turns, the grappled creature takes 18 (4d8) poison damage and 18 (4d8) necrotic damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Worm That Walks \n'b' Medium undead , chaotic evil \n'b' Armor Class 12 (15 with mage armor ) Hit Points 153 (18d8 + 18) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 18 (+4) INT: 16 (+3) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +9, Wis +6 Skills Arcana +13, History +13 Damage Resistances damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin ) Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Abyssal, Common, Elven, High Boros, Protean Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The\xc2\xa0Worm That Walks is an 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The Worm that Walks can cast disguise self and invisibility at will and has the following sorcerer spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : acid splash , fire bolt, light , mage hand , prestidigitation , shocking grasp \n'b' 1st level (4 slots) : burning hands , color spray , mage armor * \n'b' 2nd level (3 slots) : blur , see invisibility \n'b' 3rd level (3 slots) : tongues , lightning bolt \n'b' 4th level (3 slots) : black tentacles , stoneskin * \n'b' 5th level (3 slots) : cone of cold , cloudkill \n'b' 6th level (1 slot) : globe of invulnerability \n'b'\n'b' Regeneration . A worm that walks regains 10 hit points at the start of its turn if it has at least 1 hit point and isn\xe2\x80\x99t in sunlight or a body of running water. If a\xc2\xa0worm that walks takes acid, fire, or radiant damage, this trait doesn\xe2\x80\x99t function at the start of it\xe2\x80\x99s next turn.\xc2\xa0A worm that walks is destroyed only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Magic Resistance . A\xc2\xa0worm that walks has advantage on saving throws against spells and other magical effects. \n'b' Sorcery . A worm that walks has 12 sorcery points. It may use a bonus action to recover spent spell slots at 1 per spell level being recovered or it can use them to enhance this spell by spending 2 points to turn a spells casting time into a bonus action or 1 point to reroll the damage die of damaging spells (it must accept the reroll). \n'b'\n'b' * These spells are cast on itself before combat. \n'b' ACTIONS \n'b'\n'b' Multiattack . A worm that walks\xc2\xa0makes two attacks with it\xe2\x80\x99s claws and uses Burrowing Worm. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage and the target is exposed to the burrowing worm trait. \n'b' Burrowing Worm . 1d4+1 worms launch at one humanoid that it can see within 10 feet. The worm latches onto the target\xe2\x80\x99s skin unless the target succeeds on a DC 14 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (?4) in every ability score, and a speed of 1 foot. While on the target\xe2\x80\x99s skin, the worm can be killed by normal means or scraped off using an action (Lord Cellichos can use this action to launch a scraped-off worm at a humanoid he can see within 10 feet of the worm). Otherwise, the worm burrows under the target\xe2\x80\x99s skin at the end of the target\xe2\x80\x99s next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points , then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away. \n'b' Discorporate . A worm that walks can collapse into a shapeless swarm of worms (treat as a polymorph spell that allows\xc2\xa0the worm that walks to turn into a swarm of insects) as a bonus action. All held, worn, and carried items fall to the ground. The worm that walks can reform into it\xe2\x80\x99s true form (including equipping all gear in reach) as an action as long as it has at least 1 hit point.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wormhearted Suffragan \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 Hit Points 120 (16d8 + 48) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 16 (+3) INT: 11 (+0) WIS: 16 (+3) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +6, Religion +3 Damage Vulnerabilities radiant Damage Immunities necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The wormhearted suffragan has advantage on saving throws against spells and other magical effects. \n'b' Master of Undeath . A Humanoid killed by the wormhearted suffragan\xe2\x80\x99s disease rises 1d4 hours later as a skeleton or zombie (the suffragan\xe2\x80\x99s choice), unless the Humanoid is restored to life or its body is destroyed. Between its disease and its Animating Worms, the suffragan can have no more than fifteen total skeletons and zombies under its control at one time. \n'b' Undead Nature . The wormhearted suffragan doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wormhearted suffragan makes two Worm-Coated Fist or Paralyzing Bolt attacks. \n'b' Worm-Coated Fist . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or contract a disease. Until the disease is cured, the target can\xe2\x80\x99t regain hp , and its hp maximum decreases by 7 (2d6) every 24 hours. This reduction lasts until the target finishes a long rest after the disease is cured. The target dies if this effect reduces its hp maximum to 0. \n'b' Paralyzing Bolt . Ranged Spell Attack : +6 to hit, range 60 ft., one target. Hit : 17 (4d6 + 3) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or be paralyzed until the end of its next turn. \n'b' Animating Worms (3/Day) . The wormhearted suffragan touches the body of a dead Humanoid, passing on some of the suffragan\xe2\x80\x99s worms. The worms fill the target, animating it as a skeleton or zombie (the suffragan\xe2\x80\x99s choice) under the suffragan\xe2\x80\x99s control. \n'b'\n'b' ABOUT \n'b' Robes cover the rotting flesh and lifeless gray hair of this humanoid. Fine, arm-length worms wriggle through abscesses in its flesh and its empty eye-sockets, and it moves with a stooped, shuffling gait. \n'b' Wormhearted suffragans are devoted followers of Qorgeth, Demon Lord of Worms, who they believe is the servant and forerunner of a dark goddess of worms and decay. \n'b' Dark Worm Hearts . Formerly, the suffragans were priests or holy officers of other faiths, but their hearts were corrupted by their fear and loathing. Once pledged to the service of the devouring worm, Qorgeth replaced their hearts with a bulbous, writhing conglomeration of worms, which permits them to carry on with an undead mockery of life. \n'b' Prey on the Wounded . Suffragans frequently follow armies, visiting battlefields shortly after the fighting is over. In the guise of gravediggers, nurses, or chirurgeons, they select their targets from among the dead and dying for as long as they can remain undetected, spreading their worms to create new servants for their demon lord. \n'b' Fear Light and Radiance . Wormhearted suffragans are especially susceptible to the flesh-searing power of light. For this reason, they avoid priests of the sun god or gods of light. At night, however, they are a walking contagion , infesting enemies with parasitic worms that devour victims from within.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bird, Crawling \n'b' Tiny beast , unaligned \n'b' Armor Class 12 \n'b' Hit Points 1 (1d4 \xe2\x80\x93 1) \n'b' Speed 10 ft., climb 30 ft., fly 40 ft.\n'b' STATS STR: 8 (-1) DEX: 15 (+2) CON: 8 (-1) INT: 2 (-4) WIS: 9 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1 \n'b' Senses passive Perception 11 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Familiar . With the GM\xe2\x80\x99s permission, a caster can use the find familiar spell to summon this creature. \n'b' Immortal . The lonesome duck doesn\xe2\x80\x99t age. \n'b' Flyby . The crawling bird doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b'\n'b' ABOUT \n'b' This scaled, toothed bird -like creature has membranous wings and a stubby tail. \n'b' Crawling birds are native to Ozamaland, where they are a nuisance to fishermen and homeowners alike. They fill an ecological niche similar to cats, with some adopting homes while others roam feral, killing small animals, fish, and insects they can catch. They are agile climbers and spend most days in trees napping when they are not out hunting. \n'b' Prehistoric Throwbacks. Crawling birds look like pterodactyls and may well be related to them. They have been a part of Ozamaland since before humans lived there. \n'b' Crawling birds bury their eggs underground or in piles of vegetation to prevent them drying out, and their eggs hatch in three months. Parents don\xe2\x80\x99t look after their young, as they are born fully-formed and can stand, walk, and even fly straight out of the egg. This rapid growth strategy comes at a cost, as crawling birds means they are constantly eating. They eat insects in mid-air but will not hesitate to pick at corpses like a vulture. Crawling birds hunt in flocks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Oathrot Wraith \n'b' Family: Wraith \n'b' Medium undead , neutral evil \n'b' Armor Class 13 Hit Points 52 (8d8 +16) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Oathbreaking . Any creature that begins its turn within 30 feet of the oathrot wraith must succeed on a DC 13 Charisma saving throw or become cursed, losing its resolve in important oaths it has taken. While cursed, the creature has disadvantage on Constitution saving throws to maintain concentration and can\xe2\x80\x99t add its proficiency bonus to ability checks and saving throws in which it is proficient. On a successful saving throw, the creature is immune to the wraith\xe2\x80\x99s Aura of Oathbreaking for 24 hours. \n'b' Incorporeal Movement . The wraith 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' Oathseeker . The oathrot wraith can pinpoint the location of any cleric , paladin , celestial, or other divinely connected creature within 60 feet of it. \n'b' Sunlight Sensitivity . While in sunlight, the wraith 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' Life Drain . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 20 (4d8 + 2) necrotic damage. The target must succeed on a DC 13 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'\n'b' ABOUT \n'b' The wraith drifts forward with a spectral tome attached to its waist by tendrils of shadow. \n'b' Denied eternal rest, oathrot wraiths are the tormented spirits of those who broke solemn vows, causing tragedy by doing so. \n'b' Unrepentant, they now roam the world constantly reminded of their weakness and failure. \n'b' Chained to their Oaths . Oathrot wraiths stand out from other wraiths by the texts that are tethered to them. These tomes bear the oaths they once swore and later betrayed. If a wraith chooses to read the text and reaffirm its oaths, its curse is ended and its soul is freed from undeath. However, most oathrot wraiths are too consumed by self-loathing, pride, or anger to read the texts, seeing the books as constant reminders of their failure. \n'b' Drawn by Loyalty . Oathrot wraiths can sense the aura of those who live by their word, especially those who draw power from an oath, such as clerics and paladins. Their presence fills the oathrot wraith with pain and rage, and they quickly move to destroy such reminders of their failures. \n'b' Beacons of Doubt . Oathrot wraiths are not only punishment for oathbreakers, but also trials for those who live by their oaths. Their very presence tests such people, as the guilt, doubt, and weakness the wraiths bear preys on the minds of those nearby. Clerics and paladins that survive an encounter with an oathrot wraith consider it a reminder that they must be vigilant in their loyalty, lest they too fall from grace.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Plaresh \n'b' Family: Demons \n'b' Medium swarm of Tiny fiends (demon), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 30 (4d8 + 12) Speed 30 ft., burrow 30 ft., swim 30 ft.\n'b' STATS STR: 2 (-4) DEX: 17 (+3) CON: 16 (+3) INT: 6 (-2) WIS: 12 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire, lightning; bludgeoning, slashing, and piercing Damage Immunities poison Condition Immunities charmed , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses blindsight 30 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 11 Languages understands Abyssal but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' Special Traits \n'b' Grinding Maws . The plaresh can burrow through harder substances such as wood, stone, or even metal. While doing so its burrow speed is reduced to half, and it creates a cluster of bore holes that leaves the material porous and weak. The material has -5 to its AC and half the usual hp . \n'b' Magic Resistance . The plaresh has advantage on saving throws against spells and other magical effects. \n'b' Swarm . The plaresh can occupy another creature\xe2\x80\x99s space and vice versa, and the plaresh can move through any opening large enough for a Tiny worm. The plaresh can\xe2\x80\x99t regain hp or gain temporary hp . \n'b' Actions \n'b' Bites . Melee Weapon Attack : +5 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the target is wearing nonmagical armor, the armor takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed. \n'b' Infest Corpse (Recharges after a Long Rest) . The plaresh targets one dead humanoid in its space. The body is destroyed, and a new plaresh rises from the corpse. The newly created plaresh is free-willed but usually joins its creator. \n'b' About \n'b' A squelching mass of fleshy worms twists and writhes. Thousands of thin bodies twine together, smooth skin and barbed segments giving way to eyeless heads with screeching, hissing maws. Green ichor drools from the mouths where tiny, needle-like teeth gleam. \n'b' Plaresh demons arise from the slime and offal left behind in the wake of the Demon Lord of the Devouring Worm. Individually, these tiny worm demons are little more than a disgusting nuisance. When they band together into writhing masses hundreds or even thousands strong, the story changes drastically. The plaresh is an amalgamation of these demonic slivers, each linked into a cruel hive mind driven to common purpose in the service of the Writhing Prince. \n'b' Devoured Tribute . Plaresh demons are more intelligent than any mortal vermin, but their lord\xe2\x80\x99s insatiable hunger overwhelms complex thought. Sometimes they act with a disturbing purpose which hints at a greater intelligence or plan, but mostly they exist to eat. When they devour a humanoid corpse, they send the unfortunate creature\xe2\x80\x99s soul to Qorgeth\xe2\x80\x99s tunnel-realm, and a new plaresh slips through in the wake of the soul\xe2\x80\x99s passing.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wrackwraith \n'b' Family: Wraith \n'b' Medium undead , neutral evil \n'b' Armor Class 13 Hit Points 45 (6d8 + 18) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses passive Perception 13 Languages any languages it knew in life Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The wrackwraith 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' Wrack Form . While animating a pile of wrack, the wrackwraith has an AC of 18 and can use the Slam and Deluge actions . In addition, the wrackwraith loses its immunity to the grappled and restrained conditions and can\xe2\x80\x99t fly . If the wrackwraith moves through a creature or object with Incorporeal Movement while animating wrack, the wrack falls off its ghostly body, ending this effect. Otherwise, it can end this effect as a bonus action. If the wrackwraith takes 15 damage or more in a single turn while animating wrack, the wrackwraith must succeed on a DC 13 Constitution saving throw or be ejected from the wrack, ending this effect. \n'b'\n'b' ACTIONS \n'b'\n'b' Ghostly Touch . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) necrotic damage. \n'b' Slam (Wrack Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 4 (1d8) necrotic damage. If the target is Large or smaller, it is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the wrackwraith can\xe2\x80\x99t use its Slam on attack another target. The target can\xe2\x80\x99t breathe or speak until the grapple ends. \n'b' Animate Wrack . The wrackwraith animates wrack within 5 feet of it, pulling the debris into a protective covering over its ghostly body. \n'b' Deluge (Wrack Form Only) . The wrackwraith fills the lungs of one creature it is grappling with seawater, algae, and other tiny ocean debris, harming creatures that breathe air or water. The target must make a DC 13 Constitution saving throw. On a failure, the target takes 14 (4d6) necrotic damage and begins choking as its lungs fill with water and ocean debris. On a success, the target takes half the damage and isn\xe2\x80\x99t choking. A choking 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' BONUS ACTIONS \n'b'\n'b' Wrack Jump (Recharge 4\xe2\x80\x936) . The wrackwraith leaves its current wrack pile, magically teleports to another wrack pile within 60 feet of it, and uses Animate Wrack. \n'b'\n'b' ABOUT \n'b' A pile of seaweed and other detritus rises from the sand, forming into a vaguely humanoid shape. \n'b' Humanoids that die when swept into the sea by the tide sometimes return to haunt the shores where they drowned. They lurk in wrack piles\xe2\x80\x94tangles of seaweed, small animals and insects, and trash that wash up on the beach\xe2\x80\x94waiting to reenact their deaths on unsuspecting living creatures. \n'b' Tragic Drowning . While single wrackwraiths aren\xe2\x80\x99t rare, it\xe2\x80\x99s equally common to encounter groups. These result when multiple people drowned at the same time. \n'b' Enemies Everywhere . People who encounter a wrackwraith often report that they were attacked from all sides. Even a solo wrackwraith can feel like multiple creatures because its victims have no idea where the next attack will originate. \n'b' Angry Dead . Wrackwraiths form because others refused or were unable to help the drowning person, or because the person was purposely drowned. Wrackwraiths desire vengeance against the living.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wraith Bear \n'b' Family: Wraith \n'b' Large undead , chaotic evil \n'b' Armor Class 13 Hit Points 133 (14d10 + 56) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 10 (+0) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Survival +7 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 17 Languages the languages it knew in life Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Detect Relatives . The wraith bear knows the direction to its nearest living relative on the same plane, but not the relative\xe2\x80\x99s exact location. \n'b' Draining Regeneration . The wraith bear regains 10 hp at the start of its turn if it has at least 1 hp and there are living plants within 5 feet of it. When the wraith bear regains hp , all plant life within 5 feet of it dies, and it can\xe2\x80\x99t regain hp from those same plants again. \n'b' Incorporeal Movement . The wraith bear 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' Life Drain . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 31 (6d8 + 4) necrotic damage. The target must succeed on a DC 16 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' Baleful Roar (Recharge 6) . The bear lets out a supernatural roar in a 30-foot cone. Each creature in that area that can hear the bear must make a DC 15 Wisdom saving throw. On a failure, a creature is incapacitated for 1 minute. On a success, a creature is frightened until the end of its next turn. An incapacitated 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' The black, spectral form of an enormous bear with burning red eyes lets loose a bone-chilling roar. \n'b' Corrupted Spirits . Bear spirits are believed to be the spirits of ancestral warriors and guardians that take on the form of a bear to aid their descendants. \n'b' Necromancers and dark shamans know magic that twists the mind of these spirits, causing them to feel anger and malice toward the family they once protected. These wraith bears hunt and murder their descendants, listening to no other commands until they have murdered what remains of their family. When this mission is complete, the wraith bear returns to its corruptor, following orders loyally. \n'b' Forest Haunters . If a wraith bear\xe2\x80\x99s corruptor dies and the creature has no family left to hunt, it retreats to the forest. There the bear wanders, its hatred for all life a festering madness that drives it to violence. The wraith bear\xe2\x80\x99s mere presence begins to kill nearby plant life, and it attacks any living creature it finds. \n'b' Restored by Archfey . A wraith bear can be reinstated as a bear spirit by the touch of a fey lord or lady. Finding a fey lord or lady is difficult enough, but convincing it to take on such a task usually involves paying a heavy price. \n'b' Undead Nature . A wraith bear doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wraith-Wizard \n'b' Family: Wraith \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 123 (19d8 + 38) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 15 (+2) INT: 19 (+4) WIS: 19 (+4) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +8, Wisdom +8 Skills Arcana +8, History +8, Perception +8, Stealth +8 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 18 Languages Abyssal, Common, Ignan, Infernal Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Spellcasting . A Wraith-Wizard is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : chill touch , mage hand , ray of frost , shocking grasp \n'b' 1st level (4 slots) : false life , fog cloud , mage armor , magic missile \n'b' 2nd level (3 slots) : blindness/deafness , darkness , scorching ray , web \n'b' 3rd level (3 slots) : bestow curse , fireball , slow \n'b' 4th level (1 slots) : black tentacles , confusion \n'b'\n'b' Incorporeal Movement . A Wraith-Wizard 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, a Wraith-Wizard has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Sacrilegious Aura . A Wraith-Wizard exudes an aura of desecration out to a radius of 30 feet. A Wraith-Wizard and any undead within the defiled area have advantage on saving throws against effects that turn undead. \n'b'\n'b' Actions \n'b'\n'b' Life Drain . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. 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' Create Specter . A Wraith-Wizard targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target\xe2\x80\x99s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under a Wraith-Wizard\xe2\x80\x99s control. A Wraith-Wizard can have no more than seven specters under its control at one time.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wraith, Bloodwraith \n'b' Family: Wraith \n'b' Medium undead , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 117 (18d8 + 36) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 15 (+2) INT: 14 (+2) WIS: 17 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +6, Wisdom +7, Charisma +9 Skills Insight +7, Perception +7, Stealth +8 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 17 Languages Abyssal, Celestial, Common Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Incorporeal Movement . A bloodwraith 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 . A bloodwraith reforms within its lair 2d4 days after being slain, regaining all its hit points and becoming active again. \n'b' Sunlight Sensitivity . While in sunlight, A bloodwraith has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Sacrilegious Aura . A bloodwraith exudes an aura of desecration out to a radius of 30 feet. A bloodwraith and any undead within the defiled area have advantage on saving throws against effects that turn undead. \n'b' Actions \n'b' Multiattack . A bloodwraith can use Malevolence or Limited Teleport and make one attack with Life Drain. \n'b' Life Drain . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 26 (5d8 + 4) necrotic damage. The target must succeed on a DC 16 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' Create Devouring Mist (3/day) . A bloodwraith coughs, expelling a devouring mist in an unoccupied space within 10 feet of it. The devouring mist is under Duke Aerim\xe2\x80\x99s control. A bloodwraith can have no more than three devouring mists under its control at one time. \n'b' Create Sword Wight . A bloodwraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target rises as a sword wight in the space of its corpse or in the nearest unoccupied space. The sword wight is under the Duke Aerim\xe2\x80\x99s control. A bloodwraith can have no more than seven sword wights under its control at one time. \n'b' Malevolence (Recharge 5-6) . The Bloodwraith has a limited ability to possess a creature that is in possession of any portion of its remains, any of the objects within its tomb, or any items that belonged to it in life and within 30 feet of it. A creature that meets these criteria must succeed on a DC 16 Charisma saving throw or be possessed by the Duke Aerim; A bloodwraith disappears and the target is incapacitated and loses control of its body. A bloodwraith now controls the body but doesn\xe2\x80\x99t deprive the target of awareness. A bloodwraith 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 immunities and resistances. A bloodwraith 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 , A bloodwraith ends it as a bonus action, or A bloodwraith is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, A bloodwraith appears in an unoccupied space within 5 feet of the body. The target is immune to Duke Aerim\xe2\x80\x99s Possession for 24 hours after succeeding on the saving throw or after the possession ends. \n'b' Limited Teleport . A bloodwraith magically teleports, along with any equipment it is wearing or carrying, up to 150 feet to an unoccupied space it can see that is adjacent to its remains, an object from its lair, or an object that it possessed in life.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wraith, Boneshard \n'b' Family: Wraith \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 127 (15d8 + 60) Speed 15 ft., fly 60 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 18 (+4) INT: 13 (+1) WIS: 14 (+2) CHA: 8 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +7 Damage Resistances acid, cold, fire, lightning, thunder; piercing, bludgeoning, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities necrotic, poison Condition Immunities charmed , exhausted, frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned, unconscious Senses darkvision 60 ft., passive Perception 16 Languages any languages it knew in life, Void Speech Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Incorporeal Movement . The boneshard wraith 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 wraith has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Multiattack . The wraith makes two spectral claw attacks. If both attacks damage the same creature, the target must make 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' Spectral Claw . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 21 (4d8 + 3) slashing damage, and the target must succeed on a DC 16 Constitution saving throw or suffer 1 level of exhaustion . A creature can suffer no more than 2 levels of exhaustion from the wraith\xe2\x80\x99s Spectral Claws. \n'b' Boneshard Cyclone (Recharge 5-6) . The wraith chooses a creature it can see within 60 feet of it. The target must make a DC 16 Strength saving throw. On a failure, a creature takes 20 (3d12) slashing damage and 27 (6d8) necrotic damage and is enveloped in a whirlwind of sharp bone fragments for 1 minute or until the wraith dies. On a success, a creature takes half the damage and isn\xe2\x80\x99t enveloped. While enveloped, a creature is blinded and deafened and takes 18 (4d8) necrotic damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature dies while enveloped, it rises as a boneshard wraith on the next new moon unless it is restored to life or the bless spell is cast on the remains. \n'b' About \n'b' A vaguely humanoid form appears, dim and hazy amid the constant swirl of wind-wracked grit and tainted dust of the magical wasteland. \n'b' Contorted and broken, the boneshard wraith is a ghostly horror, haphazardly assembled from mismatched bones and grave-scavenged shards. Shattered eye sockets burn with the black, icy glow of eternal madness and the spiteful hunger of the Void. \n'b' Undead Nature . A boneshard wraith doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wraith, Dream \n'b' Family: Wraith \n'b' This wraith creature hovers over its sleeping victim, its ghostly silver hand reaching down toward her throat. The wraith changes form, appearing as the lost love of the sleeper. As the sleeper opens her eyes and smiles at the sight, the wraith wraps its cold fingers around the woman\xe2\x80\x99s throat and squeezes. \n'b' Medium undead , neutral evil \n'b' Armor Class 14 Hit Points 60 (8d8 + 24) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 17 (+3) INT: 12 (+1) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7 Damage Vulnerabilities psychic Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Create Wraith . Any humanoid that dies at the hands of a dream wraith rises 1 hour later as a wraith under the dream wraith\xe2\x80\x99s control. \n'b' Incorporeal Movement . The dream wraith 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 dream wraith has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Sleep Touch . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or fall unconscious. \n'b' Steal Dreams . The dream wraith targets an unconscious or sleeping creature within 5 feet of it. The creature must succeed on a DC 14 Constitution saving throw or be reduced to 0 hp . The dream wraith gains temporary hp for 1 hour equal to the amount of hp the creature lost. \n'b' Reactions \n'b' Dreamer\xe2\x80\x99s Gaze . When a creature the dream wraith can see starts its turn within 30 feet of the dream wraith, the dream wraith can create the illusion that it looks like that creature\xe2\x80\x99s most recently departed loved one. If the creature can see the dream wraith, it must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its turn. \n'b' About \n'b' Haunter of Dreams . The dream wraith is an undead monster spawned when a living creature is killed while in the throes of a powerful dream. That dream wraith then wanders the world, searching out others having powerful dreams, hoping to finish its own unfinished dream and find peace in oblivion. \n'b' Dwellers in the Dream World . Born from the world of dreams, the dream wraiths live partially in the mortal world and partially in the land of dreams. As such, it is particularly vulnerable to those who can mete out psychic damage. \n'b' Sleeping Victims . While dream wraiths are rare, even a solitary wraith can devastate a densely populated area. They tend to focus on one victim at a time, stealing into bed chambers and bunkrooms at night while everyone sleeps. They move through walls without waking sleepers, sense the person having the most vivid dream, and drain its life force via its dreams. Sometimes the victim survives the attack, waking in the morning feeling very ill, but often the shock of the attack kills the dreamer. The creature\xe2\x80\x99s body remains, but its spirit follows the dream wraith into the night, becoming a servant of the creature. \n'b' Undead Nature . The dream wraith doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wraith, Flayed \n'b' Family: Wraith \n'b' Medium undead , neutral evil \n'b' Armor Class 12 Hit Points 67 (9d8 + 27) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 9 (-1) DEX: 15 (+2) CON: 17 (+3) INT: 12 (+1) WIS: 9 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , paralyzed , poisoned , prone Senses darkvision 60 ft., passive Perception 9 Languages any languages it knew in life Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Sunlight Sensitivity . While in sunlight, the flayed wraith has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Torturer . When the flayed wraith reduces a creature to 0 hp , it knocks out the creature, which falls unconscious and is stable. \n'b' Actions \n'b' Multiattack . The flayed wraith uses its Howl of Agony. It then makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage plus 5 (2d4) necrotic damage. \n'b' Howl of Agony . The wraith screams its pain into the mind of one creature it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and is incapacitated as it doubles over in pain. On a success, the target takes half the damage and isn\xe2\x80\x99t incapacitated. \n'b' About \n'b' Tortured to Death . Flayed wraiths come into being when certain dark energies are present at the moment when an individual is tortured to death. Unlike typical wraiths, they retain the skin they wore in life. Often, the various forms of torture used against them are still evident on the canvas of their bodies. \n'b' Mad . The flayed wraith is in a perpetual state of madness, reliving the days and moments that led to its demise. \n'b' Flayed wraiths constantly feel the slice of the blade through their skin, the pain of blunt trauma to fingers and toes, or other objects being used on their bodies for the sheer purpose of causing agony. In death, they now seek to cause this same pain to others. They often keep their victims alive to inflict the unspeakable things that were once done to them upon the living. They desire to bring the same pain to others that was once so mercilessly brought against them, and in so doing, at least in their twisted minds, become the masters of life and death. \n'b' Undead Nature . A flayed wraith doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wraith, Oathrot \n'b' Family: Wraith \n'b' Medium undead , neutral evil \n'b' Armor Class 12 Hit Points 52 (8d8 +16) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 15 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Oathbreaking . Any creature that begins its turn within 30 ft. of the oathrot wraith must make a DC 13 Charisma saving throw. On a failed save, the creature becomes cursed. While cursed, the creature loses its resolve in important beliefs and oaths it has taken. To represent this, the creature loses any proficiency bonus it has to its saving throws. A creature that successfully saves against this ability is immune to the effects of this creature\xe2\x80\x99s aura for 24 hours. \n'b' Incorporeal Movement . The wraith 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' Oathseeker . The oathrot wraith automatically senses the presence and precise location of paladins and clerics within 100 ft. \n'b' Sunlight Sensitivity . While in sunlight, the wraith 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' Life Drain . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 20 (4d8 + 2) necrotic damage. The target must succeed on 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'\n'b' ABOUT \n'b' The oathrot wraith appears as a normal wraith carrying a spectral tome attached to its waist by tendrils of shadow.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wraith, Oblivion \n'b' Family: Wraith \n'b' Large undead , lawful evil \n'b' Armor Class 18 Hit Points 209 (22d10 + 88) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 27 (+8) CON: 18 (+4) INT: 17 (+3) WIS: 18 (+4) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8, Stealth +12 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xc2\x92t silvered Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 18 Languages Abyssal, Common, Giant Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Incorporeal Movement . The oblivion wraith 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 oblivion wraith has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Chill of the Grave . The oblivion wraith radiates an aura of unnatural cold in a 60-foot radius. All creatures in this area must succeed on a DC 14 Constitution saving throw or have their speed reduced by half. A creature that touches the oblivion wraith or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage. \n'b'\n'b' Actions \n'b'\n'b' Life Drain . Melee Weapon Attack : +12 to hit, reach 10 ft., one creature. Hit : 26 (4d8 + 8) necrotic damage and 21 (6d6) cold 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 necrotic 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' Create Specter . The oblivion wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target\xc2\x92s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the oblivion wraith\xc2\x92s control. The oblivion wraith can have no more than ten specters under its control at one time.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bird, Golden Chicken \n'b' Tiny beast (ozbeast), neutral \n'b' Armor Class 12 Hit Points 10 (3d4 + 3) Speed 30 ft., fly 30 ft. (see bad flier below)\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 13 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +3, Perception +4, Survival +4 Senses passive Perception 14 Languages Common Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bad Flier . The chicken falls at the end of a turn if it\xe2\x80\x99s airborne and the only thing holding it aloft is its flying speed. \n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage. \n'b' Trick (Brick-Laying Hen only) . Ranged Weapon Attack : +4 to hit, 10/30 ft., one target directly below the chicken. Hit : 4 (1d4 + 2) bludgeoning damage. \n'b' Egg (Hen only) . Ranged Weapon Attack : +4 to hit, 10/30 ft., one target directly below the chicken. Hit : The target must make a DC 12 Dexterity save or be blinded until the end of their turn. If the target is a nome, it also takes 20 acid damage. \n'b' Lay Brick (Recharge 6, Brick-Laying Hen Only) . The hen lays a gold brick that weighs 1 lb. and is worth 50 do. \n'b'\n'b' ABOUT \n'b' This yellow hen lays gold bricks! Hens are rare in Faerie. Billina, a chicken who arrived from the Prime Plane, is proof that chickens could wreak havoc on the realm if left unchecked. Billina\xe2\x80\x99s eggs are considered poisonous to nomes, so the possibility of more eggs being hatched is a terrifying prospect for the underground miners. \n'b' But Billina isn\xe2\x80\x99t the only hen in Faerie. There are rare brick-laying hens who do not produce eggs, which may be why Billina\xe2\x80\x99s arrival was so shocking. These hens produce gold bricks. They would upend most of Faerie\xe2\x80\x99s monetary system if it wasn\xe2\x80\x99t for the fact that few countries value gold at all. For the countries that do, golden chickens are prized possessions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Psoglav \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 115 (11d10 + 55) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 21 (+5) DEX: 23 (+6) CON: 20 (+5) INT: 16 (+3) WIS: 19 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +8, Wis +7, Cha +7 Skills Acrobatics +9, Perception +7, Intimidation +7, Stealth +9 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17 Languages Abyssal, Common, telepathy 60 ft. Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The psoglav has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The psoglav\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The psoglav makes three Bite attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 5) piercing damage. \n'b' Invisibility . The psoglav magically turns invisible until it attacks or uses Shadow-Stealing Ray, or until its concentration ends (as if concentrating on a spell). Any equipment the psoglav wears or carries is invisible with it. \n'b' Shadow-Stealing Ray (Recharge 5\xe2\x80\x936) . The psoglav emits a beam from its single eye at one creature it can see within 60 feet of it. The target must make a DC 15 Constitution saving throw. On a failure, the target is pushed up to 20 feet away from the psoglav, and its shadow becomes a creature under the psoglav\xe2\x80\x99s control for 24 hours or until the shadow is reduced to 0 hp. On a success, the target is pushed up to 10 feet away from the psoglav and its shadow isn\xe2\x80\x99t stolen. Each controlled shadow uses the statistics of a shadow, except it can\xe2\x80\x99t create shadows from killing Humanoids. The psoglav can have no more than five shadows under its control at a time. The shadow becomes permanently under the psoglav\xe2\x80\x99s control if the shadow\xe2\x80\x99s original owner dies. If a shadow\xe2\x80\x99s original owner died within the past minute, the psoglav can command (no action required) the shadow to inhabit and control the body, using the owner\xe2\x80\x99s statistics, proficiencies, and class features. A shadow inhabiting a body in this way can\xe2\x80\x99t cast spells or activate magic items the owner possessed, and it loses its Amorphous, Shadow Stealth, and Sunlight Weakness traits while inhabiting the body. The shadow can inhabit or exit the body as a bonus action. The shadow can inhabit the body for up to 24 hours after the creature died, after which time it is ejected and can\xe2\x80\x99t inhabit the body again. If a creature\xe2\x80\x99s saving throw is successful or its shadow is returned to it, the creature is immune to the Shadow-Stealing Ray of all psoglav demons for the next 24 hours. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Jump (3/Day) . While in shadows, dim light, or darkness, the psoglav disappears into the darkness and reappears in an unoccupied space it can see within 60 feet. \n'b'\n'b' ABOUT \n'b' An immense creature sniffs at the air, its singular eye glowing with malice. \n'b' Paid in Souls and Memories. These demonic creations are bred for protection, which they provide for a select few. The price for their guardianship is always high and never in coin. They demand everything from memories to souls in exchange for their services. \n'b' Fond of Trophies . Psoglav demons carry recent kills along with them as grisly toys, and they often wear strings of scalps or ears as trophies. They do not mind the stench, and enjoy gnawing bones as a pastime, the larger and more durable the better. \n'b' Shadow Stealers . The psoglav has a single, menacing eye that is capable of commanding a creature\xe2\x80\x99s shadow to separate from its owner and follow the psoglav. The psoglav\xe2\x80\x99s command of the shadow is tenuous, however, and the shadow returns to its owner within a few days. Psoglav demons sometimes use this to sow further fear, allowing the shadow to return and letting the victim believe the psoglav has moved on, only for the psoglav to show up days later to finish the kill.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wraith, Oblivion \n'b' Family: Wraith \n'b' Large undead , lawful evil \n'b' Armor Class 18 Hit Points 209 (22d10 + 88) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 27 (+8) CON: 18 (+4) INT: 17 (+3) WIS: 18 (+4) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8, Stealth +12 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 18 Languages Abyssal, Common, Giant Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Incorporeal Movement . The oblivion wraith 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 oblivion wraith has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Chill of the Grave . The oblivion wraith radiates an aura of unnatural cold in a 60-foot radius. All creatures in this area must succeed on a DC 14 Constitution saving throw or have their speed reduced by half. A creature that touches the oblivion wraith or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage. \n'b' Actions \n'b' Life Drain . Melee Weapon Attack : +12 to hit, reach 10 ft., one creature. Hit : 26 (4d8 + 8) necrotic damage and 21 (6d6) cold 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 necrotic 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' Create Specter . The oblivion wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target\xe2\x80\x99s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the oblivion wraith\xe2\x80\x99s control. The oblivion wraith can have no more than ten specters under its control at one time.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wraith, Rift \n'b' Family: Wraith \n'b' Large undead , neutral evil \n'b' Armor Class 15 Hit Points 95 (10d10 + 40) Speed 0 ft., fly 80 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 18 (+4) INT: 12 (+1) WIS: 15 (+2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +8 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities necrotic, poison, psychic Condition Immunities charmed , exhaustion , grappled , paralyzed , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 8 Languages the languages it knew in life Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Detect Life . The rift wraith can magically sense the presence of creatures up to 1 mile away that aren\xe2\x80\x99t undead or constructs. It knows the direction they\xe2\x80\x99re in but not their exact locations. \n'b' Incorporeal Movement . The rift wraith can move through other creatures and objects as if they were difficult terrain . It takes 6 (1d12) force damage if it ends its turn inside an object. \n'b' Sunlight Sensitivity . While in sunlight, the rift wraith 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' Life Drain . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 27 (5d8 + 5) necrotic damage. The target must succeed on a DC 15 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' One monster that came through the Riftgates still haunts their thresholds. Rift wraiths prey on creatures on either side of the portals. They are formed from the tormented souls of creatures that didn\xe2\x80\x99t survive the trip through a Riftgate. These undead appear in mountainous regions more than any other part of the wilderness. \n'b' Cursed Threshold . The area around the Riftgates is usually shrouded in dim light and shadows move in strange ways. Plants don\xe2\x80\x99t grow near the portals, and many believe it\xe2\x80\x99s because of the presence of rift wraiths. \n'b' Vampiric Vultures . These horrors can sense living creatures and feed off their energy. Rift wraiths drain the life out of their victims. \n'b' Undead Nature . A rift wraith doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wraith, Unresurrected \n'b' Family: Wraith \n'b' Medium undead , neutral evil \n'b' Armor Class 14 Hit Points 135 (18d8 + 54) Speed 0 ft., fly 60 ft.\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t jadeite. Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses Darkvision 60 ft., passive Perception 12 Languages Primordial Notoan Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The wraith 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 wraith\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day : phantasmal killer \n'b' 1/day : finger of death \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the wraith 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' Life Drain . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 31 (6d8 + 4) necrotic damage. The target must succeed on a DC 17 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' Necrotic Breath (recharge 5-6) . The wraith exhales a 30-foot line of black shadowy mist. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies and risks becoming the subject of the wraith\xe2\x80\x99s Explode the Heart attack. \n'b'\n'b' REACTIONS \n'b'\n'b' Explode the Heart . The wraith targets a humanoid within 10 feet of it that died violently within the last minute. The wraith can force the target\xe2\x80\x99s heart to leap from its chest and explode, showering all creatures within a 15-radius of the victim in a burst of necrotic blood. A creature in the burst takes 15 (6d4) necrotic damage immediately and 7 (3d4) necrotic damage at the end of its next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wrathborne \n'b' Large undead , neutral evil \n'b' Armor Class 14 Hit Points 123 (19d10 + 19) Speed 0 ft., fly 40 ft.\n'b' STATS STR: 14 (+2) DEX: 19 (+4) CON: 13 (+1) INT: 12 (+1) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7 Skills Perception +6, Stealth +7 Damage Vulnerabilities radiant Damage Resistances acid, fire, thunder; bludgeoning, piercing, slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses blindsight 120 ft., passive Perception 16 Languages the languages it knew in life Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Darkness Incarnate . The wrathborne has advantage on Dexterity ( Stealth ) checks while in dim light or darkness. \n'b' Incorporeal Movement . The wrathborne 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 wrathborne\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : faerie fire , minor illusion , ray of frost \n'b' 3/day each : darkness , misty step , silence \n'b' 1/day each : bestow curse , fear , vampiric touch \n'b'\n'b' Shadow Stealth . While in dim light or darkness, the wrathborne can take the Hide action as a bonus action. \n'b' Sunlight Hypersensitivity . The wrathborne takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wrathborne makes four umbral touch attacks. \n'b' Umbral Touch . Melee Spell Attack : +6 to hit, reach 5 ft., one target. Hit 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Shadow Phase (Recharge 6) . If the wrathborne is targeted by a melee weapon attack from a creature within 5 feet of it that can see it, the wrathborne can make a DC 15 Dexterity saving throw. On a successful save, the triggering attack misses and the wrathborne can teleport to any space it can see within 30 feet. \n'b'\n'b' ABOUT \n'b' Wrathborne are the unearthly manifestations borne of the death of a particularly vile or vengeful mortal creature. Such a fate only befalls creatures who have committed the most heinous of crimes \xe2\x80\x93 wanton destruction, murder of innocents, torture, or other similar atrocities. If the spirit of such a being is consumed with hatred, it may linger in the physical world and manifest as a dark embodiment of rage and hatred. \n'b' Wreathed in murky shadows, a wrathborne wanders silently through the darkness, awaiting an opportunity to unleash its wrath upon the living. These beings do not utter a single word, and even the most despairing of pleas do not sway them. \n'b' Essence of Darkness . Wrathborne are never observed when even a glimmer of natural sunlight is present, and are often found lurking in caverns, catacombs, or other places far from the light of day. During the black of the moon, they may emerge above-ground to seek the living, but natural sunlight dissipates their essence entirely. Firelight is engulfed by the shadow of the wrathborne, though magical light will keep the wrathborne at bay for a time. \n'b' Shadow Jumper . Being creatures of shadow, a wrathborne is able to shift its being away from a counterstrike, merging into shadow and shifting its location to anywhere nearby provided it is in darkness. Moments later they reappear to continue a relentless assault against their victim. \n'b' Undead Nature . The wrathborne does not require air, food, water, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wretched Calamar \n'b' Medium aberration , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 144 (17d10 + 51) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 17 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +5 Skills Deception +8, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities frightened Senses darkvision 120 ft.; passive Perception 11 Languages Deep Speech Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Pained Frenzy . When the creature falls below \xc2\xbe hit points , it gains an additional claw attack . The same thing happens at \xc2\xbd health and \xc2\xbc health. It loses these extra attacks whenever it regains the hit points . \n'b' Viscous Fluid . Whenever a creature hits the calamar with a melee weapon attack they must succeed on a DC 15 Strength saving throw or become grappled by the creature (escape DC 15). If they are already grappled by the creature, they also become restrained . If they are already restrained , they also become paralyzed . \n'b' Actions \n'b' Multiattack . The calamar makes three claw attacks. Up to two of these attacks can be replaced by numbing tentacles. The creature may also make additional claw attacks from its pained frenzy ability. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) piercing damage. \n'b' Numbing Tentacles . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 10 (4d4) poison damage and suffer the effects of the slow spell for 1 minute. At the start of the target\xe2\x80\x99s turns, it takes an additional 10 (4d4) poison damage. The target can reattempt their saving throw at the end of each of their turns, ending the effects on a success. If the calamar hits a creature that is already poisoned with a second tentacle attack, the ongoing poison damage does not increase. \n'b' About \n'b' Wretched calamar are not native to the material plane and can only be found in isolated, underground pockets difficult to worm your way into and even harder to leave once you\xe2\x80\x99ve arrived. The calamar bear a passing resemblance to sentient crustaceans, with a thick exoskeleton and numerous tendrils dripping from their face; however, once startled, the creature produces a plethora of hazardous appendages and fluids designed to numb and then eviscerate their prey.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wyrmspawn, Adult \n'b' Small beast , unaligned\n'b' STATS STR: 10 (+0) DEX: 19 (+4) CON: 12 (+1) INT: 1 (-5) WIS: 13 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 14 Hit Points 18 (4d6 + 4) Speed 20 ft., fly 80 ft. Senses darkvision 120 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Cowardly . A wyrmspawn that starts its turn with less than 9 hit points becomes frightened of all hostile creatures and will take the Disengage action and flee. \n'b' Paralysis . If the wyrmspawn successfully bites a creature, it can use a bonus action to inject its venom into the target. The creature must make a DC 11 Constitution saving throw or become paralyzed for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on a success. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Larval Cloud (1/day) . The wyrmspawn can expel a cloud of noxious gas 10 feet in diameter. Each creature must succeed at a DC 13 Constitution saving throw or become blinded for 1 minute. After the blindness ends, each affected creature must make another DC 13 Constitution saving throw. Creatures that fail will be surprised by a swarm of wyrmspawn young emerging from their body 1d4 + 2 days later. The young automatically hit and do double damage the round that they emerge. \n'b' About \n'b' Adult wyrmspawn are the size of dogs with reptilian snouts, long serpentine bodies and four narrow limbs. Between the forelimbs and body are a bat-like wing membranes that allow the wyrmspawn to fly for short distances. It nests in trees and ventures out at night to feast upon rodents and other small animals. They are found everywhere from the Hornsaw Forest to the Kelder Mountains. \n'b' Spontaneous Reproduction . Most scholars of the do not know how wyrmspawn reproduce and legends are told about how they grow from rotten fruit, or rise from the body of someone who died performing an evil deed, or are born on moonless nights when the lightning crashes. In truth, adult wyrmspawn spread their young by breathing out a noxious gas at a suitable host (usually a sleeping one). The tiny creatures take root in the lungs of the host, bursting forth days later as horrid, snake-like beasts. Often their poison paralyzes the host and they have their first meal ready-made for them. An active host can be cured by using the lesser restoration spell. \n'b' Cautious Hunters . Adult wyrmspawn prefer to attack weak and exposed targets from the air. If a flock gathers, it will begin to hunt larger prey, such as livestock and humanoids.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wyrmwood Knight \n'b' Medium humanoid (human), lawful good \n'b' Armor Class 20 (plate armor and shield) Hit Points 162 (16d8 + 48) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 16 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +5, Con +6, Wis +4 Skills Persuasion +5, Religion +4 Senses passive Perception 12 Languages Iesani, any one additional language Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Courage . The wyrmwood knight and any allies with 30 ft. of the Knight can\xe2\x80\x99t be frightened while the knight is conscious. \n'b' Indomitable (2/Day) . The knight rerolls failed saving throws. \n'b' Rallying Cry (Recharges after a short or long rest) . As a bonus action, the wyrmwood knight can choose up to 3 allied creatures within 60 feet (including itself) that can see or hear it. Each target regains 14 hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The knight makes three melee attacks . \n'b' Great Weapon . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6+4) slashing damage. \n'b' Heavy Crossbow . Ranged Weapon Attack : +4 to hit, range 100/400 ft., one target. Hit : 6 (1d10+1) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The wyrmwood knight adds +3 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wyrwood \n'b' Small construct , neutral \n'b' Armor Class 14 (studded leather) Hit Points 16 (3d6 + 6) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 14 (+2) INT: 15 (+2) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Int +4 Skills Acrobatics +4, Perception +2, Stealth +4 Damage Resistance poison Condition Immunities disease, sleep Senses darkvision , passive Perception 12 Languages Common, Thieves\xe2\x80\x99 Cant Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Resilience . You possess remarkable durability and have the following benefits:\n'b'\n'b'\n'b' You have advantage on saving throws against being poisoned , and you have resistance to poison damage. \n'b' You don\xe2\x80\x99t need to eat, drink, or breathe. \n'b' You are immune to disease. \n'b' You don\xe2\x80\x99t need to sleep, and magic can\xe2\x80\x99t put you to sleep. \n'b'\n'b' Steady Logic . When you roll a 1 on an Intelligence ability check, you can reroll the die, and you must take the second result. \n'b'\n'b' ACTIONS \n'b'\n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit:5 (1d6 +2) piercing damage. \n'b' Shortbow . Melee Weapon Attack : +4 to hit, range 80/320 5 ft., one creature. Hit:5 (1d6 +2) piercing damage. \n'b'\n'b' TACTICS \n'b'\n'b' Initial Round -Given a choice, a wyrwood attacks from afar and behind cover. They are always watching and waiting for the opportunity to surprise opponents or even avoid them. \n'b' Defensive Round -If the situation seems to be going against a wyrwood, their first reaction is to plan an escape route. If that is unlikely or impossible, they will often surrender, promising service to their once enemies but disregarding and promises once their escape becomes possible. \n'b' Victorious Round -Once a challenge is defeated, it\xe2\x80\x99s on to the next. They feel no exuberance for a successful fight and have no need to gloat or boast. \n'b'\n'b' ABOUT \n'b' Strange and elusive constructs, wyrwoods tend to hover on the outskirts of civilization. They are always wary of the attention they provoke from arcane spellcasters interested in learning the secrets of their genesis and reproduction. While cautious and secretive, wyrwoods are intensely curious about the world: its dangers, its wonders, and its people. They have a deep-rooted desire to learn and test their skills in the wider world. \n'b' Wyrwood are incredibly agile and capable of feats that would put even an acrobat to shame. Constructed from the strange blue-tinged wood of the wyr trees, their woody flesh is covered in strange, swirling symbols, with joints reinforced by steel, mithral, brass, or other precious metals. Their eyes are glimmering gemstones, often carved to mimic the eyes of a cat. They seldom speak, but when they do, their voices have a pleasant musical quality, as if created by a woodwind instrument. \n'b' Wyrwood often work to keep their existence secret from curious and meddling wizards, but they also desire to advance their learning and experience. This desire to roam the world leads many wyrwood to the adventuring life. At all times, a wyrwood keeps their guard up for trouble. Every new chamber is evaluated, few escape routes go unnoticed, and many possess magic, allowing them a quick escape. A surprising number of wyrwoods pursue espionage as a profession. If questioned too intensely, wyrwood display an innate social skill of deflection, redirecting the conversation with their own brand of humor, which tends to be resplendent with puns, limericks, and wordplay. \n'b' Wyrwood survival is focused on gaining skill and knowledge for the first half-century following their awakening. It\xe2\x80\x99s a difficult undertaking, balancing the need to gain new experiences while being canny enough to survive those experiences. Only following this period are they able to undertake the creation rites for a new wyrwood. These magical rites are kept strictly secret, but all wyrwood participating must transfer some fraction of their previous experiences to the newly created wyrwood. \n'b'\n'b' d4 \n'b' Wyrwood Treasures \n'b'\n'b' 1 \n'b' Long ivory tusk with minor healing properties-heal d6 hp per short rest. \n'b'\n'b' 2 \n'b' A high-quality spyglass with crystal lenses. \n'b'\n'b' 3 \n'b' A curio box containing a snail shell, 7 silver nails (7 sp), and periapt of health . \n'b'\n'b' 4 \n'b' 2 chipped green dragon claws-each function as a dagger +1.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'War Wyvern \n'b' Family: Wyverns \n'b' This wyvern\xe2\x80\x99s thick armor, jagged claws, and heavy brow belies a pair of intelligent eyes. It looks upon its rider like a hound looks at its master. \n'b' Large dragon , unaligned \n'b' Armor Class 15 (scale mail) Hit Points 119 (14d10 + 42) Speed 20 ft., fly 80 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 16 (+3) INT: 6 (-3) WIS: 14 (+2) CHA: 6 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +5 Skills Athletics +8, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages understands Common and Draconic, but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Siege Monster . The wyvern deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 12 (2d6 + 5) piercing damage plus 10 (3d6) poison damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) slashing damage and the creature is grappled (escape DC 16). Until this grapple ends, the creature is restrained , and the wyvern can\xe2\x80\x99t use its claw on another target. \n'b' Stinger . Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 12 (2d6 + 5) piercing damage. The target must make a DC 16 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Spit Venom (Recharge 5-6) . The wyvern spits venom at a target within 60 feet. The target must make a DC 16 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Bred to be fearsome, obedient, and intelligent mounts for elite knights, war wyverns are superior in all ways to their wild cousins. Their natural scales are enhanced with thick steel scale armor, and selective breeding has granted them the ability to spit venom, in addition to delivering it with their scorpion-like tails. \n'b' Loyal and Deadly . A war wyvern is unflinchingly loyal and has been taught to unerringly follow verbal commands given by its master. In military situations, a wyvern\xe2\x80\x99s master will often command it to snatch cavalry riders from their horses with its steel-tipped talons, hurling them to their doom, or to use its spiked tail to smash siege weapons or supply wagons.\xc2\xa0Despite their viciousness on the battlefield, these domesticated wyverns serve their masters out of love, not fear, and act like energetic pit bulls when around those who treat them with kindness. \n'b' Two Fight as One . Wyvern knights and their war wyverns act as a single unit in combat.\xc2\xa0A war wyvern cannot move or take actions independently while it is being used as a mount, but its specialized training gives it the ability to make a single attack when its rider takes the Multiattack action.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wyvern \n'b' Family: Wyverns \n'b' Large dragon , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 110 (13d10 + 39) Speed 20 ft., fly 80 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 5 (-3) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' ACTIONS \n'b' Multiattack : The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. \n'b' Bite : Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 11 (2d6 + 4) piercing damage. \n'b' Claws : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Stinger : Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A dark blue dragon, its wings immense and its tail tipped with a hooked stinger, lands on two taloned feet and roars a challenge.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Pumkin \n'b' Family: Demons \n'b' Large fiend ( demon ), neutral evil \n'b' Armor Class 18 (natural armor) Hit points 105 (10d10 + 50) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 21 (+5) CON: 21 (+5) 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 fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Resistances acid, cold Skills Intimidation +6, Perception +6, Stealth +6, Survival +6 Senses darkvision 60 ft., passive Perception 14 Languages Abyssal Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Bound . The pumpkin demon is magically bound to its master. As long as the pumpkin demon and its master are on the same plane of existence, the master can telepathically call the pumpkin demon to travel to it, and the pumpkin demon knows the distance and direction to the master. If the pumpkin demon is within 60 feet of the master, half of any damage the demon takes (rounded up) is transferred to the master. \n'b' Faultless Tracker . The pumpkin demon is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The pumpkin demon knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The pumpkin demon can have only one such quarry at a time. The pumpkin demon also always knows the location of its master. \n'b' Hybrid Nature . The pumpkin demon has two creature types: fiend and plant. It can be affected by a game effect if it works on either of those creature types. \n'b' Magic Resistance . The pumpkin demon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The pumpkin demon\xe2\x80\x99s weapon attacks are magical. Siege Monster. The pumpkin demon deals double damage to objects and structures \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The pumpkin demon can use its Frightful Presence. It then makes two attacks: one with its claw and one with its tail spike. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) slashing damage. \n'b' Tail Spike . Melee Weapon Attack : +9 to hit, reach 15 ft., one creature. Hit : 14 (2d8 + 5) piercing damage. \n'b' Frightful Presence . Each creature of the pumpkin demon \xe2\x80\x98s choice that is within 120 feet and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the pumpkin demon \xe2\x80\x98s Frightful Presence for the next 24 hours. \n'b'\n'b' About \n'b' This tall humanoid figure has two long arms tipped by massive claws, animal-like legs, and a long tail ending in a spike. Its head is shaped like a pumpkin, with a wicked maw filled with teeth and two white, hateful eyes. \n'b' Pumpkin demons are created by the spell pumpkin pact. Once formed, a pumpkin demon will mercilessly hunt down its prey until they are all dead. Pumpkin demons are creatures driven entirely by vengeful rage. They are not subtle in their attacks, targeting their victims with tooth and claw.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'A\xc3\xadje Tadpole \n'b' Family: A\xc3\xadje \n'b' Small monstrosity , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 7 (1d12) Speed 5 ft., swim 30 ft.\n'b' STATS STR: 8 (-1) DEX: 20 (+5) CON: 10 (+0) INT: 8 (-1) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +7 Senses passive Perception 12 Languages Aquan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The a\xc3\xadje can breathe air and water. \n'b' Hold Breath . The a\xc3\xadje can hold its breath for 1 hour. \n'b' Innate Spellcasting . The a\xc3\xadje\xe2\x80\x99s innate spellcasting ability is Charisma . The a\xc3\xadje can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : detect poison and disease , locate animals or plants \n'b' 1/day each : cure wounds , speak with animals , speak with plants \n'b'\n'b' Invisible in Water . The a\xc3\xadje is invisible while fully immersed in water. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Song of the A\xc3\xadje . The a\xc3\xadje sings a magical song, causing all humanoids and fey within 30 feet to become charmed if they fail a DC 10 Wisdom saving throw. Creatures that cannot hear the song are immune. The a\xc3\xad?e must use a bonus action each round to continue singing. Charmed creatures more than 5 feet away from the a\xc3\xad?e must use all possible movement on their turn to move toward the a\xc3\xad?e by the most direct route. They are otherwise incapacitated and become deafened to all sounds other than the a\xc3\xad?e\xe2\x80\x99s song. Creatures moving toward the a\xc3\xad?e don\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging or obviously dangerous terrain, such as a river rapid or a cliff, and whenever it takes damage from a source other than the a\xc3\xad?e, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature\xe2\x80\x99s saving throw is successful, the effect ends on it. A target that successfully saves is immune to this a\xc3\xad?e\xe2\x80\x99s song for the next 24 hours. Once a charmed creature is within 10 feet of the a\xc3\xad?e they must present an offering, any combination of flowers, feathers, dance or song and succeed on a DC 16 Charisma ( Persuasion ) or Charisma ( Performance ) check with disadvantage to coerce the a\xc3\xad?e to stop playing its magical song. Creatures immune to the song do not have disadvantage on such checks when presenting their gifts to the a\xc3\xad?e. After two failed checks by any combination of creatures, the a\xc3\xad?e becomes offended and swims away. \n'b'\n'b' ABOUT \n'b' Thriving in the murky waterways of dark jungles and dank swamps to the brackish waters of large estuaries are a species of mythical aquatic beings referred to by the local population as the a\xc3\xad?e. This amphibious creature has magical skin that camouflages them on land and makes them virtually undetectable in the water. An unsuspecting party or beast would not notice them until they hear the a\xc3\xad?e\xe2\x80\x99s song, and then it is often too late. Their magical song makes it very hard for anyone to kill them. They use their song to mesmerize their captors or prey. Fortunately, the a\xc3\xad?e is not aggressive by nature, but if crossed, it would be wisest to flee with haste. They have a face of teeth like a piranha and can use them to razor through anything that displeases them. \n'b' Naturally Cultured . A\xc3\xad?e have a fondness for good music and dance and can be persuaded to leave others unarmed or even to help if impressed or distracted with a skilled performance. Gifts of flowers and feathers also please them, as do gifts of food, but they are temperamental and may respond angrily if offered something they perceive as poor quality or beneath their dignity. \n'b' Growth Cycle . The youngest a\xc3\xad?e are vulnerable to their surroundings and rarely leave the water. They rely on stealth and their magical skin to remain invisible while in the water. They continue to grow in size and magical power throughout their lives, eventually developing the ability to waddle clumsily up onto land. Huge adult a\xc3\xad?e are irascible and can be violent, lashing out with fangs or with magical songs that can sway entire villages. Ancient elder a\xc3\xad?e swim in fresh and salt water alike, growing to immense size with thick, callused skin, but are more patient than in their adult years and sometimes bestow blessings and healing on the lucky few that encounter them. \n'b' Companions . An a\xc3\xad?e tadpole can be raised in captivity, being fed and cared for and using its magical skills for the betterment of those that befriend it. However, they grow equally quickly when so contained, and those that fail to release them into waterways and swamps when they outgrow their pools and ponds earn their wrath. They never forget those who have raised them, and while an a\xc3\xad?e can be vengeful to those who have mistreated it, it is equally devoted to the welfare of those that have treated it well. If called upon in times of need, the a\xc3\xad?e will always seek to answer.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bird, Hurrah \n'b' Small beast (ozbeast), neutral good \n'b' Armor Class 12 Hit Points 5 (2d6 \xe2\x80\x93 2) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 4 (-3) DEX: 14 (+2) CON: 8 (-1) INT: 10 (+0) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +2, Perception +3, Performance +5, Persuasion +5 Senses passive Perception 13 Languages Common Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Familiar . With the GM\xe2\x80\x99s permission, a caster of 3rd level or higher can use the find familiar spell to summon this creature. \n'b' Heart Sight . The hurrah bird target\xe2\x80\x99s a creature within 60 feet and magically knows the creature\xe2\x80\x99s current emotional state. If the target fails a DC 11 Charisma saving throw, the hurrah bird also knows the creature\xe2\x80\x99s alignment. Celestials, fiends, and undead automatically fail the saving throw. \n'b' Inspire (1/Day) . While taking a short rest, the hurrah bird can spend 1 minute cheering inspire creatures other than itself. Up to five creatures of the hurrah bird\xe2\x80\x99s choice that can see and hear its cheer gain 8 temporary hit points at the end of the hurrah bird\xe2\x80\x99s short rest. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' This large yellow bird flaps overhead, shouting, \xe2\x80\x9cHurrah! Hurrah! Hurrah! Let me teach you how to be cheerful in three chirps. First, think of what you might have been; next, think of what you are; then think of what you are going to be. Do you get it?\xe2\x80\x9d It put its head to one side and regards you anxiously. \n'b' Hurrah birds are cheerful creatures who inspire all they meet. They are quite proud of their nests, which they will not hesitate to show off to good-aligned beings. Hurrah bird nests are woven of straw of many colors, and hung all over the near-by branches are small Oz flags. \n'b' Morale Boosters . Although Oz may seem to be a place of wonder and joy, it can be quite disheartening to visitors who get lost in its woods. The knooks have trained these birds to help those in need who aren\xe2\x80\x99t in mortal danger but could use cheering up. They festoon their nests with Oz paraphernalia to identify that they are friendly to all good Ozians. \n'b' Cheerleaders . Hurrah birds are relentlessly cheerful and quite protective of Oz. They will gleefully rattle off facts about their home, the current rulers, and any other historical minutiae their audience might be interested in. To a hurrah bird, Oz is endlessly fascinating. Their listeners may find them conversation tiresome after a while.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wyvern Knight \n'b' Family: Wyverns \n'b' Clad in armor and carrying a spiked lance, the knight grips tight to the reins of its wyvern mount. The knight snarls, goading its mount forward. \n'b' Medium humanoid (any race), lawful evil \n'b' Armor Class 20 (plate, shield) Hit Points 102 (12d8 + 48) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 18 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +6, Constitution +7 Skills Animal Handling +4, Perception +4 Damage Resistances poison Damage Immunities poisoned Senses passive Perception 14 Languages Common, Draconic Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Brave . The wyvern knight has advantage on saving throws against being frightened . \n'b' Ring of Feather Falling . When the wyvern knight falls while wearing this ring, it descends 60 feet per round and takes no damage from falling. \n'b' Actions \n'b' Multiattack . The wyvern knight makes two lance attacks. If the wyvern knight is riding a war wyvern, its mount can then make one bite, claw, or stinger attack . \n'b' Lance . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 9 (1d12 + 3) piercing damage plus 10 (3d6) poison damage. The wyvern knight has disadvantage on attacks with this weapon against creatures within 5 feet of it and can wield this weapon in one hand instead of two while mounted. \n'b' Heavy Crossbow . Ranged Weapon Attack : +3 to hit, range 100/400 ft., one target. Hit : 5 (1d10) piercing damage plus 10 (3d6) poison damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage. \n'b' Reactions \n'b' Protection . When a creature the wyvern knight can see attacks a target that is within 5 feet of it, including a creature it is riding, the knight can use a reaction to impose disadvantage on the attack roll. The knight must be wielding a shield. \n'b' About \n'b' For centuries, many realms have been safeguarded by knights on horseback, their advanced mobility and powerful steeds cutting through infantry lines like shears through cloth. But against the wyvern knights, even mighty cavaliers are little more than worms to be snapped up by a hungry starling. The wyvern knights are trained to ride domesticated war wyverns, using their aerial mobility to perform countless roles on the battlefield from shattering cavalry charges to sowing chaos from behind enemy lines. \n'b' Baal\xe2\x80\x99s First . A group of elite kobolds works with a dragonborn wyvern knight commander. The kobolds themselves hang onto leather straps and buckle themselves onto the commander\xe2\x80\x99s war wyvern for swift transport across a battlefield. As arsonists, scouts, and ambushers, they\xe2\x80\x99ve been extremely effective.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wyvern, Sand \n'b' Family: Wyverns \n'b' Large beast , unaligned\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 20 (+5) INT: 4 (-3) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 42 (4d10 + 20) Speed 15 ft., fly 70 ft. Skills Athletics +5, Stealth +3 Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Sandstorm . When wyverns fly over sand or dusty ground, their wings cause a wind effect that creates a cloud that obscures all vision. The radius of the cloud is equal to 5 feet times the number of sand wyverns in the flight and is centered on the innermost wyvern. The cloud dissipates if there are less than three wyverns within its area of effect. Large enough sandstorms give advantage to a wyvern\xe2\x80\x99s Dexterity ( Stealth ) checks and may otherwise appear natural. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 17 (4d6 + 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' Stinger . Melee Weapon Attack : +3 to hit, reach 15 ft., one target. Hit : 4 (1d6 + 1) poison damage and the target must make a DC 11 Constitution saving throw or be poisoned until the end of the wyvern\xe2\x80\x99s next turn. \n'b' Sandblast (1/day) . The wyvern exhales sand from special sacs on the side of its neck in a 30-foot cone. Each creature in the area of effect must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 14 (4d6) bludgeoning damage and is blinded and knocked prone . A creature can use half its movement to clean its eyes and remove the blinded condition. On a successful save, the creature takes half damage and can choose to either be blinded or be knocked prone . \n'b'\n'b' Tactics \n'b' When attacking on the wing, the sand wyvern may use only its claws or breath weapon. On the ground, sand wyverns attack with a fury of slashes from its claws, its bite and its stinger if available. A commonly-speculated way to avoid an attack by sand wyverns is to \xe2\x80\x9cplay dead\xe2\x80\x9d. Though they are carnivores at heart, these creatures will pass right over anything that appears to be already dead, preferring to tear into living flesh. This tactic may seem better than confronting an angry flock of wyverns, but lying down in the desert and having a sandstorm pass overhead can result in being buried alive\xe2\x80\xa6 \n'b' ABOUT \n'b' Sand wyverns are large winged reptiles that scream across the surface of the Scarred Land\xe2\x80\x99s deserts, flying at altitudes of only a few dozen feet. \n'b' Flocks of these magical beasts fly in formations over the desert surface, throwing up huge sandstorms to drive potential prey out of hiding. \n'b' What Hides Beneath . Sand wyverns\xe2\x80\x99 mottled brown and dark yellow flesh is exceedingly tough, as are their leathery wings, which stretch across their upper arms. Their narrow mouths are filled with dirty, jagged teeth and their large black eyes are covered with a transparent lid. Their rear feet end in wickedly curved claws that they use to scoop prey off the land to take back to their eyries to consume. The long tail of the female sand wyverns ends in a stinger and in a brilliant green gem-scale for males. When sand wyverns travel in large flocks, they have been known to kick up such a great quantity of sand that travelers often mistake their approach for a sandstorm. \n'b' Bestial Treasures . There is rumored to be a great nest in the side of a cliff face somewhere in a desert where hundreds, perhaps thousands, of sand wyverns roost during the night. If such were the case, then only the most foolhardy (or desperately greedy) adventurer would ever venture to the place. Each of the long, brilliant gem-scales on a male sand wyvern\xe2\x80\x99s tail is worth anywhere from 50 to 200 gold coins depending on how far one travels from the desert fringe towns to sell it. Tribes of hardened wasteland nomads make their living hunting sand wyverns. Legends describe asaatthi training sand wyverns as war mounts. Asaatthi children reportedly rode the beasts into battle until they grew too large for the beasts to bear.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wyvern, Sheol-Corrupted \n'b' Family: Wyverns \n'b' Large dragon , neutral evil \n'b' Armor Class 12 (natural armor) \n'b' Hit Points 123 (13d10 + 52) \n'b' Speed 20 ft., fly 80 ft.\n'b' STATS STR: 19 (+4) DEX: 9 (\xe2\x80\x931) CON: 18 (+4) INT: 5 (\xe2\x80\x933) WIS: 14 (+2) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +3, Perception +5 \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cull the Weak . The wyvern always knows which creature it can see within 90 feet has the lowest current hit points; its attack rolls against that creature have advantage. If the wyvern has the lowest current hit points of all creatures within 60 feet of it, all attack rolls against it have advantage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Stinger . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 11 (2d6 + 4) piercing damage. The target must make a DC 16 Constitution saving throw, taking 24 (7d6) points of damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This winged, dragon-like creature has dull green skin, a fearsome stinger at the end of its tail, and a dark shadow around its head like a cowl. \n'b' Sheol Corruption \n'b' Fiends of the Sheol legion are grim harvesters, seeking out the weakest creatures and slaughtering them. Stronger creatures don\xe2\x80\x99t evade the depredations of these fiends for long; each of them will, soon enough, become the weakest in the area. But even before the fiends turn their attentions to these stronger creatures, the dread inevitability of their eventual culling infects them with a malicious urge to be part of this great system of winnowing. Darkness clings near these creatures\xe2\x80\x99 faces and their eyes glow with the magical insights they gain from watching the fiends at their work. This is the Sheol corruption, and it compels the corrupted creature to take part in the inexorable sifting and, ultimately, to turn themselves over to the fiends when their time is due. \n'b' Sheol corruption grants the Cull the Weak trait. \n'b' Cull the Weak . The corrupted creature always knows which creature it can see within 90 feet has the lowest current hit points; its attack rolls against that creature have advantage. If the corrupted creature has the lowest current hit points of all creatures within 60 feet of it, all attack rolls against it have advantage. \n'b' Even dim-witted predators who rule the skies can be subject to the psychic infection of Sheol corruption. A corrupted wyvern serves the Sheol legion by identifying prey, then herding that prey into the clutches of the fiends. A corrupted wyvern prefers to remain airborne as much as possible, darting in to sting the weakest creature it can see. Sheol-Corrupted'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Xanka \n'b' Small construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 27 (6d6 + 6) Speed 25 ft., climb 15 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 4 (\xe2\x80\x933) WIS: 10 (+0) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances force Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 120 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Absorb . Any nonmagical object that touches the xanka\xe2\x80\x99s central globe, any nonmagical weapon that hits the xanka, or any nonmagical object, structure, or creature hit by the xanka\xe2\x80\x99s Dismantling Leg attack begins to deteriorate. If it is a structure or an object that isn\xe2\x80\x99t being worn or carried, up to a 1-foot cube of the structure or object is destroyed. If it is an object worn or carried by a creature, the creature must succeed on a DC 11 Dexterity saving throw to avoid the item being affected by the xanka\xe2\x80\x99s Absorb. If the object is a weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls . If the weapon\xe2\x80\x99s penalty drops to -5, the weapon is destroyed. If the object is armor or a shield, the armor or shield takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the target is a creature, the creature must succeed on a DC 11 Constitution saving throw or take 2 (1d4) necrotic damage. \n'b' Construct Nature . The xanka doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Dismantling Leg . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage, and the target is subjected to the xanka\xe2\x80\x99s Absorb trait. \n'b' Release Energy (Recharge 5\xe2\x80\x936) . The xanka releases energy created from absorbed material in a burst. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) force damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This small metallic globe skitters about on many-jointed legs. \n'b' Cleaning Constructs . Created by gnomish tinkerers, xanka are constructs whose purpose is cleaning up their masters\xe2\x80\x99 messy workshops. Most xanka are built from copper, brass, or bronze, but gold, silver, and platinum varieties have been seen in the houses of nobles and rich merchants. Xanka are not built for fighting\xe2\x80\x94their instinct tells them to skitter for cover when danger threatens\xe2\x80\x94but they defend themselves when cornered. \n'b' Follow Commands . These constructs understand and obey simple commands that relate to the removal of garbage. They can communicate with each other through whirs, clicks, and flashing lights, but those who have studied this communication find it is rarely more than a relaying of commands from the master between xanka to more efficiently carry out the master\xe2\x80\x99s wishes. \n'b' Absorb Matter . When a xanka touches material to its globular body, it absorbs that material into itself, quickly breaking the material down into magical energy. They can use this energy to power themselves for further tasks or to protect themselves from danger by expelling the energy in a burst. Tinkerers use xanka to keep their homes and cities clear of refuse.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Xecha \n'b' Medium fiend , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 133 (14d8 + 70) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 20 (+5) INT: 11 (+0) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +5, Cha +6 Skills Deception +6, Stealth +6 Damage Resistances cold, fire, lightning Damage Immunities acid, poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12 Languages Abyssal, Common, Infernal, telepathy 120 ft. Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The xecha can move through a space as narrow as 1 foot wide without squeezing. Any equipment it is wearing or carrying is left behind when it goes through a space too small for the equipment. \n'b' Assume the Dead . The xecha can enter the corpse of a Small, Medium, or Large creature that has been dead for less than 24 hours, impersonating that creature for 2d4 days before the body decays. If the xecha takes 15 damage or more on a single turn while inhabiting a body, it must succeed on a DC 15 Constitution saving throw or be ejected from the body, which falls apart and is destroyed. The xecha\xe2\x80\x99s statistics, other than its size , are the same in each body. \n'b' Magic Resistance . The xecha has advantage on saving throws against spells and other magical effects. \n'b' Transparent . Even when the xecha is in plain sight, it takes a successful DC 16 Wisdom ( Perception ) check to spot a xecha that has neither moved nor attacked. A creature that tries to enter the xecha\xe2\x80\x99s space while unaware of it is surprised by the xecha. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The xecha makes two Pseudopod attacks or three Slam attacks. \n'b' Pseudopod (True Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) bludgeoning damage plus 7 (2d6) acid damage. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. \n'b' Sensory Overload (Recharge 5\xe2\x80\x936) . The xecha sends out a psychic pulse. Each creature that isn\xe2\x80\x99t a Construct or Undead within 20 feet of the xecha must make a DC 15 Intelligence saving throw. On a failure, a creature takes 24 (7d6) psychic damage and is blinded and deafened until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded or deafened . \n'b'\n'b' ABOUT \n'b' The creature looks like an approximation of a humanoid\xe2\x80\x94but one made entirely of translucent slime, of iridescent greens and blues. A humanoid skull and spine float upright within, as if to mimic a creature with an actual skeletal system. \n'b' Xecha serve as spies and infiltrators for their more powerful masters or hired as mercenaries for such roles. \n'b' Communal Pools . When not performing missions, xecha merge with others of their kind, forming large, slimy masses in rocky depressions and hollows on their home plane. Xecha prize this form of communion and often lose themselves in the act until called upon by outside forces. This is contrary to the temperament of most fiends, though xecha are still argumentative and contrary. \n'b' Masterful Puppeteers . Formless, xecha can pour themselves into a corpse, dissolving away the organs and piloting the shell as a disguise. This ability is their primary means of performing espionage, infiltration, and sabotage. These shells last only a matter of days, though some xecha enjoy the challenge of prolonged missions, thrilling in the challenge of commandeering multiple creatures to maintain their cover.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Xel \xe2\x80\x99Unchesk \n'b' Gargantuan fiend (devil), lawful evil \n'b' Armor Class 24 (natural armor) Hit Points 604 (31d20 + 279) Speed 50 ft., fly 150 ft.\n'b' STATS STR: 30 (+10) DEX: 18 (+4) CON: 28 (+9) INT: 14 (+2) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +18, Dexterity +12, Wisdom +13, Charisma +13 Skills Acrobatics +12, Arcana +10, Insight +13, Intimidation +13, Religion +10 Damage Resistances acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities frightened , poisoned Senses Darkvision 600 ft., passive Perception 15 Languages Celestial, Common, Draconic, Infernal; telepathy Challenge 26 (90,000 XP) \n'b' Special Traits \n'b' Colossal Creature . Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, it deals half damage, which can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Kaiju deal double damage to objects and structures. They ignore normal difficult terrain , and treat thick forests, settlements, or mountains as difficult rather than impassable terrain. \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede Xel\xe2\x80\x99unchesk\xe2\x80\x99s darkvision . \n'b' Innate Spellcasting . Xel\xe2\x80\x99unchesk\xe2\x80\x99s spellcasting ability is Charisma (spell attack +13, spell save DC 21). Xel\xe2\x80\x99unchesk can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : dispel evil and good , fireball , lightning bolt , teleport \n'b' 3/day : meteor swarm \n'b'\n'b' Legendary Resistance (3/Day) . If Xel\xe2\x80\x99unchesk fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . Xel\xe2\x80\x99Unchesk has advantage on saving throws against spells and other magical effects. \n'b' Infernal Weapons . Xel\xe2\x80\x99Unchesk\xe2\x80\x99s attacks are magical. If a creature other than an undead or a construct takes damage from its bite, claws, or tail, it must succeed on a DC 23 Constitution saving throw or lose 22 (4d10) hit points at the start of its turn. Each time Xel\xe2\x80\x99unchesk hits the wounded target with this attack , the damage dealt by the wound increases by 11 (2d10). Any creature can take an action to staunch the wound with a successful DC 20 Wisdom ( Medicine ) check. The wound closes if the target receives magical healing. The creature can make a new saving throw at the end of each of its turns. On a success, the bleeding effect ends. \n'b' Summon Devil (1/Day) . Xel\xe2\x80\x99unchesk chooses what to summon and attempts a magical summoning. It summons 3d6 barbed devils or 1d4+1 horned devils. A summoned devil appears in an unoccupied space within 60 feet of Xel\xe2\x80\x99unchesk, acts as an ally of Xel\xe2\x80\x99unchesk, and can\xe2\x80\x99t summon other devils. It remains for 1 minute, or until it or its summoner dies, or until its summoner dismisses it as an action. \n'b' Actions \n'b' Multiattack . Xel\xe2\x80\x99unchesk makes two claw attacks, a bite attack , and a tail attack . \n'b' Bite . Melee Weapon Attack : +18 to hit, reach 20 ft., one target. Hit : 31 (6d6 + 10) slashing damage, and see Infernal Weapons above. \n'b' Claw . Melee Weapon Attack : +18 to hit, reach 20 ft., one target. Hit : 37 (6d8 + 10) piercing damage, and see Infernal Weapons above. \n'b' Tail . Melee Weapon Attack : +18 to hit, reach 30 ft., one target. Hit : 25 (6d4 + 10) slashing damage, and see Infernal Weapons above. \n'b' Legendary Actions \n'b' Xel\xe2\x80\x99unchesk can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Xel\xe2\x80\x99unchesk regains spent legendary actions at the start of its turn. \n'b' Claw . Xel\xe2\x80\x99unchesk makes a claw attack . \n'b' Recover . Xel\xe2\x80\x99unchesk regains 75 hit points . It cannot use this action if it has taken radiant damage since the end of its last turn. Once it uses this action, it cannot do so again until the end of its next turn. \n'b' Whipping Tail (Costs 2 Actions) . Xel\xe2\x80\x99unchesk makes two tail attacks against a creature within reach. If both attacks deal damage, the creature must also succeed on a DC 21 Constitution saving throw or be stunned until the end of its next turn. \n'b' About \n'b' Xel\xe2\x80\x99Unchesk is among the greatest powers of the Lower Planes; only Hell\xe2\x80\x99s rulers can command his awful power. \n'b' He towers over the greatest of Hell\xe2\x80\x99s legionnaires, and there is no living thing that his weapons cannot bring to ruin. Though he is a fiend, his form bears a resemblance to a bipedal green dragon. \n'b' Forbidden to Rule . For all his might, Xel\xe2\x80\x99Unchesk can never come to rule in Hell, according to a prophecy spoken at the moment of his spawning. Because of his dreadful power, he fights every problem head-on, and would be ruinous to the intricate schemes of the devils. \n'b' Diabolic Siege Engine . The power required to deploy Xel\xe2\x80\x99Unchesk on a battlefield is such that Hell\xe2\x80\x99s generals use him against only the most impregnable fortified positions. Only rarely is he loosed in the Material Plane, as Hell typically prefers methods less likely to draw heavenly or demonic attention.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Xenabsorber \n'b' The creature stands next to the dead antelope, its humanoid form made of light-blue crystalline material. The head of the creature shifts and slowly grows two black horns. \n'b' Medium aberration , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 15 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 3 (700 XP) \n'b' Special Traits \n'b' Disguise . The xenabsorber has advantage on Charisma ( Deception ) checks to pass itself off as the type of creature it is impersonating as long as it has at least 1 trait from that creature. \n'b' Trait Mimicry . As a bonus action, a xenabsorber can take on 1 nonmagical physical trait, attack , or reaction of a beast or humanoid with a challenge rating equal to or less than its own that it has seen within the last week (see Trait Mimicry below). It can have up to 5 such traits at a time, no more than two of which can be attacks. Each trait lasts until the xenabsorber replaces it with another trait as a bonus action. If the xenabsorber goes a week without exposure to a single beast or humanoid, it loses all of its traits and reverts back to its true, blue crystalline form. \n'b' Actions \n'b' Multiattack . The xenabsorber makes two melee attacks . \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) bludgeoning damage. \n'b' About \n'b' An Impossible Imposter . The xenabsorber\xe2\x80\x99s body is comprised of magically-attuned blue crystal. When it vibrates on the same magical frequency as a nearby creature, it can change itself to copy some aspect of that creature. Given enough time, it can turn its entire form into that creature, though fine details elude it. The xenabsorber becomes agitated if it stays in one form too long, so it is always on the move, looking for new creatures to copy. \n'b' A Grotesque Amalgam . At any given moment, the xenabsorber might be in its native blue crystalline state, fully disguised as a creature, or wearing aspects of many different creatures. In areas with high traffic of a variety of creatures, the xenabsorber might be a physical representation of the presence of or conflict between all of those creatures. \n'b' Trait Mimicry \n'b' This ability allows the xenabsorber to take on a nonmagical trait, attack , or reaction of a beast or humanoid it has seen recently. The copied feature can be any trait, attack , or reaction available to the creature being mimicked except the xenabsorber can\xe2\x80\x99t mimic the Swarm trait, the Shapechanger trait, the Change Shape action, or any Spellcasting trait, attack , or reaction . Any damage the xenabsorber deals with an attack it copies is always 8 (1d10 + 3) of the type the attack normally deals, and the DC for any trait or attack that requires the target to make a saving throw is always 13. \n'b' The xenabsorber can mimic any extra physical conditions of a mimicked attack, such as grapple (from an attack such as an octopus\xe2\x80\x99 tentacles) or knock prone (from an attack such as a wolf\xe2\x80\x99s bite), but it can\xe2\x80\x99t mimic poisons (such as the extra damage on a scorpion\xe2\x80\x99s sting attack). The xenabsorber must meet the requirements of a trait before it can use the trait. \n'b' For example, if it copies the Charge trait, it must have a tusk, gore, or ram attack before it can use the trait. \n'b' This ability also allows the xenabsorber to copy a creature\xe2\x80\x99s means of natural, not magical, locomotion (such as the wings of a giant eagle to fly, the feet of a frog to swim, etc.), but at the xenabsorber\xe2\x80\x99s speed, not the speed of the copied creature.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Xhkarsh \n'b' Large aberration , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 171 (18d10 + 72) Speed 50 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX: 19 (+4) CON: 18 (+4) INT: 15 (+2) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +6 Skills Insight +7, Perception +7, Stealth +8 Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 17 Languages Common, Deep Speech, Undercommon, telepathy 60 ft. Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Corruption\xe2\x80\x99s Bond . The xhkarsh ignores the range restriction on its telepathy when communicating with a creature whose fate it has corrupted. In addition, it can pinpoint the location of any such creature, as well as sense the creature\xe2\x80\x99s general state of health. These effects function even if the xhkarsh and the creature are on different planes of existence. \n'b' Interdimensional Nature . The xhkarsh doesn\xe2\x80\x99t require air, food, drink, sleep, or ambient pressure. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The xhkarsh makes two Claw attacks and one Fate-Altering Stinger attack . \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage plus 9 (2d8) poison damage. \n'b' Fate-Altering Stinger . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 16 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, can\xe2\x80\x99t be targeted by any divination magic, can\xe2\x80\x99t be perceived through magical scrying sensors, and is immune to any effect that would sense its emotions or read its thoughts. The target\xe2\x80\x99s fate can be restored, ending the corruption and breaking the xhkarsh\xe2\x80\x99s magical tie to the target, by a dispel evil and good spell or similar magic. \n'b' Invisibility . The xhkarsh magically turns invisible until it attacks or uses Seize Strand, or until its concentration ends (as if concentrating on a spell). Any equipment the xhkarsh wears or carries is invisible with it. \n'b' Seize Strand . One creature whose fate is corrupted by this xhkarsh must succeed on a DC 16 Charisma saving throw or be affected by the geas spell for 8 hours. While under the geas , the affected creature must perform a specific, seemingly minor task that furthers the decades-long goals of the xhkarsh. Such a task could be writing a letter to a specific person, damaging a seemingly random piece of equipment, or speaking a specific sentence to a particular person. The xhkarsh can use Seize Strand on a particular creature no more than once every 24 hours, regardless of success or failure on the saving throw. \n'b'\n'b' ABOUT \n'b' Watching with many rows of eyes, this mantis creature strikes with slashing claws and recurved barbs dripping with venom. \n'b' Dimensional Travelers . The clandestine xhkarsh are beings from another cosmic cycle. Their devices and armor are incomprehensible\xe2\x80\x94possibly even incompatible with\xe2\x80\x94creatures of this reality. \n'b' Tamper with Fate . The xhkarsh utilize their fate-altering powers to distort personal histories and manipulate mortal destinies like puppeteers. By doing this, they realign the universe toward their own, esoteric ends\xe2\x80\x94but what those ends might be, only the xhkarsh know. \n'b' Foes of Skein Witches . Skein witches and valkyries are perpetual enemies of the xhkarsh, whom they accuse of perverting the proper run of destiny for both great heroes and ordinary folk.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alliumite, Husker \n'b' Family: Alliumite \n'b' Medium plant , chaotic neutral \n'b' Armor Class 15 (natural armor, shield) Hit Points 68 (8d8 + 32) Speed 20 ft., burrow 10 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 18 (+4) INT: 9 (\xe2\x80\x931) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +5, Performance +5, Stealth +3 Senses darkvision 60 ft., passive Perception 11 Languages Sylvan Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Overpowering Stench . Each creature other than an alliumite or garlicle within 5 feet of the alliumite when it takes damage must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn. On a successful saving throw, the creature has advantage against the Overpowering Stench of all alliumites for 1 minute. \n'b' Plant Camouflage . The alliumite has advantage on Dexterity ( Stealth ) checks it makes in any terrain with ample obscuring plant life. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The husker alliumite makes two Gnarly Club attacks, or it makes one Gnarly Club attack and uses Taunting Threat. \n'b' Gnarly Club . Melee Weapon Attack : +4 to hit, range 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone . \n'b' Taunting Threat . The husker throws a series of rude and menacing gestures at one creature it can see within 30 feet of it. The target must make a DC 13 Charisma saving throw. On a failure, the target takes 7 (2d6) psychic damage and has disadvantage on all attacks not made against the husker until the end of its next turn. On a success, the target takes half the damage and doesn\xe2\x80\x99t have disadvantage on attacks not made against the husker. \n'b'\n'b' ABOUT \n'b' The widely rotund, purple-skinned onion person waddles forward, looking as sturdy as any dwarf . The walking vegetable grins capriciously, tests the swing of its tuberous club, and shoulders into the fray. \n'b' Within their garden communities, alliumites come in as many different shapes and colors as the onions they resemble. The most imposing of these creatures are the husker alliumites. Compared to their spritely and more nimble cousins, these red and purple tough guys are especially hardy and relish a fight. \n'b' Pungent and Punchy . The tear-inducing stench common to all alliumites is especially potent with the huskers, which they often flaunt in combat. The huskers enjoy measuring their brawn among themselves, and a clever hero can exploit this by engaging in a muscle-off. This contest could consist of judging body-odor poses, a test of punches to see who can deliver the darker bruise, or a battle of insults to see who can make the other cry first. \n'b' Garden Sentinels . The huskers recognize that they are the toughest of their brethren and consider that a solemn responsibility. In a fight, they launch taunts and threats to keep the focus on themselves and off their counterparts. If a situation appears dire, they fight to the death to protect their kin.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Quasit \n'b' Family: Demons \n'b' Tiny fiend (demon, shapechanger), chaotic evil \n'b' Armor Class 13 Hit Points 7 (3d4) Speed 40 ft.\n'b' STATS STR: 5 (-3) DEX: 17 (+3) CON: 10 (+0) INT: 7 (-2) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 10 Languages Abyssal, Common Challenge 1 (200 XP) \n'b' Special Traits \n'b' Shapechanger : The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Magic Resistance : The quasit has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Claws (Bite in Beast Form) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Scare (1/Day) : One creature of the quasit\xe2\x80\x99s choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success. \n'b' Invisibility : The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it. \n'b' About \n'b' Ram horns curl back from the twisted head of this tiny winged demon, and its body is thin and wiry. \n'b' Familiar . This creature is an option for spellcasters using the find familiar spell.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Xicalcoatl \n'b' Small fey , chaotic evil \n'b' Armor Class 15 Hit Points 27 (6d6+6) Speed 25 ft., swim 25 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses tremorsense 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage and 5 (2d4) poison damage. \n'b' Churn Water (3/Day) . The xicalcoatl can create a whirlpool in deep waters, affecting a 50 ft radius around itself. Creatures other than the xicalcoatl caught in this whirlpool must make a DC 12 Strength saving throw or take 10 (3d6) bludgeoning damage and begin to suffocate. This whirlpool lasts 1 minute or until the xicalcoatl dies or is unconscious . \n'b' Lure (Recharge 6) . The xicalcoatl causes an intoxicating aroma to emerge from the jicama on its back. One humanoid, beast, or fey within 30 feet that it chooses must succeed on a DC 10 Wisdom saving throw or become charmed . While charmed , it is incapacitated and can take no actions other than to use its movement to approach the xicalcoatl and follow where it leads. The charmed condition ends immediately after the xicalcoatl attacks it (including using its churn water ability). \n'b'\n'b' ABOUT \n'b' Central and South America and the Caribbean are the home to a wide variety of venomous and constrictor snakes. In addition to the titanic and truly monstrous menaces described elsewhere in this book and the mundane reptiles commonly known on Earth, however, there are a variety of unusual serpents drawn from myth and legend. \n'b' Chimalcoatl . Also called the \xe2\x80\x9cshield snake,\xe2\x80\x9d this thick, 8-foot-long gray and red serpent is unique for the broad, fleshy oval section on its back that resembles nothing so much as a round shield. This oval section has a flexible bony skeleton undergirding it and a vividly colored iridescent pattern that shifts and changes as the chimalcoatl moves. Its appearance is seen as an omen, with the changing patterns on its back indicating whether it brings weal or woe, prosperity and good fortune or death and war. \n'b' Tililcoatl . These curious snakes have dark black to purple scales, but their most distinguishing feature is that their body forks after about 2 feet of length into two separate tails, each another 2 to 3 feet in length. One of its tails contains its stomach and digestion and the other a venom sac which holds a potent toxin it stores and can spit at its enemies. \n'b' Velachif . This bright golden snake is only 3 feet long but is both poisonous and venomous. Its bite can be deadly to small creatures. Its flesh is considered a fine delicacy, but proper preparation is essential to remove the poison sacs that line each flank. An intact velachif can be sold for 5 to 50 gp to the right buyer. Xicalcoatl: This strange serpent is only 2-3 feet long, with scales of brown, bronze, and black with variegated scales on its belly. Its strangest feature, however, is a rounded protuberance they develop in adulthood that looks like a jicara, a drinking gourd or cup, with a smooth surface and the appearance of painted designs and patterns. The xicalcoatl can release pheromones that simulate the scent of brewed coffee or cocoa, and they lie in wait either in the grass or floating just below the surface of a pool, using the jicara as a lure. Creatures curious to see or fascinated by the aroma may be drawn into the water, at which point the xicalcoatl surges through the water at great speed creating a vortex that drags its victim into the water, drowning it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Xill Leader \n'b' Family: Xill \n'b' Large aberration , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 127 (15d10 + 45) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 16 (+3) INT: 15 (+2) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6, Arcana +5, Athletics +7, Insight +4, Stealth +6 Senses darkvision 60 ft., passive Perception 11 Languages Common, Infernal Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Implant . The xill leader can use an action to implant up to 7 (2d6) xill eggs in one unconscious or incapacitated creature within 5 feet of it. The xill\xe2\x80\x99s eggs hatch when the target takes its next long rest , at which point the young consume the host from within. After each long rest , the target must make a DC 15 Constitution saving throw. On a failed saving throw, the target gains one level of exhaustion . Xill eggs can be removed individually by the target or another creature by making a successful DC 15 Wisdom ( Medicine ) check. Each check deals 1d8 slashing damage to the target. The eggs can be destroyed by magic such as lesser restoration . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The xill leader makes one Bite attack, two Shortsword attacks, and two Claw attacks. \n'b' Shortswords . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage, and the target must make a DC 14 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 a success. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +7 to hit, range 150/ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Etherealness . The xill magically enters the Ethereal Plane from the Material Plane, or vice versa.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bird, Lonesome Duck \n'b' Tiny beast (ozbeast), chaotic neutral \n'b' Armor Class 12 Hit Points 14 (4d4 + 4) Speed 15 ft., swim 20 ft., fly 60 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +2, Perception +5, Survival +5 Senses passive Perception 15 Languages Common Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Familiar . With the GM\xe2\x80\x99s permission, a caster of 3rd level or higher can use the find familiar spell to summon this creature. \n'b' Immortal . The lonesome duck doesn\xe2\x80\x99t age. \n'b' Regeneration . The lonesome duck regains 1 hit point at the start of its turn if it has a least 1 hit point. \n'b' Spellcasting . The lonesome duck is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, guidance , toadstool* \n'b' 1st level (4 slots) : create or destroy water , detect poison and disease , goodberry, purify food and drink \n'b' 2nd level (3 slots) : locate animals or plants , pass without trace \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The gorgeously colored plumage is astonishing. Its feathers are of many hues of glistening greens and blues and purples, and it has a red plume on its head. \n'b' Lonesome ducks are cursed animals who find everyone and everything eventually disagreeable. They are essentially immortal, which is part of their curse, and thus wander the land without making any friends. They live in diamond palaces. \n'b' Lonesome duck believes it is the only one, and specifically the only duck in all of Faerie. The truth is debatable; it seems likely that ducks do not fare well in Faerie and those that end up there are transformed into lonesome ducks. Despite their lack of social skills, lonesome ducks have enough magic to keep themselves alive. \n'b' Diamond Lairs . Lonesome ducks live in gem encrusted lairs, festooning their homes with precious stones they can steal or barter from other creatures. They have an obsessive need for these trinkets, and this urge drives them to interact with creatures they might otherwise ignore.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Xing Tian \n'b' Huge giant , neutral \n'b' Armor Class 16 (natural armor, shield ) Hit Points 168 (16d12 + 64) Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 18 (+4) INT: 10 (+0) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +6 Skills Intimidation +6, Perception +6 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 16 Languages Common, Giant Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Indomitable . Any spell or effect that would make the xing tian paralyzed , restrained , or stunned ends at the end of the xing tian\xe2\x80\x99s next turn, regardless of the spell or effect\xe2\x80\x99s normal duration. \n'b' Sure-Footed . The xing tian has advantage on Strength and Dexterity saving throws made against effects that would forced\xc2\xa0it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The xing tian makes three attacks: one with its shield slam and two with its battleaxe. If both battleaxe attacks hit the same target, the target must succeed on a DC 16 Dexterity saving throw or take an extra 11 (2d10) piercing damage as the xing tian bites the target. \n'b' Battleaxe . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) slashing damage, or 22 (3d10 + 6) slashing damage if used with two hands. \n'b' Shield Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be forced\xc2\xa0 prone . \n'b' Dance of the Unyielding . The xing tian stomps and waves its arms in a martial dance, and it regains 10 hp . Until the dance ends, the xing tian regains 10 hp at the start of each of its turns and melee attack rolls against the xing tian have disadvantage. It must take a bonus action on its subsequent turns to continue dancing. It can stop dancing at any time. The dance ends if the xing tian is incapacitated . \n'b'\n'b' ABOUT \n'b' This headless brute has two eyes in its chest and a mouth in its belly. \n'b' Descendants of a Fallen God . All xing tian descend from a god of the same name who challenged the eldest deities and lost. As punishment, his head was removed, but he simply grew eyes and a mouth on his chest and continued to fight. \n'b' Fearless Warriors . The xing tian, known by locals as \xe2\x80\x9cheadless giants,\xe2\x80\x9d live on the fringes of civilization, occasionally raiding settlements for plunder and loot. They dwell in small, isolated villages where leadership roles go to the individuals who can withstand the most pain. The most powerful xing tian wear their hideous scars with pride. \n'b' Symbol of Perseverance . The xing tian\xe2\x80\x99s fortitude and regenerative properties lead many to consider them a symbol of an indomitable will and the drive to continue no matter the hardships.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Xipe Totec \n'b' Large fiend , chaotic evil \n'b' Armor Class 19 (golden skin) \n'b' Hit Points 826 (48d10 + 576) \n'b' Speed 100 ft.\n'b' STATS STR: 28 (+9) DEX: 26 (+9) CON: 35 (+12) INT: 18 (+4) WIS: 28 (+9) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +18, Con +21, Wis +18 \n'b' Skills Deception +19, Insight +18, Intimidation +19 \n'b' Damage Resistance(s) cold, lightning \n'b' Damage Immunities fire, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks \n'b' Damage Vulnerabilities radiant \n'b' Condition Immunities charmed , disease, frightened , paralyzed , poisoned \n'b' Senses darkvision 60 ft., passive Perception 19 \n'b' Languages Auran, Common, Sylvan, Terran \n'b' Challenge 30 (155,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Disease Spreader . Any creature struck be Xipe Totec\xe2\x80\x99s rattlestaff must succeed a DC 23 Constitution saving throw or be afflicted with a disease of Xipe Totec\xe2\x80\x99s choice. \n'b' Flaying Critical. Any creature struck with a critical hit by Xipe Totec\xe2\x80\x99s golden dagger must succeed a DC 23 Constitution saving throw or be flayed alive. The creature immediately drops to 0 hit points and begins dying, automatically failing their death saving throws. They can be revived, however, they lose 10 (3d6) hit points every round until they are affected by a regenerate spell. \n'b' Innate Spellcasting . Xipe Totec\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 27). He can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : contagion , control weather , haste \n'b' 3/day each : dispel magic , flame strike , power word stun \n'b' 1/day each : dominate monster , power word kill , time stop \n'b'\n'b' Legendary Resistance (3/Day) . If Xipe Totec fails a saving throw, he can choose to succeed instead. \n'b' Regenerate . Xipe Totec regains 30 hit points at the start of his turn. If Xipe Totec takes radiant damage, this trait doesn\xe2\x80\x99t function at the start of Xipe Totec\xe2\x80\x99s next turn. Xipe Totec dies only if he starts his turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Xipe Totec makes six attacks: three with his golden dagger and three with his rattlestaff. \n'b' Golden Dagger . Melee Weapon Attack : +18 to hit, reach 10 ft., one target. Hit : 58 (9d10 + 9) slashing damage. \n'b' Rattlestaff . Melee Weapon Attack : +18 to hit, reach 10 ft., one target. Hit : 48 (6d12 + 9) bludgeoning damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Xipe Totec 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. Xipe Totec regains spent legendary actions at the start of its turn. \n'b'\n'b' Heart Eater (Costs 3 Actions) . If Xipe Totec is adjacent to an incapacitated creature, he can rip their heart out and feast on it. He immediately gains hit points equal to the creature\xe2\x80\x99s Hit Dice. Any excess hit points above Xipe Totec\xe2\x80\x99s hit point maximum are treated as temporary hit points . The affected creature must succeed a DC 23 Constitution saving throw or die immediately. On a successful saving throw, the creature is reduced to 0 hit points and starts dying. The creature automatically fails its death saving throws. A regenerate spell is necessary to be cast on the creature before they can be stabilized and raised above 0 hit points . \n'b' Movement . Xipe Totec can move up to his speed. \n'b' Power Word Blind (Costs 2 Actions) . Xipe Totec targets one creature he can see within 30 feet of him. If the target can hear him, the target must succeed on a DC 21 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), Xipe Totec takes a lair action to cause one of the following effects; Xipe Totec can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Xipe Totec can will his current corporeal form to die, shedding his epidermis, which then sinks into the ground. During the next rainfall, after a 10-minute period he returns to life at full hit points and any conditions affecting him before he died are ended. Xipe Totec\xe2\x80\x99s gear crumbles to dust when he uses this ability but reforms when he does.\n'b'\n'b'\n'b' Until the next lair action is taken, all of Xipe Totec\xe2\x80\x99s allies that are within 60 feet of him gain advantage on all attack rolls and saving throws. \n'b' Xipe Totec can empower the second skin with the power of a god, granting him advantage on all saving throws against spells and other magical effects. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing Xipe Totec\xe2\x80\x99s lair is warped by the his godlike power, which creates one or more of the following effects: \n'b'\n'b' Diseases become far more frequent and potent within the region, causing all creatures which make a saving throw against a disease to do so with disadvantage.\n'b'\n'b'\n'b' Humanoids become drawn to Xipe Totec\xe2\x80\x99s lair, feeling an unnatural desire to stop whatever they are doing and head there. \n'b' Those who acknowledge Xipe Totec\xe2\x80\x99s divinity are bolstered and gain temporary hit points equal to his Charisma modifier. These hit points are renewed every hour. \n'b'\n'b' ABOUT \n'b' This exceptionally tall golden-skinned man wears another humanoid\xe2\x80\x99s skin as a suit; the flayed creature\xe2\x80\x99s hands dangle from the man\xe2\x80\x99s wrists. He wields a blood-dipped dagger in his left hand and a staff topped with a rattling arrow in his right hand. He exudes an unmistakeable aura of divinity. Xipe Totec is either a former deity whose followers have dwindled in number due to conquests by external forces, and he seeks to regrow or retain his following, or he is on the cusp of transcendence after amassing several fervently warlike cults. His abilities to transfer his power and energize his worshippers point to a divine capability. Xipe Totec stands 9 feet tall and weighs a massive 2 tons. \n'b' The Culling . Xipe Totec believes that much as the soil must be turned to produce better crops, so too must people be weeded out through warfare to produce a better civilization. As his power grows, his cults become more prominent and sweep through ever-widening regions to achieve greater conquests. Xipe Totec also promotes the agricultural growth through sacrifice. As maize sheds its skin to reveal its treasure, a sacrifice must be made in similar fashion to promote that growth. He prefers noble warriors for sacrifice, since their prowess in battle and purity encourages the best growth. Additionally, as he, or one of his most powerful followers, dons the skin of a mighty warrior, the power granted by that skin increases drastically over an ordinary sacrifice. If Xipe Totec is engaged in battle himself, he ensures the preservation of a notable combatant for a symbolic battle ending in an honorable death. \n'b' While Xipe Totec detects as an evil being, he does not view his actions as evil. He instead sees his teachings and the sacrifices he demands as necessary for the benefit of all civilization. After all, no one would want weak and unsustaining yields from their crops, so he reasons that no civilization can survive with people who cannot provide fully to its greater good. \n'b' Sole Survivor . Xipe Totec is a unique creature, but he refers to three lost brothers who have fallen to internecine fighting or the conquests that have diminished his power. He does not recall them with any sort of fondness and is quite satisfied with the idea that he is the only survivor. \n'b' Master of Metals . In addition to promoting warfare and agriculture, Xipe Totec is a gifted blacksmith, primarily working in silver and gold. He crafted the dagger he always uses in combat and bolstered it to allow it to maintain its edge during the rigors of battle. When he is not leading troops or overseeing sacrifices, he acts as a mentor to other silver- and goldsmiths and blesses exemplary weapons and armor they produce.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Xiphus \n'b' A faint ticking and a blur of light and limbs almost too fast to see are the only warnings that trouble is coming. \n'b' Small fey , chaotic evil \n'b' Armor Class 15 Hit Points 55 (10d6 + 20) Speed 50 ft.\n'b' STATS STR: 14 (+2) DEX: 21 (+5) CON: 15 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8 Skills Acrobatics +8, Perception +4, Stealth +8 Damage Immunities lightning Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, Umbral Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Evasion . If the xiphus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the xiphus instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Lightning Absorption . Whenever the xiphus is subjected to lightning damage, it takes no damage and instead regains a number of hp equal to the lightning damage dealt. \n'b' Siphon Time (Recharge 5-6) . As a bonus action , a xiphus chooses one creature it can see. The xiphus\xe2\x80\x99 clockwork heart vibrates rapidly, bending time to give the xiphus the upper hand against its chosen target. The xiphus chooses whether to have advantage on its attacks against that target or on saving throws against spells cast by the target until the start of the xiphus\xe2\x80\x99 next turn. \n'b' Startling Speed . The movements of a xiphus are so swift that it is almost invisible when in motion. If the xiphus moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn unless the xiphus is incapacitated or restrained . \n'b' Actions \n'b' Multiattack . The xiphus makes three hidden dagger attacks. \n'b' Hidden Dagger . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d4 + 5) piercing damage plus 7 (2d6) lightning damage. \n'b' Reactions \n'b' Borrowed Time (Recharges after a Short or Long Rest) . If damage is dealt to a xiphus that would kill it, it can attempt to temporarily borrow time from another creature to avoid death. One creature the xiphus can see within 30 feet of it must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage, and the xiphus regains hp equal to the damage taken. The target is stable and doesn\xe2\x80\x99t die if this effect reduces its hp to 0. After 2 rounds, the xiphus takes necrotic damage, and the target regains hp , equal to the original amount borrowed. \n'b' About \n'b' These tiny beings have silver or white hair and bronze skin that shimmers no matter how much or little light is present. They have tall, pointed ears and slightly slanted eyes. A contraption of gears, pistons, and hourglasses filled with red sand spin and whir where the xiphus\xe2\x80\x99 heart should be. \n'b' Gear-Hearted . Clockwork-enhanced fey, the xiphus were once quicksteps, but, long ago, they gave up on being merely flesh. When a xiphus comes of age, it undergoes an intense ritual in which its heart is replaced with a clockwork apparatus that beats like a heart and grants the fey power over time. \n'b' Brotherly Rivals . They consider the quicksteps somewhat dim-witted for not making the same adjustment, and the two speedy fey rarely get along well for any length of time. \n'b' Triple Speech . A xiphus speaks so rapidly that often it is not understood on a first pass-and so most xiphus will repeat themselves at least once and often twice when they are speaking to \xe2\x80\x9cthe slow ones.\xe2\x80\x9d'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Xolo Guardian \n'b' Medium construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 135 (18d8 + 54) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 3 (-4) WIS: 12 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Immunities poison, psychic Damage Resistances necrotic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 13 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the guardian remains motionless, it is indistinguishable from a statue. \n'b' See Invisibility . The guardian can see the invisible at all times, as though affected by see invisibility . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is an undead creature, it takes an additional 4 (1d8) radiant damage. \n'b' Sacred Nose (1/Day) . The guardian touches a corpse, which is then magically protected as the spell gentle repose . \n'b'\n'b' ABOUT \n'b' Dogs are revered as helpers and guides. In some cultures, dogs are believed to even guide souls to the afterlife. Clerical spellcasters create xolo guardians as a representation of that belief. They resemble ordinary statues of stalwart dogs, but when their domains are disturbed, they spring into action. \n'b' Guardians . While they sometimes guard temples and other holy sites, xolo guardians are more typically employed to guard tombs and palaces from robbers and undead. They serve as status symbols, in addition to conveying security to the community. Xolo guardians are obedient. Their creators often instruct them to protect a particular family, and they are often given passwords, as well, to identify friendly creatures. Unless otherwise instructed, it will use its sacred nose on fallen allies, prioritizing those that are the highest status to the family. \n'b' Relentless . Xolo guardians may be instructed to remain at guard to ruthlessly pursue those who disturb their territory. In either case, they are tireless and powerful protectors. \n'b' Unliving . Xolo guardians are essentially statues given the appearance of life, and do not eat, breathe, or sleep .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Xoraphond \n'b' Small aberration , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 51 (6d6+30) Speed 30 ft., climb 20 ft., swim 20 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 20 (+5) INT: 12 (+1) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +3, Deception +4, Medicine +5, Stealth +7 Damage Resistances piercing, poison, and slashing Damage Vulnerabilities thunder Damage Immunities cold Condition Immunities poisoned , prone Senses darkvision 60 ft., passive Perception 11 Languages understands Deep Speech but can\xe2\x80\x99t speak, telepathy 30 ft. Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Disease . The xoraphond\xe2\x80\x99s alien masters engineered it to carry a variety of nanite-based diseases and retroviruses, all designed to support its mission of infecting, weakening, and eventually assimilating a world\xe2\x80\x99s sentient population. The xoraphond can transmit one of these infections to a paralyzed , or unconscious target with its anesthetizing touch. Those victimized by this assault can resist the resulting infection with a successful DC 15 Constitution saving throw. Otherwise, the effects of the disease vary according to the exact infection it carries. Some examples are given below. A xoraphond automatically knows when it has successfully infected a creature but can carry only one disease at a time. After completing a long rest, a xoraphond can organically alter its disease to a different strain.\n'b'\n'b'\n'b' Assimilation Strain : The creature takes a -1 penalty to saving throws and ability checks based on Constitution and Charisma . After a long rest, the creature must make a DC 15 Constitution saving throw. On a failure the penalty increases by 1 (to a maximum of -5), and the victim must succeed on a DC 15 Charisma saving throw or gain the Assimilated template. On a successful saving throw the malady does not progress. After two consecutive successful saves the creature recovers from the disease, and any remaining penalties the creature suffers recede by 1 after each long rest. Lesser restoration eliminates any remaining penalty if cast after the creature recovers. \n'b' Occluding Strain : The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. After each long rest the creature must succeed on a DC 15 Constitution saving throw or the penalty worsens by 1. When it reaches -5, the victim is permanently blinded until its sight is restored by magic such as lesser restoration or heal . A creature that succeeds on two consecutive saves recovers from the disease, and any remaining penalties recede at the rate of 1 per long rest. \n'b' Submission Strain : The creature takes a -1 penalty on Wisdom checks and saving throws. After each long rest the creature must succeed on a DC 15 Constitution saving throw or the penalty worsens by 1. When it reaches -5, the victim is permanently poisoned until cured by magic such as lesser restoration or heal . A creature that succeeds on two consecutive saves recovers from the disease, and any remaining penalties recede at the rate of 1 per long rest. \n'b' Wasting Strain : The creature suffers disadvantage on attack rolls and ability checks based on Strength . After each long rest the creature must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion . While it is infected, it cannot lose exhaustion levels through rest. A creature that succeeds on two consecutive saves recovers from the disease and begins recovering from exhaustion normally. \n'b'\n'b' Ooze Empathy . The xoraphond can improve the attitudes of oozes with a Charisma ( Persuasion ) check. The xoraphond adds twice its proficiency bonus, and gains advantage on the check. Oozes typically have a starting attitude of Indifferent towards xoraphonds. To use this ability, the xoraphond and ooze must be within 30 feet and capable of studying one another. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The xorafond makes three pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage, plus 3 (1d6) poison damage. \n'b' Anesthetizing Touch . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : A creature hit by the anesthetizing touch must succeed on a DC 15 Constitution saving throw or be poisoned for one round. The victim is paralyzed as long as it is poisoned in this fashion and is subject to the xorafond\xe2\x80\x99s Disease ability. \n'b'\n'b' ABOUT \n'b' One of many artificially engineered creatures manufactured by the jagladine, xoraphonds are designed to spread nanite viruses, particularly a dreaded assimilation strain intended to convert sentient creatures into new recruits for the jagladine war effort. This virus weakens the minds of sentient creatures, remapping and repurposing their brains for alien influence. When the jagladine develop an interest in assimilating inhabitants of a new world, they often dispatch an invading force of xoraphonds, directing them to work independently and establish a stronghold from which to begin their mission of assimilation. A xoraphond\xe2\x80\x99s resilience, ability to survive in hostile environments, and cautious, inquisitive nature makes it an exceptional scout and infiltrator. A newborn xoraphond oozes forth from its birthing vat completely autonomous and fully functional. Though xoraphonds are amorphous and can flatten themselves to form a bewildering number of forms, most prefer to remain in a roughly oval shape, about 4 feet in diameter and 3-1/2 feet tall. Xoraphonds weigh around 90 pounds. \n'b' Alien Abduction . Xoraphonds typically carry out their missions by abducting a hardy specimen from the local population, often using jagladine biotechnology to turn the creature into a willing thrall, before infecting it with the assimilation strain. The xoraphonds then direct such thralls to infect their own kind. As the virus spreads, the xoraphonds study the new world and its other inhabitants, compiling a vast amount of data for their jagladine masters, while reacting swiftly to protect themselves and their missions-even directing thralls to slay interlopers and sow discord in their communities to hide their presence. Unhindered by emotion, xoraphonds never hesitate to sacrifice thralls or any of their infected flock to ensure their survival and the success of their missions. \n'b' Alien Contagion . Creatures infected by a xoraphond\xe2\x80\x99s assimilation strain carry thousands of microscopic tracker-nanites, dooming them to capture and experimentation by the sadistic jagladine in their alien bio-labs. There, the jagladine perform further tests on a candidate\xe2\x80\x99s viability, before subjecting them to unspeakable procedures involving surgery, chemical infusion, radiation exposure, and psychological reconditioning. Most of these candidates are eventually transformed into a special breed of shock troop called klaven, however, the jagladine produce an array of other creatures from these vile assimilations, including new xoraphonds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Xorn \n'b' Family: Xorn \n'b' Medium elemental (earth), neutral \n'b' Armor Class 19 (natural armor) Hit Points 73 (7d8 + 42); Wound Threshold 19 Speed 20 ft., burrow 20 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 22 (+6) INT: 11 (+0) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +3 Damage Resistances piercing and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16 Languages Primordial Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Glide . The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Stone Camouflage . The xorn has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b' Treasure Sense . The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The xorn makes three claw attacks and one bite attack . \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' The xorn is a strange creature of elemental origin whose unlikely body can bring to mind a plant: six root-legs and a central trunk with three eyes, topped by a mighty maw. It famously feeds off gems, crystals, and precious stones, and can move through earth almost as smoothly as a fish through water. \n'b' Using its extraordinary sense of smell, the xorn can spot the crystals and gemstones it has a big appetite for. Even if the stones have been extracted or set in items, it can still sniff them out. A xorn who has not eaten in a long time can behave aggressively, bringing its many limbs to bear against anything wanting to deprive it of its meal. \n'b' Though a xorn digests crystallized mineral matter, its waste can be of great value to miners, as this elemental excretes chemically pure lumps: gold, silver, copper, mithral, sulfur, arsenic\xe2\x80\xa6 \n'b' All the components mixed in minerals are sorted and compacted during their transit through the xorn\xe2\x80\x99s digestive tract. A true living ingot-casting machine! Such an anatomical peculiarity is a boon for miners, since it requires no fuel or chemicals. Provided one is willing to give up gemstones of any kind, one can get a lot out of a xorn. Thus, certain communities enslave xorns to exploit them. One must be careful, however, as the elemental can react violently when it panics or feels in danger.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Xorn \n'b' Family: Xorn \n'b' Medium elemental , neutral \n'b' Armor Class 19 (natural armor) Hit Points 73 (7d8 + 42) Speed 20 ft., burrow 20 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 22 (+6) INT: 11 (+0) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +3 Damage Resistances piercing and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16 Languages Terran Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Glide . The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Stone Camouflage . The xorn has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b' Treasure Sense . The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The xorn makes three claw attacks and one bite attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' The xorn are 5-6 feet tall and are native to the elemental plane of earth. When on the material plane they tend to live deep underground, where they feed on gemstones. \n'b' The Xorn look like boulders when stationary and are able to blend in their environment. The xorn do not attack humans or demi-humans as they cannot digest meat. \n'b' They are largely indifferent to creatures of the material plane \xe2\x80\x94 except for those carrying precious metals or minerals. \n'b' They can smell gemstones up to 20 feet away and will demand adventurers give them their gemstones and precious metals. If refused, they will almost always (90%) attack.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Angel of Empyreus \n'b' Large celestial , lawful neutral \n'b' Armor Class 21 (natural armor) \n'b' Hit Points 445 (33d10+264) \n'b' Speed 40 ft., fly 90 ft.\n'b' STATS STR: 29 (+9) DEX: 23 (+6) CON: 26 (+8) INT: 25 (+7) WIS: 18 (+4) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +16, Int +14, Wis +11, Cha +17 \n'b' Skills Arcana +14, Insight +11, Intimidation +17, Investigation +14, Perception +11, Religion +14 \n'b' Damage Resistances fire, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical weapons \n'b' Damage Immunities cold, necrotic, poison \n'b' Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned \n'b' Senses truesight 120 ft., passive Perception 21 \n'b' Languages all, telepathy 120 ft. \n'b' Challenge 22 (41,000 XP) \n'b' Proficiency Bonus +7 \n'b' SPECIAL TRAITS \n'b'\n'b' Celestial Arsenal . The Angel of Empyreus\xe2\x80\x99 weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 27 (6d8) radiant damage (included in the attack ). \n'b' Authoritative Mien . The Angel of Empyreus can cast the command spell at will (spell save DC 25). \n'b' Divine Awareness . The Angel of Empyreus knows if it hears a lie. \n'b' Holy Aura . The Angel of Empyreus can project a 60-ft. aura of holiness as a bonus action. The aura affects all creatures within its area unless the Angel of Empyreus chooses to exclude a creature from the effect. A creature remains under the aura\xe2\x80\x99s effect until it leaves the area, dies, or when the Angel of Empyrean chooses a new aura effect. Only one effect may be active at a time: \n'b'\n'b' Judgement . Creatures who start their turn in the aura must succeed on a DC 25 Charisma saving throw. On a failure, the creature gains a level of exhaustion as intensified feelings of guilt, doubt, remorse, and selfcriticism overwhelm the affected creature. Creatures who succeed on the saving throw are immune to the effect for one hour. \n'b' Valor . Creatures who start their turn in the aura gain 15 temporary hit points , cannot be charmed or frightened , and have advantage on saving throws against spells and other magical effects \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Angel of Empyreus can make three attacks with its holy avenger . \n'b' Holy Avenger . Melee Weapon Attack : +24 to hit, reach 10 ft., one target. Hit : 23 (4d6 + 9) slashing damage plus 27 (6d8) radiant damage. If the target is a fiend or undead, it takes an additional 22 (4d10) radiant damage. \n'b' Blazing Radiance (Recharge 5-6) . The Angel of Empyreus unleashes holy fire in a 60-foot cone. Each creature in that area must succeed on a DC 25 Dexterity saving throw or take 35 (10d6) fire and 35 (10d6) radiant damage. Creatures take half damage on a success. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Angel of Empyreus 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 Angel of Empyreus regains spent legendary actions at the start of its turn. \n'b'\n'b' Fly . The Angel of Empyreus flies up to half its fly speed. \n'b' Sword . The Angel of Empyreus makes a holy avenger attack . \n'b' Hurl Sword (2 Actions) . The Angel of Empyreus hurls its sword in a 30-foot line that is 5-feet wide. Each creature in that line must succeed on a DC 24 Dexterity saving throw or take 23 (4d6 + 9) slashing damage plus 27 (6d8) radiant damage. The sword immediately returns to its hand. \n'b' Recharge . The Angel of Empyreus recharges its Blazing Radiance. \n'b'\n'b' ABOUT \n'b' A Celestial Commander . These valorous angels were created to punish the wicked and ensure the sincerity of the penitent. When Maligant called his heavenly hosts in the war of the Four Divines, the angels marshalled out with the other upper echelons under the command of the Arch Seraph Empyreus. When Aurelia sacrificed herself and revealed the madness of the war, the Angels fought on, refusing to admit that they were part of a calamitous tragedy, seeing surrender as tantamount to blasphemy. With the zeal of a censorious bureaucratic tyrant, they now wage a guerilla war with a piecemeal retinue of veteran battle angels , zealots, fanatic paladins, cohorts of penitent levies, and volunteer convert militia auxiliaries as part of an anti-corruption peasant revolt in the hinterland of Altenheim. \n'b' Fiendish Temptation . Each Angel keeps a copper cage under a velveteen cover inside a lead box encased in blessed orichalcum on a thick chain around its neck. In the cage is a pathetic, impish fiend of Malikir, withered like a raisin. The creature has an uncanny knack for teasing out corruption, and compelling wicked behavior in mortals. It only takes moments to get a confession once a weak-willed mortal has revealed their true self in the presence of the fiend. \n'b' A Corrupted Temperance . An Angel of Empyreus uses its original orders as a pretext for further violence. \n'b' It will never surrender . Surrender is a trick of the enemy. \n'b' It must fulfill its purpose . to root out corruption and sin, and it will do anything to find sin in mortal hearts. The imp claims to put mortals to the test, and the Angel knows what it is doing. It won\xe2\x80\x99t kill the imp, as using the imp reveals the innate corruption in mortal souls. \n'b'\n'b' DC 10 Intelligence ( Religion ) : The Arch Seraphs are attended by mighty angels who act as their lieutenants and execute the divine remnants\xe2\x80\x99 orders. \n'b' DC 15 Intelligence ( History ) : Empyreus went into battle surrounded by an honor guard of fearsome celestials honed by aeons of divine war. Many of them remained at Empyreus\xe2\x80\x99 side at the end of the Four Divines\xe2\x80\x99 War, but not all remained loyal. \n'b' DC 20 Intelligence ( History ) : Peasant revolts and religious zealotry are on the rise in the Altenheim hinterland. Most say it\xe2\x80\x99s the usual grievances, but some whisper that a commander of the celestial hosts leads the revolt, and its ranks swell by the day.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Xorn, Elder \n'b' Family: Xorn \n'b' Large elemental , neutral \n'b' Armor Class 19 (natural armor) Hit Points 91 (9d10 + 42) Speed 20 ft., burrow 20 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 22 (+6) INT: 11 (+0) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8, Stealth +4 Damage Resistances cold, fire, lightning Damage Immunities acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine Condition Immunities poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 18 Languages Terran Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Earth Glide . The elder xorn can burrow through nonmagical, unworked earth and stone. While doing so, the elder xorn doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Stone Camouflage . The elder xorn has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b' Treasure Sense . The elder xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The elder xorn makes three Claw attacks and one Bite attack . \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 26 (4d10 + 4) piercing damage. \n'b'\n'b' About \n'b' Strange creatures as big around as they are tall, xorns have little interest in natives of the Material Plane-except for the gems and precious metals they might be carrying. Lurking beneath the surface for what might seem long stretches of time to humans, a xorn might wait months, even years, for the right treat to come along, assaulting the being carrying its favorite meal, such as a certain gemstone or the right sort of silver. Adventurers who frequent regions inhabited by xorns often carry with them small chunks of raw ore or relatively inexpensive gemstones or crystals to use as bribes. While the price of a gemstone or piece of metal is often in direct proportion to the object\xe2\x80\x99s flavor and desirability as a meal, most xorns are quite gluttonous and prefer quantity over quality when it comes to food. \n'b' Treasure found carried by a xorn or stashed in its lair amounts to little more than snacks set aside for another day. An offering of a particularly delicious (and expensive) jewel or piece of precious metal can swiftly secure a xorn\xe2\x80\x99s temporary allegiance. Since xorns can swim through solid rock with ease, they make excellent guides in underground regions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Xorn, Elder \n'b' Family: Xorn \n'b' Large elemental (earth), neutral \n'b' Armor Class 21 (natural armor) Hit Points 125 (10d10 + 70); Wound Threshold 32 Speed 20 ft., burrow 20 ft.\n'b' STATS STR: 20 (+5) DEX: 7 (-2) CON: 24 (+7) INT: 10 (+0) WIS: 8 (-1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception * +7, Stealth +2 Damage Resistances bludgeoning from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities piercing and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 17 Languages Primordial Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Glide . The elder xorn can burrow through nonmagical, unworked earth and stone. While doing so, the elder xorn doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Stone Camouflage . The elder xorn has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b' Treasure Sense . The elder xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 120 feet of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elder xorn makes three claw attacks and one bite attack . \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 22 (5d6 + 5) piercing damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' If the GM wishes to make a xorn or elder xorn more powerful, they can be granted the following legendary actions. \n'b' The xorn 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 xorn regains spent legendary actions at the start of its turn. \n'b'\n'b' Claw . The xorn makes one claw attack . \n'b' Curl Up . The xorn gains a +5 bonus to its AC against the next attack roll targeting it. \n'b' Adapted Resistance (Costs 3 Actions) . The xorn gains resistance to a type of damage of its choice until the start of its next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Xornid \n'b' Family: Xorn \n'b' Small elemental (earth), neutral \n'b' Armor Class 17 (natural armor) Hit Points 45 (6d6 + 24); Wound Threshold 12 Speed 25 ft., burrow 20 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 18 (+4) INT: 6 (-2) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 Damage Resistances piercing and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Senses darkvision 60 ft., tremorsense 40 ft., passive Perception 13 Languages Primordial Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Glide . The xornid can burrow through nonmagical, unworked earth and stone. While doing so, the xornid doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Stone Camouflage . The xornid has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b' Treasure Sense . The xornid can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 30 feet of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The xornid makes two claw attacks and one bite attack . \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' The xorn is a strange creature of elemental origin whose unlikely body can bring to mind a plant: six root-legs and a central trunk with three eyes, topped by a mighty maw. It famously feeds off gems, crystals, and precious stones, and can move through earth almost as smoothly as a fish through water. \n'b' Using its extraordinary sense of smell, the xorn can spot the crystals and gemstones it has a big appetite for. Even if the stones have been extracted or set in items, it can still sniff them out. A xorn who has not eaten in a long time can behave aggressively, bringing its many limbs to bear against anything wanting to deprive it of its meal. \n'b' Though a xorn digests crystallized mineral matter, its waste can be of great value to miners, as this elemental excretes chemically pure lumps: gold, silver, copper, mithral, sulfur, arsenic\xe2\x80\xa6 \n'b' All the components mixed in minerals are sorted and compacted during their transit through the xorn\xe2\x80\x99s digestive tract. A true living ingot-casting machine! Such an anatomical peculiarity is a boon for miners, since it requires no fuel or chemicals. Provided one is willing to give up gemstones of any kind, one can get a lot out of a xorn. Thus, certain communities enslave xorns to exploit them. One must be careful, however, as the elemental can react violently when it panics or feels in danger.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bird, Macaw \n'b' Small beast , chaotic neutral \n'b' Armor Class 12 \n'b' Hit Points 7 (2d6) \n'b' Speed 10 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 \n'b' Senses passive Perception 14 \n'b' Languages Macaw \n'b' Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Beast of Burden . The macaw is considered to be a Large animal for the purpose of determining its carrying capacity. \n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b' Keen Sight . The macaw has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b'\n'b' ABOUT \n'b' The macaws of Mifket Island have partaken of John Dough\xe2\x80\x99s gingerbread which contains the elixir of life. It gives them the strength of an ox, which makes them more terrifying than usual. Unlike the flamingoes, macaws make capable if unreliable transport. \n'b' Endless Talkers . Outside of Faerie, macaws are excellent mimics. The elixir of life gives macaws the ability to speak, a feature they would have if they lived in Oz (and some might yet land there). Macaws can\xe2\x80\x99t resist using their newfound mastery of language to taunt strangers who lack a sense of humor. \n'b' Stronger Than They Look . Macaws are not normally a threat, but these are no ordinary macaws. Their strength makes them capable of carrying large amounts of supplies, something that makes them available to travelers as familiars or beasts of burden. Macaws are unreliable enough that their capricious nature often dissuades those who would enslave them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Xtabay \n'b' Small plant , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 71 (13d6 + 26) \n'b' Speed 5 ft.\n'b' STATS STR: 8 (-1) DEX: 13 (+1) CON: 19 (+4) INT: 2 (-4) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6 \n'b' Skills Stealth +3 \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , exhaustion , frightened , poisoned \n'b' Senses tremorsense 30 ft., passive Perception 11 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . The xtabay looks like a normal bunch of flowers when at rest. A DC 13 Intelligence ( Nature ) ability check reveals their true nature. \n'b'\n'b' ACTIONS \n'b'\n'b' Devour . A xtabay that shares the same space as an incapacitated or sleeping creature can slowly sap the life out of it. Each round the xtabay uses this action, the creature\xe2\x80\x99s Constitution is reduced by 1. This does not wake the creature if it is under the effects of the xtabay\xe2\x80\x99s soporific pollen but does wake the creature if it is asleep naturally. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. \n'b' Soporific Pollen . A xtabay can release sleep -inducing pollen into the air around it. Each creature within a 10-ft.-radius burst centered on the xtabay must make a DC 13 Constitution saving throw or fall asleep for 1 minute. A creature that succeeds on the saving throw cannot be affected by the same xtabay\xe2\x80\x99s soporific pollen for 24 hours. A creature put to sleep by this pollen can be awakened by vigorously shaking the sleeper using an action or by damaging it. \n'b'\n'b' ABOUT \n'b' This patch of vines is ornamented with beautiful crimson and violet flowers, the petals of which seem to bear tiny faces. Known for their potent-and ultimately deadly-scent, xtabays are a floral hazard to the unwary. As fast-spreading as ivy, a xtabay\xe2\x80\x99s vines are sturdy and adaptive, making the plant a potential threat nearly everywhere-from gardens to wells to forest groves. \n'b' Sweetly Deadly . Attractive flowers blossom from the vines of xtabays, emitting the spores that mean a slow death for their victims. The strange, face-like patterns that grow on the petals are disturbing but seem to have no real function. Hermits or other reclusive types have been known to surround their territory with xtabays, warding off pesky creatures and adventurers alike. Instances of xtabays of larger-than-usual size have also been reported. These massive plants possess tendrils as thick as tree limbs and flowers that can fell even the hardiest of warriors with their overwhelming perfume. Underground, xtabays thrive in the wet, dark environment, covering the walls and floors of entire caverns and anesthetizing whole dens of subterranean creatures. \n'b' Roaming Blossoms. Nomadic plants, xtabays traverse large expanses of land until they sense nearby life, at which point they lie dormant and take on the guise of harmless flowers while releasing their deceptive aroma. Once a creature is subdued, the beast-like plant wastes no time in devouring it, disregarding creatures unaffected by its aroma. Because of their carnivorous nature, xtabays only rarely run short on nutrients, consuming the entirety of a victim\xe2\x80\x99s body over the course of several days following the initial process of draining its blood. Xtabays are able to devour creatures thanks to their lengthy roots, which produce a corrosive acid that breaks down and absorbs flesh and bone.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Xydragis \n'b' Huge fiend , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 250 (20d12+120) Speed 40 ft., fly 30 ft. (hover)\n'b' STATS STR: 21 (+5) DEX: 13 (+1) CON: 22 (+6) INT: 21 (+5) WIS: 18 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Dex +8, Con +13, Int +12, Wis +11, Cha +8 Skills Insight +18, Intimidation +15, Perception +11 Damage Resistances cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities charmed , frightened , poisoned Senses darkvision 120 ft., passive Perception 21 Languages Abyssal, Celestial, Common, Infernal Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede Xydragis\xe2\x80\x99 darkvision . \n'b' Fear Aura . Any creature hostile to Xydragis that starts its turn within 30 feet of the fiend must make a DC 20 Wisdom saving throw, unless Xydragis is incapacitated . On a failed save, the creature is frightened until the start of its next turn. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to Xydragis\xe2\x80\x99 Fear Aura for the next 24 hours. \n'b' Innate Spellcasting . Xydragis\xe2\x80\x99 spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : bestow curse , detect magic , detect thoughts , magic missile , phantasmal killer , vicious mockery \n'b' 5/day each : blight , blindness/deafness , confusion , guiding bolt \n'b' 3/day each : darkness , geas , hold monster \n'b' 1/day each : blink , feeblemind , harm \n'b'\n'b' Knowledgeable . Xydragis gains its proficiency bonus (+7) on Intelligence checks. \n'b' Legendary Resistance (3/Day) . When Xydragis fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . Xydragis\xe2\x80\x99 weapon attacks are magical. \n'b' Metamagic (10 Points/Day) . Xydragis can spend metamagic points to activate metamagic when it innately casts a spell, but it can only activate one metamagic per spell. \n'b' Quickened Spell . When Xydragis casts a spell that has a casting time of 1 action, it can spend 2 metamagic points to change the casting time to 1 bonus action for this casting.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yaga Goo \n'b' A bubbling pool of green and brown goo shifts to a vaguely humanoid shape. \n'b' Small ooze , neutral evil \n'b' Armor Class 14 Hit Points 85 (10d6 + 50) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 20 (+5) INT: 14 (+2) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +4 Skills Stealth +10 Damage Immunities necrotic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages understands Common but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Amorphous . The goo can move through a space as narrow as 1 inch wide without squeezing. \n'b' Deadly to Fey . The goo has advantage on attack rolls against fey and any creature with the Fey Ancestry trait. \n'b' Ooze Nature . The Yaga goo doesn\xe2\x80\x99t require sleep. \n'b' Spider Climb . The goo can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The Yaga goo makes two pseudopod attacks. When its Foul Transit is available, it can use Foul Transit in place of one pseudopod attack . \n'b' Pseudopod . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) necrotic damage. \n'b' Foul Transit (Recharge 4-6) . The goo teleports to an unoccupied space it can see within 50 feet, leaving behind a wretched puddle in the space it previously occupied. A creature within 5 feet of the space the goo left must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage and become poisoned until the end of its next turn. The first time a creature enters the puddle\xe2\x80\x99s space or if a creature starts its turn in the puddle\xe2\x80\x99s space it takes 10 (3d6) necrotic damage and is poisoned . The puddle lasts for 1 minute or until the goo that created it is killed. \n'b'\n'b' Reactions \n'b'\n'b' Puddle Splash . When a creature the Yaga goo can see targets it with a melee attack while within 5 feet of the goo, the goo can teleport to a puddle created by its Foul Transit, if that puddle\xe2\x80\x99s space is unoccupied, negating the damage from the attack . If it does, the attacker must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage and become poisoned until the end of its next turn. \n'b'\n'b' About \n'b' Simmered Down . Adventurers who meet Baba Yaga and offend her are usually boiled down and turned into Yaga goo, an oozing, loyal spy. The recipe also exists outside of Baba Yaga\xe2\x80\x99s cauldrons-some hags and ancient witches know how to turn foes into Yaga goo. \n'b' Scent of Stew . Yaga goo is said to smell rather appetizing, a bit like pork or a hearty mutton stew. This scent is difficult to distinguish from actual stew, so Yaga goo is known to do some of its spying for Baba Yaga in actual kitchens and cauldrons.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yakirian \n'b' The chain armor and ritual knife of this burly yak man are stained with old blood, and its long horns are etched with intricate patterns. \n'b' Medium humanoid (yakirian), lawful neutral \n'b' Armor Class 13 (chain shirt) Hit Points 67 (9d8 + 27) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 11 (+0) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +3 Skills Arcana +4 Survival +3 Damage Resistances cold Senses darkvision 60 ft., passive Perception 11 Languages Common, Yakirian, understands Void Speech but won\xe2\x80\x99t speak it Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Resilient Soul . The yakirian has advantage on saving throws against being charmed , frightened , or confused, as well as against any effect that causes corruption or madness. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The yakirian makes two attacks: one with its gore and one with its ritual knife. \n'b' Gore . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Ritual Knife . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Consume Heart . The yakiran consumes the heart of a dead humanoid or giant within 5 feet. If the creature also less than 1 minute ago, the yakirian gains the following benefits:\n'b'\n'b'\n'b' The yakirian absorbs the dead creature\xe2\x80\x99s knowledge and asks two questions. If the dead creature knew the answers in life, the yakirian learns them instantly. \n'b' The yakirian\xe2\x80\x99s maximum and current hp increase by 10 for 1 hour. \n'b' The yakirian has advantage on Strength -based attack rolls and ability checks, as well as on all saving throws for 1 hour. \n'b'\n'b' About \n'b' Isolated Mountain Dwellers . Yakirians stand 7 feet tall and are covered in shaggy fur with two horns growing from their yak-like heads. Yakirians live in an isolated caste society that promotes efficiency and cooperation. \n'b' Resilient Enlightenment . Yakirians are a spiritual people, maintain a tight balance between mind, body, and spirit. \n'b' Heart Eaters . Yakirian ritually consume the hearts of humanoids and giants to absorb the creature\xe2\x80\x99s knowledge and strength, and to bolster their battle prowess. They also perform this as a funeral rite as the most respectful way to honor and preserve the knowledge and strength of the departed. \n'b' Nemesis of Leng . While most of their population is nomadic, the heart of yakirian society lies on the remote plateau of Leng. Yakirians are a bulwark against the twisted creatures of Leng, and believe their primary purpose is to prevent the spread of that dark influence. \n'b' Variant: Schism Yakirian \n'b' Yakirian culture is split. One side holds to the oath of enlightenment, while the other encourages devouring the souls of their enemies. This affords the yakirian greater power but destroys the victim\xe2\x80\x99s soul in the process. The different yakirian groups still work together other to oppose the remnants of Leng. \n'b' A yakirian who follows the divergent philosophy gains the following special trait. \n'b'\n'b' Soul Consumption . When a schism yakirian consumes a creature\xe2\x80\x99s heart, it also consumes the soul. The duration of the benefits increases to 8 hours. In addition, the yakirian gains advantage on all attack rolls, ability checks, and saving throws, and all attack rolls made against the yakirian have disadvantage. The soul is trapped within the yakirian for 24 hours, after which it is destroyed. If the yakirian dies before that time, the soul is released. While the soul is trapped, any magic used to revive the dead creature fails unless the caster succeeds on a DC 15 spellcasting ability check. Once the soul is destroyed, only a wish spell can bring it back. \n'b'\n'b' A schism yakirian has a challenge rating of 3 (700 XP).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yali \n'b' Medium construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 51 (6d8 + 24) Speed 50 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 7 (\xe2\x80\x932) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Wis +4 Skills Perception +6, Stealth +4 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 16 Languages understands Common but can\xe2\x80\x99t speak Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The yali doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the yali remains motionless, it is indistinguishable from an ordinary statue. \n'b' Flinging Pounce . If the yali moves at least 20 feet straight toward a Large or smaller creature and then hits it with a Tusk attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be thrown up to 15 feet in a random direction and forced prone . If the thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be forced prone . \n'b' Standing Leap . The yali\xe2\x80\x99s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The yali makes one Tusk attack and one Claw attack . \n'b' Tusk . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d4 + 5) slashing damage. \n'b' Trumpeting Blast (Recharge 5\xe2\x80\x936) . The yali unleashes a warbling sound in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw. On a failure, a creature takes 10 (4d4) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t deafened . A deafened 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' This living statue has the claws and mane of a lion, the ears and trunks of an elephant, and the hindquarters of a swift horse. \n'b' With mighty tusks, claws, and a trumpeting blast, yali are steadfastly loyal guardian constructs. Some variants have the heads of tusked horses or dogs, and while they may bellow or bark rather than bugle, such differences are purely cosmetic. \n'b' Ageless and Unyielding . Priests and abbots employ extended rituals to craft packs of yali dedicated to protecting holy sites. Created as stoic and incorruptible defenders of a sacred temple or a sprawling monastery, they are most commonly found in tropical environments. Yali can stand perfectly still, mimicking carved pillars or gate ornaments, awaiting the command to leap into action and repel bandits, heretics, or enemy soldiers. \n'b' Mounts of Unusual Size . Despite being smaller than a horse, the yali\xe2\x80\x99s great strength means they can, and occasionally do, act as mounts for the faithful of a particular temple. \n'b' Sometimes this service is temporary to ensure important messengers arrive unharmed, while other times they are given as gifts to those who have performed a great deed for the institution. They can easily carry a single human or two halflings and don\xe2\x80\x99t tire as a horse does, making them prized among professional couriers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yamata-no-Orochi \n'b' Gargantuan dragon (titan), neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 717 (35d20+350) Speed 80 ft., swim 50 ft.\n'b' STATS STR: 30 (+10) DEX: 7 (-2) CON: 30 (+10) INT: 13 (+1) WIS: 22 (+6) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +19, Con +19, Cha +16 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Skills Athletics +19, Perception +15 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 25 Languages Common, Draconic Challenge 30 (155,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . Yamata-no-Orochi can breathe air and water. \n'b' Independent Minds . Yamata-no-Orochi has eight heads. If Yamata-no-Orochi fails a saving throw against an effect that would cause it to be charmed or frightened , only one of its heads is affected. These heads also count as separate creatures for the purposes of spells such as hold monster which would normally affect Yamata-no-Orochi as a single creature. \n'b' Innate Spellcasting . Yamata-no-Orochi\xe2\x80\x99s spell casting ability is Charisma (spell save DC 24). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : earthquake , tsunami \n'b'\n'b' Legendary Resistance (3/Day) . If Yamata-no-Orochi fails a saving throw, it can choose to succeed instead. \n'b' Massive Size . Yamata-no-Orochi occupies a space of 60 feet by 60 feet instead of the space a Gargantuan creature would normally occupy. \n'b' Sake Addict . If there is an open container containing at least 1 gallon of sake within 120 feet of Yamata-no-Orochi, it must make a DC 15 Wisdom saving throw or one of its heads at random begins to drink the sake. This lasts for 1d4 turns and during this time, that head cannot use its Breath Weapon or make a bite attack during this time. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Yamata-no-Orochi makes eight bite attacks or uses its Breath Weapons ability twice. \n'b' Bite . Melee Weapon Attack : +19 to hit, 60 ft. reach, one target. Hit : 37 (5d10 + 10) piercing damage. \n'b' Breath Weapons (Recharge 5-6) . Each of Yamata-no-Orochi\xe2\x80\x99s heads produces a different breath weapon. Each breath weapon requires a DC 23 Dexterity saving throw to avoid any damage done by the breath weapon as well as any secondary effects. The type of heads and breath weapon they correspond to are:\n'b'\n'b'\n'b' Aquamarine band : Yamata-no-Orochi breathes a gout of water in a 100-foot line dealing 104 (16d12) bludgeoning damage. \n'b' Black band : Yamata-no-Orochi spews acid in a 100-foot line dealing 104 (16d12) acid damage. \n'b' Green band : Yamata-no-Orochi breathes a miasma of poison breath in a 60-foot cone dealing 52 (8d12) damage and poisoning any creature that fails its saving throw. \n'b' Polychromatic band : Yamata-no-Orochi releases psychic waves in a 60-foot cone dealing 52 (8d12) psychic damage and confusing any creature that fails its saving throw as per the spell confusion . A confused creature can repeat its saving throw at the end of each of its turns. \n'b' Red band : Yamata-no-Orochi breathes raging flames in a 60-foot cone dealing 104 (16d12) fire damage. \n'b' Unbanded : Yamata-no-Orochi screams waves of sonic energy in a 60-foot cone dealing 52 (8d12) thunder damage and deafening any creature that fails its saving throw. \n'b' White band : Yamata-no-Orochi breathes a blizzard in a 60-foot cone dealing 104 (16d12) cold damage. \n'b' Yellow band : Yamata-no-Orochi breathes a stream of electricity in a 100-foot line dealing 104 (16d12) lightning damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Yamata-no-Orochi 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. Yamata-no-Orochi regains spent legendary actions at the start of its turn. \n'b'\n'b' Fast Healing (Costs 2 Actions) . Yamata-no-Orochi regains 20 hit points . \n'b' Breath Weapon . Yamata-no-Orochi can use a breath weapon attack that it has not used in the past minute. \n'b' Retributive Bite . Yamata-no-Orochi can make a bite attack against any creature which damaged it in the past round. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), Yamata-no-Orochi takes a lair action to cause one of the following effects; Yamata-no-Orochi can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Yamata-no-Orochi can cause an explosion of magical energy in one creature\xe2\x80\x99s square, dealing 7 (2d6) thunder damage and 7 (2d6) fire damage unless the creature succeeds a DC 23 Dexterity saving throw. \n'b' Yamata-no-Orochi can forcibly teleport a creature in its lair to any other space within the lair unless the creature succeeds a DC 23 Charisma saving throw. \n'b' Yamata-no-Orochi can cast the spell teleport , teleporting to a location outside of the lair. Yamata-no-Orochi only uses this option if it legitimately feels its life is threatened. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing Yamata-no-Orochi\xe2\x80\x99s lair is shaped by the its destructive power, which creates one or more of the following effects: \n'b'\n'b' The landscape is ravaged and no crops can grow within 10 miles of Yamata-no-Orochi\xe2\x80\x99s lair. \n'b' Pockets of wild magic begin to appear within 5 miles of Yamata-no-Orochi\xe2\x80\x99s lair, causing unexplainable and unpredictable effects. \n'b' Gravity doubles within 1 mile of Yamata-no-Orochi\xe2\x80\x99s lair, causing the entire area to become difficult terrain unless magical protection is used. \n'b'\n'b' ABOUT \n'b' Yamata-no-Orochi is a ferocious and nigh indestructible draconic creature that lairs in large rivers or along seashores. \n'b' It has eight heads and eight tails, all capable of delivering ferocious blows. It also typically bodily checks its opponents or crushes them under its massive body as it charges through. \n'b' The necks supporting the creature\xe2\x80\x99s heads all have different colored bands denoting the dangerous breath weapons Yamata-no-Orochi can bring to bear. Yamata-no-Orochi is unlike many other dragons in that it cannot fly, but it is a strong swimmer, and its serpentine body makes it impossible to trip. When the creature is not involved in hunting prey or battling opponents, the individual heads argue with each other. Once Yamata-no-Orochi has a goal in sight, it focuses all its attention on that goal. Yamata-no-Orochi is 30 feet in length and its heads reach another 30 feet high, while its strong serpentine tails extend about as long. The creature weighs 25 tons. \n'b' Roused from Slumber . While Yamata-no-Orochi spends many months sleeping in its watery lair, where it can be near the treasure it has buried in the silt or sand, it makes forays to nearby kingdoms to demand its favorite food of humanoid flesh. Yamata-no-Orochi preys on large families and demands at least one child per visit. It relies on its massive size, impressive array of abilities, and generally imposing attitude to get what it wants. Typically a single child sates the dragon\xe2\x80\x99s appetite and it returns to its lair to digest its meal and then return to sleep. Yamata-no-Orochi makes no secret of the location of its lair, and the wake of devastation on the land provides ample clues to the location. The temperamental creature throws a tantrum when it doesn\xe2\x80\x99t get its way and leaps into the air over a body of water or on land to create devastating fissures in the ground or massive waves to harm those who keep it from what it wants. \n'b' Sake Drinker . Yamata-no-Orochi is extremely aggressive, especially when something rouses it from its slumber, an easy mistake to make since the creature can sense vibrations in the ground, readily alerting it to trespassers. However, Yamatano-Orochi has a penchant for sake, which it sometimes crafts for itself. An expert craftsperson who brews a particularly fine brand of sake can lure the creature to its doom as it obsessively seeks out the drink, heedless of any dangers on the way to its prize.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Rattok \n'b' Family: Demons \n'b' Wearing filthy hoods to hide their snouts, these small, ratlike demons squeaked with delight as they tore apart the innkeeper\xe2\x80\x99s cat. Everything they left behind was dead, injured, or befouled with their urine and scat. \n'b' Small fiend (demon), chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 66 (12d6 + 24) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 6 (-2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Resistances cold, lightning Damage Immunities fire, necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages Abyssal, Common, Void Speech Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Bottled Soul (3/day) . As a bonus action , the rattok demon consumes one of the bottled souls in its possession, regaining 7 (2d4 + 2) hp and gaining advantage on all attack rolls and ability checks for 1 round. Any non-fiend who consumes a bottled soul regains 7 (2d4 + 2) hit points and must make a DC 14 Constitution saving throw. On a failure, the creature is stunned for 1 round and poisoned for 1 hour. On a success, the creature is poisoned for 1 hour. \n'b' Fire Dancer . Whenever the rattok demon is subjected to fire or necrotic damage, it takes no damage and instead is unaffected by spells and other magical effects that would impede its movement. This trait works like the freedom of movement spell, except it only lasts for 1 minute. \n'b' Magic Resistance . The rattok has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The rattok makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 3 (1d6) necrotic damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b' Necrotic Rush (Recharge 5-6) . The rattok unleashes a wave of shadowy versions of itself that fan out and rake dark claws across all creatures within 15 feet. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Thoroughly gross and decadent, rattok demons sport patchy fur, sharp whiskers, notched ears, dangling charms and amulets, and long claws. They delight in manipulating souls and are fond of both necrotic energy and pure flames. \n'b' Servants . Often called rat demons, the rattok do serve the Demon Lord of Rats, though many also serve other demons. They are greasy, sneering, smug and horrible bullies to lesser demons and enjoy tormenting those they catch. At the same time, they are complete toadies to larger and more powerful demons-though bold enough to sometimes play tricks on their masters. They spend most of their time in narrow tunnels, sewers, and caverns of the Abyss. \n'b' Necrotic Connoisseurs . Rattok demons collect, bottle, and often distill and flavor souls, trading them and generating abhorrent bottled spirits from them. These bottled souls resemble potions. Consuming a bottled soul destroys a portion of a living soul and floods the drinker\xe2\x80\x99s mind with some of the soul\xe2\x80\x99s memories. \n'b' Mishappen Claws, Black Hearts . A rattok demon\xe2\x80\x99s peculiar claws are a visible sign of its foulness, but its true evil lies within. Rattoks are famous as torturers, cannibals, slavers, and connivers-they constantly strive to outdo one another in vileness, and, among demonkind, they are known for their especially inventive evil deeds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yann-An-Oed \n'b' From the fog, a monstrous form emerges. Its initial resemblance to an upright toad is quickly dispelled, as it reaches out with masses of long, writhing tentacles. Six eyes glow balefully above its massive fissure of a mouth. \n'b' Huge aberration , neutral \n'b' Armor Class 12 (natural armor) Hit Points 47 (5d12 + 15) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 15 (+2) DEX: 11 (+0) CON: 17 (+3) INT: 8 (-1) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +2 Senses blindsight 60 ft., passive Perception 14 Languages Aquan, telepathy 120 ft. Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The yann-an-oed can breathe air and water. \n'b' Underwater Camouflage . The yann-an-oed has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) piercing damage. \n'b' Tentacles . Melee Weapon Attack : +4 to hit, reach 15 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained . The yann-an-oed can have only two targets grappled at a time. \n'b' Swallow . The yann-an-oed makes a bite attack against a Large or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained , it has total cover against attacks and other effects outside the yann-an-oed, and it takes 7 (2d6) acid damage at the start of each of the yann-an-oed\xe2\x80\x99s turns. A yannan- oed can have only one creature swallowed at a time. If the yann-an-oed takes 10 damage or more on a single turn from the swallowed creature, the yann-an-oed must succeed on a DC 11 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the yann-an-oed. If the yann-an-oed dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone . \n'b' Hoot (Recharges after a Short or Long Rest) . The yann-an-oed emits an owl-like hoot from a blowhole near the top of its head. Each creature within 120 feet that is able to hear the sound must succeed on a DC 12 Wisdom saving throw or return the hooting sound, if it can make noise. The yann-an-oed is able to unerringly track a creature that responds to its call for 1 hour, even if the creature is hidden by magic or on another plane of existence. \n'b'\n'b' About \n'b' Shaped like a bipedal frog or toad, its arms are stumps that end in a mass of long, writhing tentacles.Three yellow eyes adorn either side of the yann-an-oed\xe2\x80\x99s head, and its mouth is a massive fissure. \n'b' Dimensional Drifters . Found in oceans across multiple dimensions, many believe the spores of the yann-an-oed drift through the spaces between realities until they find a world that has adequate water and prey.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yaojing \n'b' Medium celestial , neutral good \n'b' Armor Class 15 Hit Points 202 (27d8 + 81) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 21 (+5) CON: 16 (+3) INT: 16 (+3) WIS: 18 (+4) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Wis +9, Cha +10 Skills Insight +9, Perception +9 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , deafened , exhaustion , frightened Senses truesight 60 ft., passive Perception 19 Languages all, telepathy 120 ft. \n'b' Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charlatan\xe2\x80\x99s Bane . The yaojing knows if it hears a lie, and it has advantage on Wisdom ( Insight ) checks to determine if a creature is attempting to deceive it. \n'b' Magic Resistance . The yaojing has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The yaojing\xe2\x80\x99s weapon attacks are magical. \n'b' Motion Blur . If the yaojing moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn. \n'b' Innate Spellcasting . The yaojing\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no verbal or material components.\n'b'\n'b'\n'b' At will : detect evil and good , silence \n'b' 3/day each : beacon of hope , bestow curse \n'b' 1/day each : death ward , dispel evil and good \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The yaojing uses Blasphemer\xe2\x80\x99s Bane. It then makes three attacks. \n'b' Sacred Fist . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage and 13 (3d8) radiant damage. \n'b' Sacred Bolt . Ranged Spell Attack : +10 to hit, range 60 ft., one target. Hit : 22 (5d8) radiant damage. \n'b' Blasphemer\xe2\x80\x99s Bane . The yaojing makes a ward of censure against a creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be unable to cast spells or maintain concentration on spells until the beginning of the yaojing\xe2\x80\x99s next turn. \n'b' Radiant Spin (Recharge 5-6) . The yaojing performs a spinning kick brimming with radiant energy. Each creature within 10 feet of the yaojing must make a DC 18 Dexterity saving throw. On a failure, a creature takes 22 (5d8) bludgeoning damage and 22 (5d8) radiant damage and is pushed up to 10 feet away from the yaojing. On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed. \n'b'\n'b' ABOUT \n'b' This long-nosed, fox-like humanoid gestures silently with a smile on its lips and a twinkle in its eyes. \n'b' Yaojing find peace traveling the wilds and quietly helping homesteaders and other travelers. They appear to be wiry redheaded men in light clothing. Their features are a mix of human and fox with a long nose, weak chin, and clever eyes. \n'b' Silent Servitors . Before they arrive on the Material Plane, yaojing take a vow of silence. Their vow precludes them from using their telepathy or voice to communicate with mortals. If a yaojing under vow is forced to communicate with more than sign or body language, it must retire to its planar home to live in silent contemplation for 108 years before it can once again travel the Material. \n'b' Charlatan Haters . Yaojing hate nothing so much as those who would use a mortal\xe2\x80\x99s faith in the gods against them. When yaojing encounter such shysters in their travels, they work tirelessly to bring the charlatans to justice and remove the blight such creatures represent. Yaojing prefer to turn the charlatans over to local authorities for punishment appropriate to the laws of the land they are traveling, but they take on the role of judge when representatives of the law are absent. \n'b' Mountain Mystics . Some yaojing take up a monastic life. \n'b' They build shrines on mountaintops where they silently teach their small congregations of adherents the joys of a quiet life of service and contemplation. They also teach their disciples how to avoid being fooled by charlatans and that harmonious societies must be free of such liars.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yathon \n'b' Large humanoid , neutral \n'b' Armor Class 15 (natural armor) Hit Points 152 (16d10 + 64) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 10 (+0) WIS: 16 (+3) CHA: 7 (?2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 120 ft. (blind beyond this radius), passive Perception 13 Languages Common, Orc Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Echolocation . The yathon can\xe2\x80\x99t use its blindsight while deafened . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The yathon makes two attacks. If it hits a Medium or smaller creature with two claw attacks, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained , the yathon can automatically hit the target with its claws, and the yathon can\xe2\x80\x99t make claw attacks against other targets. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft. or range 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b' Greatsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 19 (4d6 + 5) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 150/600 ft., one target. Hit : 15 (2d8 + 2) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Precognition (Recharge 6) . The yathon catches a glimpse of an attack just before it lands, giving it time to react. When a creature the yathon can see hits it with a melee attack, the attacker has disadvantage on the attack roll. Alternatively, when the yathon misses with a melee weapon attack, it can reroll the attack roll with advantage. \n'b'\n'b' ABOUT \n'b' This large, bestial-looking creature is dark gray, with powerful muscles, long arms, sharp claws at the end of five-digit fingers, fine, short fur, and enormous, bat-like wings. Its face is an odd combination of orc and bat. Its brows are heavy, its nose is a snout, and its mouth is full of sharp teeth. Its ears are tall and pointed. \n'b' Distantly Related to Orcs . Yathon seem to have just as much in common with bats as they have with orcs. Their species is a seemingly perfect melding of the two, as they have the power and ferocity of the orc but the communal nature, flying, and sonic perception of a bat. It is unknown if they are the product of some mad wizard\xe2\x80\x99s experiment or if they are simply cousins of orcs. \n'b' Communal . Yathon live in communities of ten to twenty. They are brutal and tribal in nature, and they fight ferociously. Yathon often capture prey in their claws, carry it into the air, and drop it from great heights. Despite their primitive tactics, they have a minor precognition that aids them in battle. This precognition seems to be driven by instinct as much as anything else, but many believe it was a gift from some god.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yavalnoi \n'b' Large aberration , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 126 (12d10 + 60) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 20 (+5) INT: 12 (+1) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +6 Skills Perception +6 Damage Resistances cold Senses darkvision 90 ft., passive Perception 16 Languages Aquan, Primordial Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Water Breathing . The yavalnoi can breathe only underwater. \n'b' Innate Spellcasting . The yavalnoi\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At will : ray of enfeeblement , silent image \n'b' 3/day : control water , slow \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The yavalnoi makes three attacks: one with its bite, one with its claw, and one with its tail. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Tail . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Luminous Burst (Recharge 5-6) . The anchor-shaped organ atop the yavalnoi\xe2\x80\x99s head emits a burst of blue light. Each hostile creature within 30 feet of the yavalnoi must succeed on a DC 15 Wisdom saving throw or be outlined in blue light for 1 minute. While outlined in blue light, a creature can\xe2\x80\x99t breathe underwater. This effect dispels spells such as water breathing and temporarily suppresses water breathing granted through magic items or a creature\xe2\x80\x99s natural physiology. In addition, the yavalnoi and creatures friendly to the yavalnoi have advantage on attack rolls against creatures outlined in blue light. A creature outlined in blue light can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Call of the Deep (1/Day) . The yavalnoi magically calls 2d4 giant crabs or 1 giant octopus. The called creatures arrive in 1d4 rounds, acting as allies of the yavalnoi and obeying its spoken commands. The beasts remain for 1 hour, until the yavalnoi dies, or until the yavalnoi dismisses them as a bonus action. \n'b'\n'b' ABOUT \n'b' Rising up from the seafloor is a nightmarish creature resembling an obese mermaid with a wide, fluked tail, claws, and a humanoid head with a fish-like mouth and large, saucer-like, yellow eyes. An organ like the anchor of a boat emerges from its brow, shedding a pale blue light that glimmers off its iridescent crimson scales. \n'b' Monster Creator . Yavalnois are wicked aberrations capable of procreating with almost any creature from the sea, be it a sahuagin, giant crab, or even a kraken. The results of these unions vary. Most often the offspring is identical to the other parent, but sometimes it is another yavalnoi or something completely different, leading to many of the more aberrant creatures of the deep oceans. \n'b' Objects of Worship . Many intelligent evil sea creatures such as sahuagin and lesser scrags venerate yavalnois almost as if they were gods, guarding them and keeping them happy and fed. A yavalnoi is usually accompanied by several fawning sahuagin, scrags, or similar monsters willing to lay down their lives for it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bird, Read \n'b' Small beast , neutral good \n'b' Armor Class 12 \n'b' Hit Points 13 (3d6) \n'b' Speed 10 ft., fly 60 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 16 (+3) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +5, Wisdom +5 \n'b' Skills Arcana +5, History +5, Insight +5, Investigation +5, Nature +5, Perception +5, Religion +5 \n'b' Condition Immunities exhaustion \n'b' Senses passive Perception 15 \n'b' Languages Common and seven other languages \n'b' Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Beast of Burden . The read bird is considered to be a Medium animal for the purpose of determining its carrying capacity. \n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b'\n'b' ABOUT \n'b' This bird has a head and bill rather like a duck\xe2\x80\x99s, a body shaped and colored like a parrot, but much larger, while its tail opens out into an enormous fan. \n'b' Read birds are highly educated talking birds who ally themselves with a humanoid for life. They are often in the royal courts of island nobility, where they can read aloud for hours at a time without growing hoarse or weary. They are seafarers at heart and with their keen wit and clever mind, make excellent travel companions and able shipmates. \n'b' Rare Breed . Read birds are rare avians that have been bred by the Kings of Octagon Island. Read birds imprint at birth upon the first creature they say and adopt their language, but their facility for learning goes far beyond that. Each generation of kings is assigned their own read bird , bred from a clutch of otherwise normal birds who can mimic human speech but are not capable of comprehending the Common tongue. \n'b' Counting to Eight . Read birds are quite bright, and their facility to count to eight determines the king\xe2\x80\x99s next royal bird . Once selected, the read bird is exposed to various languages. Given that Octagon Island is a land of eights, it is up to the eight scholars to train the royal read bird , each training it in a particular tongue. Read birds speak eloquently and at great length, and since they don\xe2\x80\x99t speak using a larynx like humans, they can read for hours on end. \n'b' They are also surprisingly strong for their size , which is useful when read birds go on adventures to distant lands.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yawning Maw, Common \n'b' Family: Yawning Maw \n'b' Huge ravager (devastation), chaotic evil or unaligned \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 147 (14d12 + 56); Wound Threshold 37 \n'b' Speed 40 ft., burrowing 30 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 18 (+4) INT: 6 (-2) WIS: 18 (+4) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Perception +8, Survival +8 \n'b' Damage Vulnerabilities acid \n'b' Damage Resistances cold, fire; bludgeoning, piercing and slashing from non-magical attacks \n'b' Damage Immunities poison \n'b' Condition Immunities blinded , frightened , paralyzed , poisoned \n'b' Senses blindsight 80 ft., passive Perception 18 \n'b' Languages Phantasm \n'b' Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrosive Fluids . After dealing a Wound or a critical hit to the yawning maw, the melee weapon or ammunition used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The molting yawning maw makes two attacks, one with its bite and one with its tail. Or it makes two Hurl Fangs attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one creature. Hit : 6 (1d4 + 4) bludgeoning damage plus 6 (1d12) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn. \n'b' Hurl Fangs . Ranged Weapon Attack : +3 to hit, range 50/200 ft., one creature. Hit : 5 (1d8 + 1) piercing damage, and the target must succeed on a DC 14 Constitution saving throw, taking 13 (2d12) poison damage on a failure or half as much damage on a success. \n'b' Tail . Melee Weapon Attack : +6 to hit, reach 15 ft., one creature. Hit : 7 (1d6 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone . When molting, the yawning maw\xe2\x80\x99s scales grow dull and fall off. Then, the creature seeks out narrow corridors where it rubs itself against the walls to shed quicker. But to think that the creature is deprived of its freedom of movement , making it open to attack , is to strongly underestimate its capacity to dig into the rock to escape\xe2\x80\xa6 before coming back to catch its attacker from behind! \n'b' Regenerate . The yawning maw regains 10 hit points at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The yawning maw makes three attacks, two with its bite and one with its tail. Or it makes three Hurl Fangs attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit : 9 (1d8 + 5) bludgeoning damage plus 13 (2d12) poison damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. \n'b' Hurl Fangs . Ranged Weapon Attack : +5 to hit, range 50/200 ft., one creature. Hit : 5 (1d8 + 1) piercing damage, and the target must succeed on a DC 16 Constitution saving throw, taking 19 (3d12) poison damage on a failure, or half as much damage on a success. \n'b' Tail . Melee Weapon Attack : +9 to hit, reach 15 ft., one creature. Hit : 10 (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone . \n'b'\n'b' REACTIONS \n'b'\n'b' Reflex Hurl . The yawning maw can use its Hurl Fangs attack against a creature that moves within 50 ft of it. \n'b'\n'b' ABOUT \n'b' The yawning maw is a huge, blind worm with glistening red scales. Its head is but a gaping mouth layered with several rows of serrated, tapered teeth. The creature can hurl its teeth at its targets with rare violence\xe2\x80\x94with the missing fangs immediately replaced by the next rows. It roams tirelessly through the corridors of the Netherworld, always on the lookout for prey, which it locates by the vibrations it emits. \n'b' However, this monster suffers from an exploitable flaw: due to its rapid metabolism, it molts at least once a month, which considerably weakens its natural armor of scales.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yawning Maw, Molting \n'b' Family: Yawning Maw \n'b' Huge ravager (devastation), chaotic evil or unaligned \n'b' Armor Class 11 (natural armor) \n'b' Hit Points 147 (14d12 + 56); Wound Threshold 37 \n'b' Speed 40 ft., burrowing 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 18 (+4) INT: 6 (-2) WIS: 17 (+3) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Survival +5 \n'b' Damage Vulnerabilities acid, cold, fire; bludgeoning, piercing and slashing \n'b' Damage Immunities poison \n'b' Condition Immunities blinded , frightened , paralyzed , poisoned \n'b' Senses blindsight 80 ft., passive Perception 15 \n'b' Languages Phantasm \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrosive Fluids . After dealing a Wound or a critical hit to the molting yawning maw, the melee weapon or ammunition used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b'\n'b' ABOUT \n'b' The yawning maw is a huge, blind worm with glistening red scales. Its head is but a gaping mouth layered with several rows of serrated, tapered teeth. The creature can hurl its teeth at its targets with rare violence\xe2\x80\x94with the missing fangs immediately replaced by the next rows. It roams tirelessly through the corridors of the Netherworld, always on the lookout for prey, which it locates by the vibrations it emits. \n'b' However, this monster suffers from an exploitable flaw: due to its rapid metabolism, it molts at least once a month, which considerably weakens its natural armor of scales.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ychen Bannog \n'b' Gargantuan beast , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 186 (12d20 + 60) Speed 50 ft.\n'b' STATS STR: 28 (+9) DEX: 10 (+0) CON: 21 (+5) INT: 3 (-4) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning Condition Immunities exhaustion Senses passive Perception 11 Languages \xe2\x80\x94 Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Siege Monster . The ychen bannog deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ychen bannog makes one Gore attack and two Stomp attacks. \n'b' Gore . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 25 (3d10 + 9) piercing damage. If the ychen bannog scores a critical hit, it rolls damage dice three times, instead of twice. \n'b' Stomp . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 22 (3d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be forced prone . \n'b' Deafening Bellow (Recharge 5-6) . The ychen bannog delivers a fearsome bellow in a 60-foot cone that is audible out to 1 mile. Each creature in the area must make a DC 17 Constitution saving throw. On a failure, a creature takes 44 (8d10) thunder damage and is deafened for 1 hour. On a success, a creature takes half the damage and isn\xe2\x80\x99t deafened . A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. \n'b' Overrun (Recharge 6) . The ychen bannog moves up to 30 feet in a straight line and can move through the space of any Large or smaller creature. This movement doesn\xe2\x80\x99t provoke opportunity attacks. The first time the ychen bannog enters a creature\xe2\x80\x99s space during this move, that creature must make a DC 17 Dexterity saving throw. On a failure, a creature takes 54 (12d8) bludgeoning damage and is forced prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t forced prone . \n'b'\n'b' ABOUT \n'b' The massive oxen shakes its head, sending a flock of birds flying. It groans out a yawn that sets nearby trees rattling. \n'b' Ychen bannogs are massive, ox-like beasts with thick, wooly coats and great horns like the gods\xe2\x80\x99 battering rams. They stand over forty feet tall at the shoulder and weigh hundreds of tons. Despite their awe-inspiring size, these towering creatures are peaceful wanderers in the wilderness, where their calls echo for miles. \n'b' Strongest Beasts in the World . Legends are built on the sturdy backs of ychen bannog. They are the strongest beasts of burden in the known world. Tamed ychen bannogs can haul entire communities, or even small castles, and a clever dwarf with a ychen bannog at its disposal can carve out enormous riverbeds, haul enormous stones, or reshape entire valleys with ease. \n'b' Ychen Warships . Giants have a particular affinity with the ychen bannogs. In times of war, giants sometimes build complex siege platforms atop these beasts, making effective transport for small armies of giants. Thankfully, ychen bannogs are rare enough that even seeing one in an army is a tale to be told for generations. \n'b' Louder Than Thunder . When riled, an ychen bannog can bellow loudly enough to shatter stones and knock down walls.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yedae \n'b' Large monstrosity , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 212 (25d10+75) Speed 50 ft., fly 50 ft.\n'b' STATS STR: 21 (+5) DEX: 11 (+0) CON: 17 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival +5 Saving Throws Strength +9, Constitution +7 Damage Immunities cold Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 11 (7200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Summon Storm . Once per day, the yedae can cast Storm of Vengeance with a DC of 17. \n'b' Magic Resistance . The yedae has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The yedae can strike twice with its claws and once with its Gore attack . \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 14 (2d8+5) slashing damage. \n'b' Gore . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 21 (3d10+5) piercing damage. \n'b' Roar (Recharge 6) . The yedae\xe2\x80\x99s roar is massive, sounding more like a deep, resonate, guttural growl that echoes the empty places of the frozen world. It consists of two parts; the first is a wave of sound that blasts all targets near the creature. Any creature within a 100-foot radius of the yedae suffers 11 (2d10) thunder damage. In addition, each creature in this radius must make a Wisdom save (DC 17) or be stunned until the end of their next turn. The sound wave precedes the frozen blast of its icy breath. In the same round that the sound strikes anyone within range, a 20-foot cone of icy breath emits from the yedae\xe2\x80\x99s mouth. All creatures within this cone must make a Constitution save (DC 17), taking 42 (12d6) cold damage on a failed save, or half as much on a successful one. \n'b'\n'b' ABOUT \n'b' The beast is huge, bound, and corded in muscle. Ape-like, the yedae are able to walk on their two short legs, or bowl over and charge on all four. Wide, roundish-flat snouts adorn their heads; thick, sharp teeth, built for rending and tearing, line the snout. Beyond the snout, the face widens into sallow cheek-like jawbones, from which two massive tusks sprout. The tusks bend up, curving toward the heavens, and are always adorned. The yedae\xe2\x80\x99s eyes are small, beady, and dark. A thick white fur covers the creature from head to foot. A long tail, ending in a knobby truncheon crowns the formidable creature. Massive wings adorn it as well, stretching from their backsides, with a wingspan of a score or more feet. \n'b' Arctic Hunters . The yedae are rare, solitary creatures that live in the frozen tundra, high mountains, glaciers, and similar frigid environments. Voracious hunters, they stalk and kill anything that crosses their path, from mountain goats to wandering people. They hole up in deep dens, preferring ice caves. Here they hoard their treasures. They place tremendous value on gold, particularly jewelry. They often adorn their tusks with golden bands and rings to mark their wealth. \n'b' Clever Loners . Intelligent creatures, the yedae speak the Vulgate or common speech. They speak the secret languages of their alignment as well. They do not often converse with anyone, however, filled as there are with constant nagging hunger. \n'b' Merciless stalkers . The yedae are fearsome in combat. They stalk their prey from the ground, but when they spy prey, they take wing. Once airborne, they summon a storm and follow it into the attack. Rising into the air, they fall upon their victims from above. They prefer to rend and tear their victims, lifting them off the ground and dropping them; falling upon the broken forms to slay them. Only when hard-pressed, or faced with multiple foes do they use the roar of utriel.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yell-Maker \n'b' Huge aberration, chaotic evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 126 (11d12) \n'b' Speed 20 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 20 (+5) INT: 5 (-3) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 \n'b' Damage Vulnerabilities necrotic \n'b' Senses blindsight 30 ft., passive Perception 14 \n'b' Languages understands Common but can\xe2\x80\x99t speak \n'b' Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The yell-maker can breathe air and water. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The yell-maker makes four attacks with its claws. \n'b' Painful Claw . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 27 (4d10 + 5) bludgeoning damage, and the target is grappled , escape DC 17. The yell-maker has four claws, each of which can grapple only one target. The target must also succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can\xe2\x80\x99t maintain concentration on a spell or any other effect that requires concentration. The poisoned 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' This awful thing has a body much like that of a crab, only rounder and of a jet-black color. Its eyes are bright yellow balls set on the ends of two horns that stick out of its head. \n'b' They are cruel looking eyes, too, and seem to be able to see every person in the room at the same time. The legs of the Yell-Maker, however, are the most curious part of the creature. There are six of them, slender and black as coal, and each extended twelve to fifteen feet from its body, when stretched out in a straight line. They are hinged in several places, so they can be folded up, or extended at will. At the ends of these thin legs are immense claws shaped like those of a lobster, and they are real nippers, of a most dangerous sort. \n'b' Yell-makers are deeply unpleasant ocean horrors employed by zogs to torture their enemies. They are fierce combatants in their own right, capable of taking on multiple opponents and dragging them back screaming to their masters. Yell-makers are deeply unnatural, evil things that most creatures instinctively know to avoid on sight. \n'b' Yell-makers are bred from a particular kind of giant crab, warped with dark magic so that it ceases to be a creature of nature and becomes an evil thing bent on spreading pain and suffering. Only zogs hold the secret to their creation . \n'b' In combat, yell-makers rely on their long claws to snip at opponents. They are adept at pinching opponents in the most painful way possible, making a yell-maker a difficult combatant to defeat. And yet yell-makers are vulnerable to attacks against aberrations, and spells like melt aberration are devastating to them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Rubezahl \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 136 (21d8 + 42) \n'b' Speed 50 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 14 (+2) INT: 11 (+0) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +6, Wis +5 \n'b' Skills Deception +8, Perception +5, Survival +5 \n'b' Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities lightning, thunder, poison \n'b' Condition Immunities poisoned , stunned \n'b' Senses blindsight 10 ft., darkvision 120 ft., passive Perception 15 \n'b' Languages Abyssal, Common, telepathy 120 ft. \n'b' Challenge 10 (5,900 XP) \n'b' Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Counting Compulsion . If a creature uses an action to point out an ordered group of objects that the rubezahl can see, such as a pile of gravel, the demon is compelled to count the entire group. Until the end of its next turn, the rubezahl has disadvantage on attack rolls and ability checks, and it can\xe2\x80\x99t take reactions . Once it has counted a given group of objects, it can\xe2\x80\x99t be compelled to count those objects again. \n'b' False Tongue . The rubezahl has advantage on Charisma ( Deception ) checks. In addition, magical attempts to discern lies always report that the rubezahl\xe2\x80\x99s words are true, and it can\xe2\x80\x99t be magically forced to tell the truth. \n'b' Magic Resistance . The rubezahl has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rubezahl makes one Gore attack and two Claw attacks. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) slashing damage plus 7 (2d6) lightning damage. \n'b' Gore . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) piercing damage, and the target creature must succeed on a DC 16 Strength saving throw or be forced prone . \n'b' Thunderstrike (Recharge 5\xe2\x80\x936) . The rubezahl calls a sizzling bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point the rubezahl can see within 150 feet of it. Each creature within 20 feet of that point must make a DC 16 Dexterity saving throw. On a failure, the creature takes 36 (8d8) lightning damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn\xe2\x80\x99t stunned . \n'b' Spellcasting . The rubezahl 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' At will : disguise self , fog cloud \n'b' 3/day each : gust of wind , sleet storm \n'b' 1/day : control weather (as an action) \n'b'\n'b' ABOUT \n'b' A pair of immense, branching antlers arches above this man\xe2\x80\x99s coldly gleaming eyes, and wicked claws tip his long fingers. \n'b' Assume Mortal Form . Rubezahls are capricious creatures with an affinity for weather, particularly lightning. Like the ever-changing weather, they are driven by constantly shifting motivations and mannerisms. They are consummate tricksters who delight in taking the form of innocuous mortals, like traveling monks, tinkers, or lost merchants. They love to play the friend with their nearly undetectable lies, slipping into the confidence of unsuspecting mortals before murdering them. \n'b' Counting Demons . Rubezahls have a weakness, however. They are known as counting demons, and a savvy mortal who knows its nature can confound one with groups of objects: a handful of coins, a basket of apples, even a bed of flowers. If the objects are clearly pointed out to the rubezahl, the creature becomes distracted until it counts each item in the group. \n'b' Unfortunately for mortals, rebezahls can count startlingly fast; even a mound of gravel takes no more than a few moments for a rubezahl to assess. Rubezahl loathe being compelled this way, and they are driven to annihilate any mortal bold enough to exploit this weakness.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yeren \n'b' Large giant (shapechanger), neutral evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 90 (11d10 + 33) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 16 (+3) INT: 14 (+2) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Con +6, Wis +3, Cha +5 \n'b' Skills Deception +8, Perception +3, Sleight of Hand +7, Stealth +4 \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Common, Giant \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The yeren\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The yeren can innately cast the following spells, requiring no material components: \n'b'\n'b' 3/day each : entangle , fog cloud , thunderwave \n'b' 1/day each : dominate beast , glyph of warding (spell glyph only), symbol (insanity only) Regeneration. The yeren regains 10 hit points at the start of its turn if it has at least 1 hit point. \n'b'\n'b' Scrawl Yeren Symbol . The symbol created by the yeren\xe2\x80\x99s Innate Spellcasting trait steals the memories from its victims. At the end of this effect, a creature forgets any interactions with a yeren that occurred over the past 24 hours. The creature\xe2\x80\x99s memory can be restored in the same fashion as though affected by a modify memory spell. A creature that loses its memories to a yeren symbol can\xe2\x80\x99t lose its memories from another yeren symbol for 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The yeren makes three attacks: one with its bite and two with its claws. \n'b' Bite (Yeren Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Claw (Yeren Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Change Shape . The yeren can magically polymorph into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size , its statistics are the same in each form. Its equipment, if any, does not transform. If the yeren dies, it reverts to its true form. \n'b' Steal (Yeren Form Only) . The yeren makes a Dexterity ( Sleight of Hand ) check against the target\xe2\x80\x99s passive Perception to steal a carried or worn item. The yeren has disadvantage on the check to steal a worn item if it is secured (such as worn ring, or item in a closed pouch). \n'b'\n'b' ABOUT \n'b' Yeren are rarely found in collusion with other oni , for they have no concerns with the mortal world\xe2\x80\x94beyond indulging in its wilderness. Yeren despoil lands, hunt areas to extinction, and actively push back the advances of civilization. They\xe2\x80\x99re often confused for other, more curious species, such as sasquatches or yetis, but are far more aggressive in nature. A yeren that is seen, enters an almost immediate rage, rushing those that discovered it in a vicious display of claws and bites. \n'b' An unseen yeren attempts to steal trinkets and good from those unaware of its presence. A typical yeren oni stands 11 feet tall and weighs around 700 pounds. \n'b' Groups of yeren sometimes form in the deepest of wilderness regions, preferring the secluded nature of forests, jungles, or mountains. Unlike peaceful species, the yeren are quick to tax the natural resources of a location, and often relocate. Yeren pick up others of their kind, creating continually growing tribes, though sometimes they come into conflict among one another. They constantly vex innocent kami, whose wards they defile at the earliest opportunity; yeren not being far enough removed from their oni brethren to leave even an unobtrusive kami to its business. \n'b' Symbols scrawled across the breadth of yeren territory are the hallmark of these creatures. Yeren can magically imbue their scrawled symbols to befuddle those viewing them. If a yeren views an outsider affected by their scrawled symbols, they\xe2\x80\x99ll quickly break from cover and attempt to steal from the confused target. After taking a few choice items, the yeren retreats back into whatever natural cover is available, and the final magic of its symbol erasing all memory of the yeren from its target. Those of sufficient willpower, can overcome the power of a yeren scrawling, earning the deadly ire of the oni . Yeren fight to the death against creatures who discern their whereabouts and overcome the magic of their symbols, unwilling to risk discovery by others.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yeth Hound Thrall \n'b' Medium fiend , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 58 (9d8 + 18) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 15 (+2) INT: 6 (-2) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception + 6, Stealth +6, Survival +6 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t silvered Senses darkvision 60 ft., passive Perception 16 Languages understands Abyssal and Infernal but can\xe2\x80\x99t speak them Challenge 3 (700 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6+3) piercing damage and the target must make a DC 11 Wisdom saving throw or take 10 (3d6) psychic damage. Creatures that are frightened have disadvantage on this Wisdom saving throw. \n'b' Bay (1/Day) . The yeth hound can howl, causing all creatures other than fiends that can hear within 300 feet to make a Wisdom saving throw. Those who fail are frightened for 1 minute. A creature frightened by this effect can make another saving throw at the end of each of their turns, ending the effect on a success. A creature that successfully saves is immune to this yeth hound\xe2\x80\x99s bay for 24 hours.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Redfrost Yeti \n'b' Family: Yeti \n'b' Huge monstrosity , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 149 (12d12 + 72) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 24 (+7) DEX: 8 (-1) CON: 3 (+6) INT: 7 (-2) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +3 Damage Immunities cold Senses darkvision 60 ft; passive Perception 15 Languages Yeti Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Fear of Fire . If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. \n'b' Fury from Flame . If the yeti takes fire damage, it has advantage on attack rolls for the next minute if it is not under the effects of its Fear of Fire trait. \n'b' Keen Smell . The yeti has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Actions \n'b' Multiattack . The yeti can use its Chilling Gaze and makes two claw attacks and a bite attack . \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 11 (1d8 + 7) slashing damage. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage. \n'b' Chilling Gaze . The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target\xe2\x80\x99s saving throw is successful, or if the effect ends on it, the target is immune to this yeti\xe2\x80\x99s gaze for 1 hour. \n'b' Reactions \n'b' Lash Out . If the yeti takes fire damage, it can immediately make a claw attack against a creature that is within range. This attack is at disadvantage from the fear of fire trait.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yeti \n'b' Family: Yeti \n'b' Large monstrosity , neutral \n'b' Armor Class 14 (natural armor) Hit Points 95 (10d10 + 40) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 18 (+4) INT: 9 (-1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +3 Damage Immunities cold Condition Immunities frightened Senses darkvision 60 ft., passive Perception 15 Languages Yeti Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Keen Smell . The yeti has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pyrophobic . If the yeti takes fire damage, it has disadvantage on attacks, saving throws, and ability checks until the end of its next turn. \n'b' Camouflage . The yeti has advantage on Dexterity ( Stealth ) checks made to hide in mountainous and snowy terrain. \n'b' Actions \n'b' Multiattack . The yeti can make two Claw attacks and use its Icy Glare ability. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 3 (1d6) cold damage. \n'b' Icy Glare . The yeti glares at one creature within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw or take 14 (4d6) cold damage and be frightened 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 the target\xe2\x80\x99s saving throw is a success, it is immune to the Icy Glare of the yeti for 1 hour. \n'b' About \n'b' Mysterious and rarely seen (save by victims), the yeti is a towering denizen of the loneliest and tallest mountain peaks. Those who dwell upon the lower reaches of such storied slopes whisper tales of \xe2\x80\x9cabominable snowmen\xe2\x80\x9d who come down from the heights to raid, taking livestock or even humans as prey and leaving behind only monstrous barefoot tracks in the bloodstained snow. \n'b' Although yeti stories are accurate in their portrayals of fierce, stealthy, and immensely strong creatures, they are not when it comes to ascribing the yeti\xe2\x80\x99s temperament and source. They dwell in small tribes atop their distant mountains, where they are sheltered from contact with most other races. Those with violent or cruel natures are usually forced out of tribes to live lonely lives as exiles, and without the support of a tribe such yeti are often driven to raiding lowlander settlements, thus perpetuating the myth of the yeti as a demon made flesh. \n'b' The source of such cruel madness can often be traced to a singular source-proximity to strange, eldritch dimensions. The yetis\xe2\x80\x99 mountain lairs rise high in places where the boundaries between this world and others rasp thin. It is unclear if the yeti are invaders from these dimensions or Material Plane natives influenced by otherworldly realms, but it seems certain that whatever their origins, the yeti are no friends to those who dwell beyond, and may even act as guardians against intrusions from such strange worlds into the Material Plane.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Birgemon Seal \n'b' Medium aberration , unaligned \n'b' Armor Class 12 Hit Points 60 (8d8 + 24) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 16 (+3) INT: 4 (\xe2\x80\x933) WIS: 12 (+1) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Resistances acid, cold Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x94 Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Frozen to the Spot . When on snow or ice, the birgemon seal can\xe2\x80\x99t be moved against its will. \n'b' Hold Breath . The birgemon seal can hold its breath for 90 minutes. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The birgemon seal makes one Bite attack , one Toothy Maw attack , and three Tendril attacks. It can replace all three Tendril attacks with a use of Reel. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. \n'b' Toothy Maw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. \n'b' Tendril . Melee Weapon Attack : +4 to hit, reach 15 ft., one target. Hit : The target is grappled (escape DC 13) if it is a Medium or smaller creature, and the seal can\xe2\x80\x99t use the same tendril on another target. If a creature is grappled by two or more tendrils, it is also Restrained . \n'b' Reel . The birgemon seal pulls each creature grappled by it up to 10 feet straight toward it. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Ice Slide . If the birgemon seal moves at least 10 feet in a straight line while on snow or ice during its turn, it can slide up to 40 feet. \n'b'\n'b' ABOUT \n'b' Only a moment before it was a seal with large, glossy eyes. Then its strange bony growths split, revealing a massive, toothy maw.\xc2\xa0Three tentacles reach out from within.\xc2\xa0The birgemon seal is infected with an extraplanar parasite. Sages who have studied birgemon seals discovered the parasites prefer the cold of the arctic and infect only seals. \n'b' Inherited Parasite . The parasite influences the behavior of the seal, but the infected seal population acts normally, even following the same migratory patterns. Birgemon seals pass along the parasite to their young during birth, leaving whole generations of seals that know no other existence. Though infected seals act as any other seal, seal that aren\xe2\x80\x99t infected tend to stay away from those that are. Shimmer seals kill birgemon seals on sight and have been observed leading uninfected seals in fights against pods of birgemon seals. \n'b' Symbiotic Existence . The parasite alters its host by forming a toothy, tentacled maw on the seal\xe2\x80\x99s back, but it otherwise doesn\xe2\x80\x99t harm, hinder, or alter the seal. Birgemon seals are content to eat with either mouth, though some prey is far easier for the aberrant maw to hunt and devour. These seals also survive predation more than those that aren\xe2\x80\x99t infected, but birgemon seals killed and eaten don\xe2\x80\x99t infect the predator with the parasite, which dies alongside its host.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yilanka \n'b' Large monstrosity , chaotic neutral \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 76 (9d10 + 27) \n'b' Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 17 (+3) INT: 14 (+2) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +5, Nature +4 \n'b' Condition Immunities poisoned \n'b' Senses passive Perception 13 \n'b' Languages Common, Southern Tongue \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Asymptomatic Carrier . The yilanka is immune to the effects of all diseases, but it can be infected with and spread them. \n'b' Omen Tongue (Recharge 6) . As a bonus action, the yilanka speaks a rapid jumble of words in a multitude of languages. Each creature within 30 feet of the yilanka, that can hear it, must roll a d20. On a result of 1\xe2\x80\x935, the creature is afflicted with bad omens for 1 minute, and it takes 1d6 psychic damage each time it deals damage to another creature while afflicted. On a result of 16\xe2\x80\x9320, the creature regains 1d6 hit points . A creature afflicted with bad omens can make a DC 13 Wisdom saving throw at the end of each of its turns, ending the effect on itself 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 : 6 (1d8 + 2) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Infectious Presence . When a creature ends its turn within 5 feet of the yilanka, the yilanka can infect it with yilanka trembles (see sidebar). The creature must succeed on a DC 13 Constitution saving throw or contract the disease. \n'b'\n'b' ABOUT \n'b' Yilankas, sometimes called the scaled healers of the sands, are said to be born when Set blesses a clutch of lost cobra eggs. Their combined aspects of humanoid and serpent accurately model their natural inclination to switch between kindness and cruelty. \n'b' Yilankas prefer to live far from the constraints of civilization. They make their lairs in small cave complexes, and they favor areas with strong winds where the action of the wind passing through the tunnels creates an eerie sound that keeps predators away. Yilankas enjoy isolation and are loath to entertain a guest for too long. They find other creatures tiresome and often use violence to drive off visitors who have overstayed their welcomes. Nomadic people of the desert speak of how the blood and bile of yilankas can cure any ailment. The hunting of yilankas for their humors in ancient times led to their near extinction and current distrust of humanoids. Creatures that approach a yilanka carefully and respectfully find that they have a keen knowledge of medicine and natural remedies. If their knowledge is insufficient to cure a petitioner\xe2\x80\x99s ailment, a yilanka may be convinced to trade its blood if an acceptable offer is made.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yithian \n'b' Family: Yith \n'b' Large aberration , lawful neutral \n'b' Armor Class 16 (natural armor) Hit Points 136 (16d10 + 48) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 23 (+6) DEX: 13 (+1) CON: 17 (+3) INT: 21 (+5) WIS: 19 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14 Languages all, telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The yithian\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16, + 8 to hit with spell attacks). It can cast the following spells without requiring any material components. \n'b' At will : detect magic , identify \n'b' 1/day each : astral projection (self only), detect thoughts , hold monster , modify memory (9th level) \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The yithian makes two pincer attacks. \n'b' Pincer . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 28 (4d10 + 6) piercing damage. \n'b' Mind Swap (1/day) . One creature of the yithian\xe2\x80\x99s choice that it can see and is within 30 feet of it must make a DC 16 Wisdom saving throw or the yithian forces the creature\xe2\x80\x99s mind to swap places with the yithian\xe2\x80\x99s mind. The swap ends if the swapped creature drops to 0 hit points , the yithian ends the effect as a bonus action, or if the creature or the yithian travel to another plane of existence. If the creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the yithian\xe2\x80\x99s Mind Swap for the next 24 hours. While the Mind Swap is active, the yithian takes on the physical form of the creature and the creature takes on the form of the yithian. The yithian retains its Intelligence , Wisdom , and Charisma scores, as well as its comprehension of language, its telepathy, and its traits. Otherwise, it inherits the target\xe2\x80\x99s statistics, memories and knowledge, including spells and languages.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Shrroth \n'b' Family: Demons \n'b' Huge fiend , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 189 (14d12 + 98) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 24 (+7) INT: 14 (+2) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +11 Skills Deception +8, Intimidation +8, Perception +7, Persuasion +8 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses truesight 100 ft., passive Perception 17 Languages Abyssal, Common, telepathy 100 ft. Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The shrroth can breathe air and water. \n'b' Magic Resistance . The shrroth demon has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The shrroth\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dispel magic , mirror image , spiritual weapon , teleport (self only), water breathing (others only) \n'b' 2/day : feeblemind \n'b' 1/day : blindness/deafness (blindness only) \n'b'\n'b' Jet Burst (recharge 4-6) . As a bonus action, the shrroth moves up to 80 feet through a body of water. This movement does not provoke opportunity attacks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shrroth makes one Trident attack and up to four Tentacle attacks. \n'b' Trident . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 18 (2d10 + 7) piercing damage. \n'b' Tentacle . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 13 (1d12 +7) bludgeoning damage and the target is grappled (escape DC 19) by the shrroth. The shrroth has six tentacles and can only grapple up to six creatures at a time. A creature that starts its turn grappled by the shrroth suffers 9 (2d8) bludgeoning damage. Each tentacle has an AC of 20, 15 hit points , and immunity to poison and psychic damage. Severing or destroying a tentacle deals no damage to the shrroth and severed tentacles regrow at a rate of one per day. \n'b' Sickening Cloud (recharge 5-6) . The shrroth emits a cloud of grayish liquid into a body of water that fills a 40-foot cube and remains for 2d4 rounds. Any creature that begins its turn within the cloud must succeed at a DC 19 Constitution saving throw or be poisoned for one minute. \n'b'\n'b' ABOUT \n'b' Swimming through the fetid backwaters of the River Styx as it flows through the bottomless sea rifts of the Abyss comes a tentacled horror known in the nightmares of marines and sailors. Shrroth sometimes pass through the thin barriers between the mortal realm and the underworld. They quickly set up shop along sea lanes where they harry sailors, sink ships for sport, and take prisoners whom they torment and torture mercilessly before devouring them body and soul. \n'b' Shrroths are 15-foot-tall demons with the lower torso of an octopus and the upper torso of a copper-skinned humanoid. Its arms end in six-fingered talons, and it wields a wicked trident. A mass of long black hair hangs from its head. Two forward-curving, blackish horns protrude under this tangle of hair. Its lower torso sports a mass of writing tentacles reaching lengths of 10 feet. Six larger tentacles stretching 20 feet surround the smaller tentacles. The creature\xe2\x80\x99s mouth is a jagged wreck of sharks teeth.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ykcor, the Windstorm \n'b' Gargantuan beast , neutral \n'b' Armor Class 18 (natural armor) Hit Points 145 (10d20 + 40) Speed 40 ft., fly 100 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6 Skills Acrobatics +6, Athletics , +9, Perception +5 Damage Resistances acid, cold, fire, lightning, necrotic, thunder Senses darkvision 600 ft., passive Perception 15 Languages Common Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Lesser Kaiju . Lesser kaiju are larger than all but the greatest monsters adventurers face. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Large size or smaller deals damage to a lesser kaiju with a weapon or feature, or with a spell of 7th level or lower, its damage is halved, and can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Creatures of size Large and smaller can move through or occupy a kaiju\xe2\x80\x99s space. Huge or larger creatures and 8th-level spells (including lower-level spells cast with 8th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Lesser kaiju deal double damage to objects and structures. They ignore normal difficult terrain . \n'b' Legendary Resistance (3/Day) . If Ykcor, the Windstorm fails a saving throw, it can choose to succeed instead. \n'b' Glide . When Ykcor, the Windstorm ends its turn in the air, it loses 10 feet of altitude. \n'b' Flyby . Ykcor, the Windstorm does not provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Flying Charge . While flying, Ykcor, the Windstorm can charge a target. It must fly at least 20 feet in a straight line toward the target. It makes a bite attack with advantage. If it hits, it deals 26 (6d6 + 5) piercing damage. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 15 (3d6 + 5) piercing damage. \n'b' Legendary Actions \n'b' Ykcor, the Windstorm can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Ykcor, the Windstorm regains spent legendary actions at the start of its turn. \n'b' Bite . Ykcor, the Windstorm makes a bite attack . \n'b' Move . Ykcor, the Windstorm moves up to half its speed. \n'b' Recover . Ykcor, the Windstorm regains 25 hit points . Once it uses this ability, it cannot do so again until the end of its next turn. \n'b' About \n'b' Ykcor, the Windstorm is a most unusual kaiju, taking the form of a stupendously overgrown flying squirrel. Its appearance can be misleading, however; it hides surprising power and a mythic past. \n'b' Friend to the Innocent . To the very young or the purehearted, Ykcor, the Windstorm can be a potent and tireless ally. It cannot sense the evils in a person\xe2\x80\x99s heart, but it has a peculiar disdain for those who gossip against their neighbors. For such people, it accepts them as a rider, only to shake them off at great heights. \n'b' Fallen from the World-Tree . Ratatoskr, the legendary squirrels that climb the World-Tree, are the ancestors of Ykcor, the Windstorm. They carry ill tidings and stir up feuds, but it has taken a more benevolent role in the Material Plane, aiding those who are not yet given to feuding.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yllosan \n'b' Small aberration , chaotic good \n'b' Armor Class 17 (natural armor) Hit Points 65 (10d6 + 30) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 16 (+3) INT: 19 (+4) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +6 Skills Insight +4, Perception +4, Persuasion +6, Stealth +6 Damage Resistances cold, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Damage Vulnerabilities thunder (see the brittle trait below) Condition Immunities grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 14 Languages Celestial, Common, Elali, Ultari, Yllosan; telepathy 100 ft. \n'b' Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brittle . An yllosan is vulnerable to thunder damage, and if caught within a sustained thunder effect which deals 5 or more points of damage per round, it cannot attack and can only use a move action. An yllosan that is possessing a creature using its gentle possession ability is not harmed by thunder effects, but if it fails a save against a thunder effect while possessing a creature, the yllosan is driven out of its host automatically on a failed save and stunned until the beginning of its next turn. \n'b' Incorporeal Movement . An yllosan 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 yllosan\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will \xe2\x80\x93 dancing lights , detect thoughts , mage hand \n'b' 3/Day \xe2\x80\x93 modify memory , suggestion \n'b' 1/Day \xe2\x80\x93 dream , mind blank \n'b'\n'b' Etherealness . The yllosan can enter the Ethereal Plane from the Material Plane, or vice versa, at will as a bonus action. It can perceive both planes simultaneously and can choose to be visible or invisible on each plane separately, but it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b' Read Thoughts . The yllosan psionically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the yllosan can continue reading its thoughts, as long as the yllosan\xe2\x80\x99s concentration isn\xe2\x80\x99t broken (as if concentrating on a spell). While reading the target\xe2\x80\x99s mind, the yllosan has advantage on Wisdom ( Insight ) and Charisma ( Deception , Intimidation , and Persuasion ) checks against the target. This trait is always active but the yllosan must decide which creature it is listening to for the trait to be effective. \n'b' Starflight . While incorporeal, an yllosan can travel through the void of outer space at an incredible speed. Although exact travel times vary, a trip within a single solar system can take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM\xe2\x80\x99s discretion)-provided the yllosan knows the way to its destination. \n'b' Telekinetic Invisibility . An yllosan\xe2\x80\x99s body bends light and weaves aether while dampening sound waves, allowing it to become invisible as a bonus action at will and giving it advantage on Dexterity ( Stealth ) checks to hide and allowing it to hide even while creatures would be able to see them clearly. Its invisibility is not magical and cannot be dispelled. \n'b'\n'b' ACTIONS \n'b'\n'b' Aetheric Throw . Ranged Weapon Attack : +6 to hit, range 120 ft., one creature. Hit : 22 (4d6 +4) damage (as specified by the object type) plus 11 (2d6 +4) force damage. An yllosan can enfold a nearby unattended object (maximum 35 pounds) and telekinetically hurl it as part of this attack. If the attack hits, both the target and the thrown object take the specified damage; the thrown object deals bludgeoning, piercing, or slashing damage, as appropriate to the type of object thrown. If no object is available to throw, it deals only the listed force damage. \n'b' Gentle Possession (Recharge 6) . One humanoid that the yllosan can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by the yllosan; the yllosan then disappears into the target, bonding itself to the target\xe2\x80\x99s spirit and psyche. While using this possession, the yllosan can\xe2\x80\x99t be targeted by any attack , spell, or other effect, except ones that do thunder damage, and it retains its alignment, Intelligence , Wisdom , and Charisma . The yllosan normally does not take control of the host\xe2\x80\x99s body except in extreme situations but remains an observer using its abilities, especially its innate spellcasting, and its skills to influence the host. While in this mode of possession the host retains full control of its body and is unaware of the yllosan. In extreme situations, however, the yllosan can assert its hold over the target\xe2\x80\x99s psyche, causing the target\xe2\x80\x99s mind to become incapacitated allowing the yllosan to control its body. The possessed creature retains its senses, and the yllosan can communicate with it telepathically if it wishes, but it doesn\xe2\x80\x99t gain access to the host\xe2\x80\x99s knowledge, class features, or proficiencies. While using this active possession, the yllosan uses the possessed target\xe2\x80\x99s Strength , Dexterity , and Constitution scores, though the target retains its own hit points separately and damage dealt to it (other than thunder damage) does not affect the yllosan\xe2\x80\x99s hit points , nor does the host body\xe2\x80\x99s Constitution score affect the yllosan\xe2\x80\x99s hit points . The possession lasts until the body drops to 0 hit points , the yllosan ends it as a bonus action, or the yllosan is forced out by an effect like the dispel evil and good spell or thunder damage. When the possession ends, the yllosan reappears in an unoccupied space within 5 feet of the body. The target is immune to this yllosan\xe2\x80\x99s Possession for 24 hours after succeeding on the saving throw or after the possession ends. Upon completion of the possession, the yllosan can alter up to 5 minutes of the host\xe2\x80\x99s memories as it sees fit. This functions as the modify memory spell. The host\xe2\x80\x99s awareness of the possession doesn\xe2\x80\x99t impact this ability, and if the possession lasted less than 5 minutes, the yllosan can cause the host to forget the possession entirely. The host can attempt a DC 14 Charisma saving throw to resist this alteration. \n'b'\n'b' REACTIONS \n'b'\n'b' Aetheric Reflex . As a reaction when an attack hits the yllosan it may use aetheric throw against the attacker. \n'b'\n'b' ABOUT \n'b' A powerful telepathic and telekinetic species-and the consummate spies of the Bellanic Accord-the yllosan (ee-LOE-san) are mysterious ghost-like beings that exist in a realm of pure thought, floating intangible through the material world of others. They communicate by telepathy and revel in infiltration of other societies, extending their incorporeal tentacles into the mind and heart of creatures they meet to walk among them and search for those of good heart to offer advice or warning about evils in their midst or coming soon. An yllosan may step into the body of a creature to help it achieve a goal or task it fears to attempt on its own. Yllosan are emissaries of hope and inspiration, but rarely stay too long in one place or within one body. They see themselves as advisors and helpers; it is not their place to do too much for those they meet, but to motivate them to rise up and face new challenges, daring to find the greatness within themselves. Yllosan rarely reveal their true form to other races, preferring to work through possessed proxies while remaining in the shadows themselves. Yllosan are 3 feet in length, though their dangling tendrils and the misty psychic shroud that surrounds them sometimes makes them appear larger. As creatures of pure thought, they are weightless and virtually impossible to detect while possessing another creature; however, they are visible to creatures able to see invisible when entering or departing a possessed target. \n'b' Playful Spies . Yllosan have long cultivated a reputation among the enemies of the Accord as master spies and tireless investigators, and they enjoy the paranoia they engender in their foes. They are not above simply playing pranks on enemies while walking secretly among them, moving small objects around and using its suggestion and possession abilities to cause enemies to perform incriminating acts that cause their erstwhile allies to turn on them. Their presence is difficult to detect, as they can erase the memories of creatures they have inhabited upon departing their minds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yohualtepoztli \n'b' Large construct , unaligned \n'b' Armor Class 14 natural armor Hit Points 76 (8d10+32) Speed 35 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 19 (+4) INT: 5 (-3) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses tremorsense 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cursed Wake . A humanoid creature that hears the approach of the yohualtepoztli but does not move to confront it must make a DC 13 Wisdom saving throw. On a failure, that humanoid creature is affected as if by the bane spell for the next week, or until a remove curse is cast upon them. \n'b' Heart of Courage . The yohualtepoztli has a heart in its chest cavity that is loosely covered by two door like flaps. A creature can attempt to grab the heart, first by making a DC 13 Wisdom saving throw. On a success, the creature can attempt to grab the heart with a DC 13 Strength check. On a failure, the creature is frightened and must use their reaction to move up to their walking speed away from the yohualtepoztli. Once the heart is held, the yohualtepoztli disappears, and leaves 1d4 palm sized thorns. Each thorn is a common magical item called the thorn of courage (see below). \n'b' Immutable Form . The yohualtepoztli is immune to any spell or effect that would alter its form. \n'b' Unusual Nature . The yohuualtepoztli doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The yohualtepoztli makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The spirits of the wilderness rankle at the presence of humanoids, and often seek to tempt or test them. The yohualtepoztli is one such test. It appears from nowhere, looking like a large but headless wooden humanoid with a lidded chest cavity that contains a soft beating heart. The yohualtepoztli wanders into villages at night, creating a rather loud cacophony as its chest lids bang open and closed with each step, daring all to grab its heart. It is so loud that none can sleep through the noise. Those who fail to at least approach the creature are cursed for one week. Those who succeed at its challenge are able to gain a gift from the spirits. As tempting as the gift is there is always a chance that the yohualtepoztli beats and kills those that approach. No test is without its risks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yomhibdi \n'b' Medium aberration , chaotic neutral \n'b' Armor Class 13 Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , unconscious Senses darkvision 60 ft., passive Perception 11 Languages Common, Deep Speech Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Water Vulnerability . When the yomhibdi starts its turn in water or is doused with water (either through a spell or some other effect, such as pouring a bucket of water over it or being caught in the rain), it takes 7 (2d6) damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The yomhibdi uses Flick Ink and then attacks with its tendril. \n'b' Tendril . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Flick Ink . The yomhibdi flicks a glob of ink at a creature within 5 feet of it. The creature must succeed on a DC 13 Dexterity saving throw or be blinded . A creature can use an action to wipe away the ink, ending the effect. \n'b' Dredge Sorrow (Recharge 5-6) . The yomhibdi plumbs the psyche of a creature within 30 feet of it and brings to the surface their feelings of self-doubt and unoriginality so that the yomhibdi can feast on these negative emotions. The creature must make a DC 13 Charisma saving throw. On a failure, it is stunned until the end of its next turn. In addition, it takes 10 (3d6) psychic damage, and the yomhidbi regains hit points equal to the amount of damage taken. \n'b'\n'b' ABOUT \n'b' Yomhibdis are information-devouring abominations that resemble floating humanoids made of ink-scrawled words, phrases, and symbols. They manifest on the Ethereal Plane from the wasted ink and squandered emotional energies of artists, poets, and writers who give up on works before they\xe2\x80\x99re finished. As soon as it manifests, a yomhibdi begins its never-ending search for the failed or self-sabotaging creatives on whom it feeds. Frustration, exhaustion, and despair are the yomhibdi\xe2\x80\x99s favorite dishes; once it has sapped a victim of these necrotic emotions, the yomhibdi consumes the creator whole. \n'b' The words and sentences that compose a yomhibdi typically twist together into a roughly humanoid shape, since humanoids are the most common providers of the emotions that lead to a yomhibdi\xe2\x80\x99s creation. They typically stand about 5 feet tall but weigh less than 20 pounds, though they can reconfigure their bodies to a certain extent, lengthening their inky claws to strike at distant foes. \n'b' Yomhibdis trapped on the Material Plane gravitate toward places of learning, art, and culture-anywhere that hacks and untalented creators might congregate. \n'b' It is not unusual for a group of yomhibdis (called a story) to make their lair in the hidden nook of an old library or in the tunnels beneath great opera houses and theaters. There, they blend into the shadows and lie in ambush, ready to strike at any agonizing poets or playwrights who wander by lost in thought. As echoes of forgotten thoughts and stories, these creatures commonly steal works of writing from their victims, and their lairs might contain valuable books or even magic scrolls. \n'b' Yomhibdi exists solely to feed on the negative emotions of creative mortals. If it is unable to find a source of sustenance-such as in wilderness or hyper-pragmatic societies that don\xe2\x80\x99t foster creativity-a yomhibdi will gradually unspool and melt into a puddle of ink.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Birhaakamen Chieftain \n'b' Family: Birhaakamen \n'b' Medium monstrosity , neutral \n'b' Armor Class 16 (breastplate) Hit Points 117 (18d8 + 36) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 15 (+2) INT: 15 (+2) WIS: 15 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +6, Dexterity +5, Constitution +5 Skills Animal Handling +5, Acrobatics +5, Athletics +6, History +5, Intimidation +3, Perception +5, Persuasion +3, Survival +5 Senses passive Perception 15 Languages Auran, Common Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Brave . The birhaakamen chieftain has advantage on saving throws against being frightened . \n'b' Carrion Eaters . The birhaakamen have advantage on saving throws against diseases and being poisoned . \n'b' Improved Critical . The birhaakamen chieftain scores a critical hit with a weapon attack on a roll of 19 or 20. \n'b' Martial Advantage . Once per turn, the birhaakamen chieftain can deal an extra 13 (3d8) damage to a creature he hits with a weapon attack if that creature is within 5 feet of an ally of the birhaakamen chieftain that isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack . The birhaakamen chieftain makes three melee attacks . \n'b' Talons . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Spear . Melee 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'Yowler \n'b' Tiny undead , chaotic evil \n'b' Armor Class 12 Hit Points 22 (4d4 + 12) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 3 (-4) DEX: 15 (+2) CON: 16 (+3) INT: 3 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Resistances necrotic Damage Immunities poison Condition Immunities frightened , poisoned Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Living Projection . The yowler\xe2\x80\x99s undead form is constantly covered with a magical illusion that makes it look like it did in life. This effect is suppressed for 1 minute if the yowler attacks or uses Yowl. The changes wrought by this illusion fail to hold up to physical inspection. For example, the yowler\xe2\x80\x99s fur appears soft and silky, but someone touching it would feel the yowler\xe2\x80\x99s rotten fur and exposed bones. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence ( Investigation ) check to discern the yowler\xe2\x80\x99s true appearance. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The yowler makes two attacks: one with its bite and one with its claws. It can use Yowl in place of a bite attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Yowl . The yowler lets loose a horrid scream. Each hostile creature within 30 feet of the yowler that can hear it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the yowler\xe2\x80\x99s Yowl for the next 24 hours. \n'b'\n'b' ABOUT \n'b' A small house cat gently purrs and twitches its tail. Suddenly it lets loose a blood-curdling yowl as it arches its back. An illusion gives way to the true creature: a rotting undead cat with glowing green eyes, long teeth, and claws like knives. \n'b' Yowlers are undead house pets and familiars with a score to settle and a hatred of the living. \n'b' Mistreated in Life . Many house pets and familiars have terrible masters who mistreat the animals in life. When these creatures die (often as part of the master\xe2\x80\x99s mistreatment), night hags find the animals\xe2\x80\x99 souls and send them back to inhabit their bodies. The soul re-enters its old vessel, resulting in the creation of a yowler, an undead creature with supernatural powers, a burning desire for revenge on its old master, and a hatred of all living creatures. \n'b' Illusionary Mask . Unless a yowler has recently acted violently, illusionary magic makes it appear to look as it did in life. Once the yowler attacks, its true form is revealed: that of a rotting corpse with green eyes, long claws, and envenomed fangs. \n'b' Necromancer and Night Hag Familiars . After a yowler has taken its revenge on its former master, a necromancer or night hag might find and adopt the yowler as a familiar. The yowlers\xe2\x80\x99 illusionary masks make the creatures excellent spies, and they are tougher than the average familiar. While these masters may show affection to their yowlers, the undead pets still harbor a hatred for all living creatures, including those to whom they are currently bound. \n'b' Undead Nature . The yowler doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yrth \n'b' Large beast , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 97 (15d10+15) Speed fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) 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' Skills Stealth +4 Condition Immunities blinded , Petrified , prone Damage Resistances lightning Senses tremorsense 60 ft. Challenge 6 (2300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Passwall . The yrth can cast passwall at will as an action. \n'b' Camouflage . The yrth naturally blends into any stone around it, giving it advantage on all Stealth checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The yrth can strike twice with its tentacles, and then once with its bite. \n'b' Tentacle . Melee Weapon Attack : +6 to hit, reach 15 ft., one creature. Hit : 10 (2d6+3) bludgeoning damage. The target must also make a Dexterity save (DC 15), taking 17 (5d6) lightning damage on a failed save, or half as much on a success. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 16 (2d12+3) piercing damage. \n'b'\n'b' ABOUT \n'b' The yrth are creatures that dwell underground. They are long, flat, and wide with huge heads. Sores of fangs fill their wide jaws, these fangs never quite fit into the mouth when it\xe2\x80\x99s closed. \n'b' Hard skin around the mouth bears the marks of their own teeth-ruts, carved from years of holding their jaws clamped shut. Long tendrils hang around the beast\xe2\x80\x99s mouth; they are constantly moving, gyrating in the air before the creature. Along their back is a low ridge of flat bone that continues to the end of the beast\xe2\x80\x99s tail. The tail itself sports a large, horizontal fin that provides the creature with its forward motion. The yrth have no eyes or nose. \n'b' Fly through Stone . The yrth are strange creatures that swim through the air as a fish does water. They rarely touch the ground. They move from cavern to cavern through an innate passwall ability, spending their entire lives in darkness. They feel their way through a host of small pits lining their head and along the boney apertures along their flanks. These serve as very primitive sonar similar to the bats. \n'b' Territorial . The yrth find a habitable den and nest there until forced out or slain. Their dens usually consist of fissures or holes beneath ledges, rocks, or outcroppings. They spend much of their lives in a dormant state, without the need of any nourishment. But they do not sleep and are constantly aware of what is going on around them. \n'b' Ambush . The yrth attack any potential prey that passes in front of their den. They begin their attack by whipping a tendril out to strike the prey with the electrical shock. They quickly follow the shock attack by lunging from their den and delivering a nasty bite. They continue to shock and bite until the prey is dead at which point they drag it into the den and devour it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Skitterdark \n'b' Family: Demons \n'b' Tiny fiend (demon), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 55 (10d4 + 30) Speed 20 ft., fly 30 ft.\n'b' STATS STR: 8 (-1) DEX: 17 (+3) CON: 16 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +2, Con +5, Wis +2, Cha +3 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities poisoned Senses darkvision 60 ft, passive Perception 11 Languages Abyssal, Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The skitterdark has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The skitterdark\xe2\x80\x99s weapon attacks are magical. \n'b' Innate Spellcasting . The skitterdark\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect evil and good , detect magic \n'b' 1/day each : hold person , fear \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The skitterdark makes one Claw attack and one Bite attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d3 + 3) slashing damage plus 2 (1d4) necrotic damage. \n'b'\n'b' ABOUT \n'b' Skitterdarks are minor demons in the grand scheme of demons, but demons nonetheless. Like their larger ilk, they delight in bloodshed and sowing chaos. Most often, they are summoned to the world by wizards to carry out minor assassinations, protect items, and harass foes. Easily bored, skitterdarks can be distracted by shiny things, fresh prey, and logical thought.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Yskarakta \n'b' Large fiend , neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 169 (26d8 + 52) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 14 (+2) INT: 20 (+5) WIS: 20 (+5) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Dex +5, Wis +9 Skills Arcana +9, Athletics +8, History +9, Perception +9, Religion +9 Damage Vulnerabilities radiant Damage Resistances fire, lightning, poison Damage Immunities cold, necrotic Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19 Languages Abyssal, Common, Infernal, Void Speech Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Eternally Reborn . If Yskarakta is reduced to 0 hp , his spirit immediately moves into the nearest satarre mystic within 300 feet of him. Yskarakta rejuvenates in that mystic\xe2\x80\x99s body on initiative count 20 of the next round, regaining all his hp and becoming active again. If there is no satarre mystic within range, Yskarakta\xe2\x80\x99s spirit moves into his chiming staff. The first creature to touch the staff must make a DC 19 Constitution saving throw. If successful, the staff can be held and wielded as a magical quarterstaff. If the saving throw fails, the creature transforms into Yskarakta, dying as Yskarakta rejuvenates, regains his hp , and becomes active again. \n'b' Void Strength . Yskarakta has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , and forced\xc2\xa0 unconscious . \n'b' Void Weapons . Yskarakta\xe2\x80\x99s weapon attacks are magical. When Yskarakta hits with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Yskarakta makes three attacks: one with his chiming staff and two with his necrotic claws. \n'b' Necrotic Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage plus 9 (2d8) necrotic damage. \n'b' Chiming Staff . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage plus 9 (2d8) necrotic damage, and the target must succeed on a DC 17 Constitution saving throw or be blinded or deafened (Yskarakta\xe2\x80\x99s choice). \n'b' Unraveling the World (1/Day) . Yskarakta grabs the hidden threads of reality and unbinds them, disintegrating creatures, non-magical objects, and even air and earth within 30 feet of him. Each creature in that area must make a DC 17 Dexterity saving throw, taking 35 (10d6) force damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hp , it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. Nonmagical objects in the area that aren\xe2\x80\x99t being worn or carried are disintegrated without a saving throw. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Yskarakta can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. He regains spent legendary actions at the start of his turn. \n'b'\n'b' Detect . Yskarakta makes a Wisdom ( Perception ) check. \n'b' Move . Yskarakta moves up to his speed without provoking opportunity attacks. \n'b' Whispering Doom (Costs 2 Actions) . Yskarakta speaks a fateful curse in Void Speech. Each non-satarre creature within 30 feet of him that can hear him must succeed on a DC 17 Charisma saving throw or take 9 (2d8) necrotic damage. \n'b' Word of Destruction (Costs 3 Actions) . One creature Yskarakta can see within 60 feet of him must succeed on a DC 17 Wisdom saving throw or be stunned until the end of its next turn. \n'b'\n'b' ABOUT \n'b' The wiry reptilian creature carries itself with a regal bearing. \n'b' Glowing rings float above its head, their light glinting off its glossy flesh. It wields a long, axe-headed staff crowned with rings. \n'b' Yskarakta is a confidante of Nidhoggr, the dragon at the roots of Yggdrasil. He is an intimate friend of the void cults, blood cults, and night-bringers of all stripes. Yskarakta commands legions of satarre destroyers and mystics with equal glee, and, unlike demons, he can plot and plan and scheme. He portends the end of existence that all satarre long to hasten. \n'b' True Void Believer . Yskarakta exhorts and encourages his followers, void cultists, and others to pursue paths of destruction, death, and decay. At all times he knows the end times draw near, and he seeks omens, prophecies, and lore related to hastening doomsday. \n'b' Wise and Cunning . The Lord of the Satarre weaves plans within plans, and uncovers the weaknesses of foes to better destroy them. He almost always knows a shameful secret, a hidden vulnerability, or a weakness of any person or place he seeks to destroy. Sometimes, Yskarakta manifests these secrets in glyphs that appear above his head. \n'b' Walker of the World Tree . Yskarakta can open shadow roads and planar pathways with ease, and he is often found wandering the planar highways. He occasionally wears a cloak and pretends to be a god of wisdom, or he claims to be a messenger sent directly from some higher power. Yskarakta finds it that much sweeter to sow destruction and confusion when his enemies\xe2\x80\x99 guard is lowered.'}