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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Smokeplume \n'b' Family: Zombies \n'b' Large undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 68 (8d10 + 24) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (\xe2\x80\x931) CON: 16 (+3) INT: 3 (\xe2\x80\x934) WIS: 6 (\xe2\x80\x932) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages \xe2\x80\x94 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Firesight . The smokeplume zombie can see through areas obscured by fire, smoke, and fog without penalty. \n'b' Smoldering Death . When the zombie dies, its body crumbles into smoldering coals, releasing a great plume of smoke. The smoke fills a 15-foot-radius sphere centered on the zombie\xe2\x80\x99s corpse and spreads around corners. The area is heavily obscured and difficult terrain . When a creature enters the area for the first time on a turn or starts its turn there, that creature must make a DC 14 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. The smoke lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. \n'b' Undead Fortitude . If damage reduces the zombie to 0 hp , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead. \n'b' Undead Nature . The smokeplume zombie doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 9 (2d8) fire damage. \n'b' Smoke Breath (Recharge 5\xe2\x80\x936) . The zombie breathes a cloud of smoke in a 15-foot cone. Each creature in the area must make a DC 15 Constitution saving throw, taking 9 (2d8) fire damage and 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. The smoke remains until the start of the zombie\xe2\x80\x99s next turn, and its area is heavily obscured. \n'b'\n'b' ABOUT \n'b' The massive zombie appears bloated. Its flesh is hardened into cracked plates of charcoal, and smoke issues from the seams and from its orifices. A heat haze shimmers around it. \n'b' Smokeplume zombies have a magical fire raging inside their bellies, scorching their guts and threatening to blow the creature to pieces. \n'b' Burning Inside . Powered by the flames of Hell, these zombies periodically howl in rage and pain as they are torn apart from within, belching gouts of acrid smoke. The pressure buildup gives them a bloated appearance and a waddling gait and threatens to burst them at the seams. \n'b' Aggressive . Smokeplume zombies are more aggressive than their cousins, simply because their attacks release a portion of the energy stored within, temporarily relieving some of their torment. This stored power becomes a giant cloud of smoke when the zombie dies. \n'b' In the Cults . Because of both their aggressive demeanor and unstable nature, cults don\xe2\x80\x99t often use smokeplume zombies near their temples. Rather, they use these zombies as shock troops in large assaults and as weapons of terror against large populations. These zombies aren\xe2\x80\x99t expected to last long.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Spellgorged \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 10 Hit Points 108 (12d8 + 36) Speed 20 ft.\n'b' STATS STR: 13 (+1) DEX: 10 (+0) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can\xc2\x92t speak Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Spell Storing . The spellgorged zombie can store any spells cast into its mouth as if it were a ring of spell storing . The zombie can store up to 5 levels worth of spells at a time. The spells stored in the zombie uses the slot level, spell save DC, spell attack bonus, and the spellcasting ability of the original caster. Once the spell is released by the zombie it is no longer stored in it, freeing up space for additional spells. \n'b' Undead Fortitude . If damage reduces the spellgorged zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Sphinx \n'b' Family: Zombies \n'b' Large undead , neutral evil \n'b' Armor Class 11 (natural armor) Hit Points 168 (16d10 + 80) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 22 (+6) DEX: 6 (-2) CON: 20 (+5) INT: 3 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Weapons . The zombie\xe2\x80\x99s weapon attacks are magical. \n'b' Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The zombie makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) slashing damage. \n'b'\n'b' ABOUT \n'b' Sphinx are often bound by magic to guard a place or secret lore. The magic that keeps them in service sometimes survives the magic-user who bound them, leaving the sphinx trapped. If lucky, enough food and water is provided to keep the sphinx alive for centuries; if not, they eventually succumb, trapped by the bounds of magic. These sphinxes, maddened by their callous treatment and needless deaths, animate as zombies, but zombies far more intelligent than others of their ilk.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Strangling \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 10 Hit Points 32 (5d8 + 10) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +0 Skills Athletics +5 Damage Resistances fire Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Undead Fortitude . If damage reduces the strangling zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Undead Nature . A strangling zombie doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage and the target is grappled (escape DC 13). \n'b' Strangle . One creature grappled by the strangling zombie must succeed on a DC 12 Constitution saving throw or take 7 (2d6) bludgeoning damage and be unable to breathe until the grapple ends.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Black Circle Wizard \n'b' Medium humanoid (human), neutral evil \n'b' Armor Class 15 ( mage armor ) Hit Points 84 (13d8+26) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 21 (+5) WIS: 11 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws +9, Wis +6, Cha +6 Skills Arcana +9, Insight +5, Intimidation +6 Senses passive Perception 11 Languages Low Atlantean, Kalayan, High Atlantean, Benthic Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death for the Living (Recharge 3+) The Black Circle wizard can draw life from the destruction he causes by using this ability when casting a spell. The wizard gains a number of temporary hit points equal to 5 times the number of targets affected by the triggering spell. Creatures that succeeded on saves against the spell are not counted in this total. \n'b' Dark Immolation (Recharge 3+) As a bonus action, the Black Circle wizard calls down a strike of black flame, targeting any foe within 30 feet. The target takes 4d8 fire damage (no saving throw or attack roll required). \n'b' Peer Behind the Mask (Recharge 5+) . As a bonus action, the Black Circle wizard can lift his mask and stare at a target that can see him. The target is blinded for 1 round. \n'b' Spellcasting . The wizard is a 14th-level caster. His spellcasting ability is Intelligence (DC 17, +9 to hit) At will: mage hand , prestidigitation \n'b'\n'b' 1st level (4 slots) : burning hands , feather fall , mage armor , magic missile \n'b' 2nd level (3 slots) : flaming sphere , scorching ray , web \n'b' 3rd level (3 slots) : bloodlust cloud*, dispel magic , fireball , fly , protection from energy \n'b' 4th level (3 slots) : black tentacles , fire shield , phantasmal killer \n'b' 5th level (2 slots) : cone of cold , summon mi-go * \n'b' 6th level (1 slots) : eyebite \n'b' 7th level (1 slots) : visions of madness* \n'b'\n'b' ACTIONS \n'b'\n'b' Staff . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1d6 bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Clad in a mysterious mask and covered with protective scrolls and fetishes, this human mage possesses a cruel, confident manner. \n'b' The Black Circle wizard is instantly recognizable on the streets of Thran-and the ordinary denizens of the city give him a wide berth. A wizard\xe2\x80\x99s face is the last thing you\xe2\x80\x99ll see, the folk tales warn, and few are brave enough to test that wisdom. While a typical Circle wizard like this isn\xe2\x80\x99t in the Black Circle leadership, he regards that as a temporary condition he\xe2\x80\x99s working to rectify. The Black Circle wizard has two great classes of enemy: those who threaten Thran, and rival wizards who stand in the way of advancement. \n'b' A Black Circle wizard rarely fights alone; most have used rituals to summon all manner of monsters to act as bodyguards and servitors. The wizard thus hangs back, blasting enemies with ranged spells. If a foe gets too close, the wizard lifts his mask, hoping to blind the enemy and allow time for the wizard\xe2\x80\x99s servants to rally or for the wizard to fly away. A wounded wizard uses a big area spell in conjunction with death for the living-with no compunction about catching his summoned minions in the blast-to gain a temporary hit point buffer and put the PCs back on their heels.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Troll \n'b' Family: Zombies \n'b' Large undead , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 94 (9d10 + 45) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 6 (-2) CON: 20 (+5) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the Common and Giant but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The zombie troll has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Regeneration . The zombie troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the troll\xe2\x80\x99s next turn. The troll dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate. \n'b' Undead Fortitude . If damage reduces the zombie troll to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The troll zombie makes three attacks: one bite and two claw attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Void \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 55 (7d8 + 21) Speed 20 ft.\n'b' STATS STR: 14 (+2) DEX: 6 (-2) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Undead Fortitude . If damage reduces the void zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the void zombie drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Void Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) bludgeoning damage plus 7 (2d6) necrotic damage. \n'b'\n'b' ABOUT \n'b' Many magical practitioners dabble in necromancy, and those who dwell in the Void are no different. Commonly referred to as void zombies, they are the backbone of most necromantic forces, making up for lack of strength with greater numbers. \n'b' The void zombie however is a powerhouse even on their own. Infused with the power of the Void, they have been the end of many adventurers who thought they knew all there was to know about the walking dead. \n'b' Power of the Void . The Void itself fuels these zombies, making them more powerful, harder to hit, and even increasing the power of their hits as they channel the cold power of the Void as well as the power of death and decay against the targets their masters send them against.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Vrock \n'b' Family: Zombies \n'b' Large fiend (undead), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 104 (11d10 + 44) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 18 (+4) INT: 8 (-1) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Wisdom +4, Charisma +2 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages understands Abyssal but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Magic Resistance . The vrock has advantage on saving throws against spells and other magical effects. \n'b' Undead Fortitude . If damage reduces the zombie vrock to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The vrock makes two attacks: one with its beak and one with its talons. \n'b' Beak . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b' Talons . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) slashing damage. \n'b' Spores (Recharge 6) . A 15-foot radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned . While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. \n'b' Stunning Screech (1/day) . The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn\xe2\x80\x99t a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock\xe2\x80\x99s next turn. \n'b'\n'b' About \n'b' The body of a slain demon animated with unholy power. This creature has no further link to its Abyssal masters but is instead a servant of the dark force behind its animation. Decayed and diseased it remains a powerful enemy.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Demoncroc \n'b' Family: Demons \n'b' Huge fiend (shapechanger), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 168 (16d12 + 64) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 21 (+5) DEX: 52 (+1) CON: 18 (+4) INT: 42 (+1) WIS: 12 (+1) CHA: 1 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Perception +5, Stealth +5 Damage Resistances cold, lightning Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages understands Abyssal and Infernal but cannot speak Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The demoncroc can hold its breath for 30 minutes. \n'b' Shapechanger . The demoncroc can use its action to polymorph into a six-foot-long carp. Its statistics are the same in each form. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The demoncroc makes one Bite Attack and one Tail attack. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 19). Until the grapple ends, the target is restrained , and the demoncroc can\xe2\x80\x99t bite another target. \n'b' Tail . Melee Weapon Attack : +9 to hit, reach 10 ft., one target not grappled by the demoncroc. Hit : 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' The demoncroc swims the layers of the lower planes devouring demons, devils, and any other creatures that cross its path. Purportedly it can swim the River Styx without suffering the memory loss effects of said waters. \n'b' The demonic spirit inhabiting this form is bloodthirsty and malign. At night, it causes the demoncroc to come forth and stalk through the village seeking prey. Its weight and strength allow it to smash down doors in order to get at victims; however, it can\xe2\x80\x99t climb stairs. \n'b' This demon crocodile is some 30 feet long and five feet broad.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Warhorse \n'b' Family: Zombies \n'b' Large undead , neutral evil \n'b' Armor Class 11 Hit Points 19 (3d10 + 3) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 13 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 11 Languages \xc2\x97 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Trampling Charge . If the warhorse zombie moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone . If the target is prone , the warhorse can make another attack with its hooves against it as a bonus action. \n'b' Undead Fortitude . If damage reduces the warhorse zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 +4) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Web \n'b' Family: Zombies \n'b' Medium undead , neutral evil \n'b' Armor Class 8 \n'b' Hit Points 22 (3d8 + 9) \n'b' Speed 20 ft., climb 30 ft.\n'b' STATS STR: 13 (+1) DEX: 6 (-2) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 8 \n'b' Languages understands the languages it knew in life but can\xe2\x80\x99t speak \n'b' Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Necrotic Weapons . When the web zombie hits a creature with a melee attack , the attack deals an extra 1d6 necrotic damage. \n'b' Spider Climb . The web zombie can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Undead Fortitude : If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Web Walker . The web zombie ignores movement restrictions caused by webbing. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The web zombie makes two slam attacks. If both attacks hit a Medium or smaller target, the target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, necrotic, poison, and psychic damage). \n'b' Slam : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage. \n'b'\n'b' About \n'b' Note A web zombie is a variant zombie. It has a challenge rating of 1 (200 XP) and retains the statistics of a normal zombie except as described here.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zombie, Yellow Mold Encrusted Troll \n'b' Family: Zombies \n'b' Large undead , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 94 (9d10 + 45) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 6 (-2) CON: 20 (+5) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the Common and Giant but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The troll zombie has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Regeneration . The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the troll\xe2\x80\x99s next turn. The troll dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate. \n'b' Undead Fortitude . If damage reduces the troll zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Yellow Mold Spore Cloud . At the start of each of the troll zombie\xe2\x80\x99s turns, each creature within 10 feet of it is caught in the yellow mold spore cloud takes 11 (2d10) poison damage and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The creature takes an additional 5 (1d10) poison damage at the start of each of their turns and can repeat the saving throw at the end of each of their turns, ending the effect ton itself on a successful save. A creature that touches the zombie or hits it with a melee attack while within 10 feet of it takes 11 (2d10) poison damage. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The troll zombie makes three attacks: one bite and two claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 11 (2d10) poison damage and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The creature takes an additional 5 (1d10) poison damage at the start of each of their turns and can repeat the saving throw at the end of each of their turns, ending the effect ton itself on a successful save. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 11 (2d10) poison damage and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The creature takes an additional 5 (1d10) poison damage at the start of each of their turns and can repeat the saving throw at the end of each of their turns, ending the effect ton itself on a successful save.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zoog \n'b' Tiny aberration , chaotic evil \n'b' Armor Class 13 Hit Points 3 (1d4 + 1) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 3 (-4) DEX: 16 (+3) CON: 12 (+1) INT: 11 (+0) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +5 Senses darkvision 60 ft., passive Perception 12 Languages Deep Speech, Void Speech \n'b' Challenge 0 (10 XP) \n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b'\n'b' About \n'b' Small, rat-like creatures with wide, startled eyes and a ring of tendrils around their mouths, zoogs travel the world in close-knit family groups, stealing food and pilfering treasures at every opportunity. \n'b' Intelligent Rodents . While zoogs seem little more than a pest to some, they possess a devious intelligence and a willingness to scheme to their advantage. Their ability to plot and communicate makes them much more dangerous than ordinary rodents. They are willing servants of the Demon Lord of Rats and the Lord of Ghouls. They are prone to serving dark gods of the Void and Outer Darkness and are very willing to steal, spy, and nibble away ancient bonds and seals as directed by evil wizards, clerics, or monsters. \n'b' Opportunistic Omnivores . Feeding themselves on subterranean flora, they will hunt for meat, particularly from intelligent creatures when they detect it, though their natural cowardice keeps this from happening often. \n'b' Cat\xe2\x80\x99s Bane . Zoogs are mortal enemies of cats, feeding on kittens at any opportunity, and they themselves are stalked by grown cats in turn. Lions, tigers, housecats, leonino , and sphinxes all take any opportunity to hunt and kill a zoog; they find the creatures\xe2\x80\x99 mere presence completely intolerable. \n'b' Great Vault of the Zoog . The chittering of demons sometimes claims that the zoog steal with great purpose, taking all their coppers, single earrings, and snapped necklaces to fill a vault deep within the earth with bright metal in service to a Great Zoog. What the Great Zoog might want with this wealth is a matter of some speculation, but the entire tale may be little more than a shabby stack of copper or a treasury that demons plunder with regularity.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zouyu \n'b' Huge monstrosity , chaotic good \n'b' Armor Class 17 Hit Points 114 (12d12 + 36) Speed 60 ft.\n'b' STATS STR: 18 (+4) DEX: 24 (+7) CON: 16 (+3) INT: 6 (-2) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Wis +4 Skills Perception +7, Stealth +10 Damage Vulnerabilities thunder Senses darkvision 60 ft., passive Perception 17 Languages understands Common but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Distance Runner . The zouyu is capable of incredibly fast long?distance travel. When traveling at a fast pace, the zouyu can run 310 miles per day. \n'b' Keen Sight and Smell . The zouyu has advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b' Pounce . If the zouyu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be forced\xc2\xa0 prone . If the target is prone , the zouyu can make one bite attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The zouyu uses Alter Luck. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) piercing damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Alter Luck . The zouyu flicks its vibrant, multi-stranded tail and alters the luck of one creature it can see within 30 feet of it, choosing one of the following luck options. The zouyu can\xe2\x80\x99t target itself with Alter Luck. \n'b' Bestow Luck . The target has advantage on the next ability check, attack roll, or saving throw (zouyu\xe2\x80\x99s choice) it makes before the end of its next turn. \n'b' Steal Luck . The target must succeed on a DC 15 Wisdom saving throw or have disadvantage on the next ability check, attack roll, or saving throw (zouyu\xe2\x80\x99s choice) it makes before the end of its next turn. If the target fails the saving throw, the zouyu has advantage on one attack roll or saving throw it makes before the start of its next turn. \n'b'\n'b' ABOUT \n'b' This elephant -sized feline has sleek fur, four upward?turned fangs in its mouth, and a long tail ending in multiple strands like a pheasant. \n'b' Familial Bonds . Zouyu live as mated pairs with large territories. The great felines are gentle and social creatures, often overlapping their territories for mutual protection. \n'b' Good Luck . For many, the zouyu are symbols of good luck and fortune.\xc2\xa0The tail feather of a zouyu, freely given, can be rendered into a liquid, which produces a luck potion.\xc2\xa0The potion brings minor good fortune, such as finding a fruit tree when hungry or shelter when it rains, to the drinker for a day. If a tail feather is taken without the zouyu\xe2\x80\x99s knowledge, the potion created by the feather bestows bad luck on the drinker for a day. Such bad luck manifests as the drinker tripping over a too-perfectly-placed rock or a lightning strike felling a tree onto the drinker\xe2\x80\x99s path. \n'b' Herbivores . Despite their fangs and sharp claws, zouyu are herbivores. Their preferred meals consist of fruit, bamboo leaves, and insects. The zouyu can survive on a very small amount of food despite their size.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zuishin \n'b' Medium fey , lawful good \n'b' Armor Class 17 (ghostly plate) Hit Points 136 (16d8 + 64) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 15 (+2) WIS: 20 (+5) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +9, Cha +6 Skills Insight +9, Intimidation +6, Nature +6, Perception +9 Damage Immunities poison, psychic Damage Resistances acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 19; see invisibility Languages telepathy 100 ft. Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The zuishin is immune to any spell or effect that would alter its form. \n'b' Innate Spellcasting . The zuishin\xe2\x80\x99s spell casting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect evil and good \n'b' 3/day each : alarm , dispel magic , spirit guardians \n'b' 1/day each : dispel evil and good , remove curse , true seeing \n'b'\n'b' Magic Resistance . The zuishin has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The zuishin regains 5 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 zuishin makes three sword or bow attacks. \n'b' Sword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage, plus 7 (2d6) radiant damage if the target is evil. The zuishin\xe2\x80\x99s sword is magical. \n'b' Longbow . Ranged Weapon Attack : +8 to hit, range 150/600 ft., one target. Hit : 8 (1d8 + 4) piercing damage, plus 7 (2d6) radiant damage if the target is evil. The zuishin\xe2\x80\x99s bow and its arrows are magical. \n'b' Healing Arrow . As a bonus action, a zuishin can shoot an ally with a spectral arrow from its bow. If the arrow hits, the target takes no damage but is healed 8 (1d8 + 4) hit points and is affected as lesser restoration . Alternatively, it can affect the target as a heal spell, but then the zuishin cannot use this ability again until it completes a long rest. \n'b' Merge with Ward . While within or adjacent to a shrine, torii gate , archway, or other gateway or portal, the zuishin can merge with it. While merged, the zuishin is immune to damage and can\xe2\x80\x99t be targeted, and if it wishes it can seal the gate as if it had cast arcane lock . Its senses function normally while merged. It can emerge as an action, appearing in any unoccupied space within or adjacent to either its current gateway or doorway or archway of similar or greater size within 500, as if it had cast dimension door . \n'b'\n'b' ABOUT \n'b' While all kami are enemies of oni , none are so fervent as the zuishin. Known also as shrine kami, zuishin take as their wards gates, doorways, religious places, and the spiritual archways known as torii, ensuring that the gates are respected. Zuishin can use many weapons but tend to favor the bow. A zuishin treats its equipment with utmost care, viewing weapons as extensions of itself. It never discards its bow voluntarily; if the weapon is ever lost or destroyed, a zuishin can craft a new one in a month. \n'b' Zuishin treat other kami with respect and are always willing to lend a helping hand. Creatures other than kami must earn a zuishin\xe2\x80\x99s trust before receiving its aid and do so by honoring the gate it guards or providing an offering to the kami, such as a tree branch or other small piece of nature. Zuishin manifest as suits of armor with a partly manifest warrior within and wield glowing weapons. They appear translucent and almost ghostly but have semi-solid physical bodies that levitate off the ground, as though they stood about 5 feet tall.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zuvembie \n'b' Medium undead , neutral evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 136 (21d8 + 42) \n'b' Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 18 (+4) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +7, Cha +6 \n'b' Skills Arcana +7, Stealth +5 \n'b' Damage Immunities poison \n'b' Condition Immunities exhaustion , poisoned \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Common (can\xe2\x80\x99t speak) \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The zuvembie\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: \n'b'\n'b' 3/day each : animate dead , darkness , ray of enfeeblement \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The zuvembie makes two attacks: one with its axe and one with its claw. \n'b' Axe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d10 + 1) slashing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d10 + 1) slashing damage plus 21 (6d6) necrotic damage. \n'b' Corpse Call . Zuvembies cannot speak, but their strange calls and whistles captivate the minds of those who hear them. Every living creature within 100 ft. of the zuvembie that can hear the call must succeed on a DC 15 Wisdom saving throw or be charmed until the call ends. The zuvembie must take a bonus action on its subsequent turns to continue calling creatures. It can stop the call at any time. The call ends if the zuvembie is incapacitated . While charmed by the zuvembie, a target is incapacitated and ignores the call of other zuvembies. If the charmed target is more than 5 ft. away from the zuvembie, it must move on its turn toward the zuvembie by the most direct route. It doesn\xe2\x80\x99t avoid Opportunity Attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the zuvembie, 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 zuvembie\xe2\x80\x99s call for the next 24 hours. \n'b'\n'b' ABOUT \n'b' Tied to the dark forces of nature and unholy magic, zuvembies employ fear and the wild creatures of the land to take their vengeance upon the living. Zuvembies appear to be withered, animate corpses but possess ruthless minds and blasphemous vigor. Revenge fuels a zuvembie, a hatefulness directed toward those who wronged it in life. Yet even when the last one who maligned it lies dead, its rage remains, turning against all who live, especially the relatives of the target of its original hate. Most zuvembies willingly performed the vile rituals to attain vengeance through unlife, but the transformation can also be wrought upon a helpless victim.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Black Crier \n'b' Medium undead , neutral \n'b' Armor Class 16 (natural armor) Hit Points 150 (20d8 + 60) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 19 (+4) CON: 16 (+3) INT: 11 (+0) WIS: 20 (+5) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Int +4, Wis +9 Skills History +4, Perception +9, Performance +9, Religion +4 Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , stunned Senses darkvision 60 ft., passive Perception 15 Languages understands all languages but can\xe2\x80\x99t speak Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Bound by Calamity . The black crier is bound to a region where a major catastrophe will happen. This region can be of any size but is never smaller than 1 square mile. If the crier leaves this region, it loses its Rejuvenation trait and Crier\xe2\x80\x99s Lament action. It permanently dies if it remains outside of its bound region for more than 24 hours. \n'b' Rejuvenation . If it dies within its bound region before the catastrophe it heralds happens, the black crier returns to life in 1d6 days and regains all its hp. The black crier dies after the catastrophe ends and doesn\xe2\x80\x99t rejuvenate. Only a wish spell can prevent this trait from functioning. \n'b' Actions \n'b' Multiattack . The black crier uses its Bell Toll. It then makes two melee attacks . \n'b' Bell . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 4) bludgeoning damage plus 14 (4d6) necrotic damage. \n'b' Bell Toll . The black crier targets one creature it can see within 60 feet of it. The creature must make a DC 17 Wisdom saving throw. On a failure, the target takes 14 (4d6) necrotic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn\xe2\x80\x99t frightened . If the saving throw fails by 5 or more, the target suffers one level of exhaustion . \n'b' Crier\xe2\x80\x99s Lament (1/Day) . The black crier unleashes a devastating peal of anguish and rage in a 30-foot cone. Each creature in the area must make a DC 16 Charisma saving throw. On a failure, a creature drops to 0 hp . On a success, a creature takes 21 (6d6) psychic damage and is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' This skeletal figure is dressed in the style of a town crier. It carries an elaborate silver bell in its bony hands, and its skull gleams white in the moonlight. \n'b' Heralds of Calamity . The black crier is an undead that appears hours, days, or even months before a great catastrophe. The larger the catastrophe, the earlier the black crier appears. \n'b' Servants of Fate . Black criers are not malicious or vengeful undead and exist to warn of coming danger. They defend themselves if attacked but don\xe2\x80\x99t pursue fleeing opponents. \n'b' Mute Messengers . Despite their name, black criers cannot speak; instead, they use cryptic hand gestures or other mysterious signs to warn people of the impending calamity. \n'b' Undead Nature . A black crier doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Portents of Disaster \n'b' A black crier is always accompanied by signs of impending disaster. The crier isn\xe2\x80\x99t affected or targeted by these portents, but it otherwise has no control over them. The portents appear within a black crier\xe2\x80\x99s bound region (see the Bound by Calamity trait) and can be one or more of the following, becoming more frequent as the date of the catastrophe approaches: \n'b' Swarms of rats or insects appear, destroying crops, eating food stores, and spreading disease. \n'b' The ground in the region experiences minor tremors, lasting 1d6 minutes. \n'b' Thunderstorms, blizzards, and tornadoes plague the region, lasting 1d6 hours. \n'b' Natural water sources in the region turn the color of blood for 1d4 hours. The water is safe to drink, and the change in color has no adverse effect on local flora and fauna.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Zwana Lion \n'b' Medium beast , unaligned \n'b' Armor Class 13 \n'b' Hit Points 18 (4d8) \n'b' Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 11 (+0) INT: 4 (\xe2\x80\x933) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +7 \n'b' Senses passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The lion has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The lion has advantage on an attack roll against a creature if at least one of the lion\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Pounce . If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced prone . If the target is prone , the lion can make one bite attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' The zwana lion is a cousin to the standard lion, with something of a leopard\xe2\x80\x99s rangy nimbleness. Zwana lions are 4 to 6 feet long and weigh 250 to 375 pounds. Not as heavy or powerful as other great cats, zwana lions use their higher intellect to coordinate group attacks on their prey. They are usually the top predators in their territories, though they have trouble competing with standard lions due to their greater size . \n'b' Nkosi can assume the form of a zwana lion when they change shape.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Black Knight Commander \n'b' Medium humanoid (any race), lawful evil \n'b' Armor Class 18 (plate) Hit Points 91 (14d8 + 28) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 14 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Wis +4, Cha +5 Skills Animal Handling +7, Athletics +7, Intimidation +5 Senses passive Perception 11 Languages any two languages Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Hateful Presence . Each friendly creature within 10 feet of the black knight commander gains a +2 bonus on weapon damage rolls but can\xe2\x80\x99t use the Help action. \n'b' Locked Saddle . The black knight commander can\xe2\x80\x99t be forced prone , dismounted, or moved against its will while mounted. \n'b' Mounted Charge . If the black knight commander moves at least 20 feet straight toward a creature while mounted and then hits it with a Lance attack on the same turn, the commander can use a bonus action to command its mount to make one melee weapon attack against that creature as a reaction . \n'b' Mounted Warrior . The black knight commander is rarely seen without its warhorse mount. The warhorse wears custom barding that raises is Armor Class to 15, and mounting and dismounting the warhorse costs the commander only 5 feet of movement. While the commander is mounted, its mount can\xe2\x80\x99t be charmed or frightened . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The black knight commander makes one Lance attack and two Mace attacks. If the commander is mounted, its mount can then make one Hooves attack . If both Mace attacks hit one creature, the target takes an extra 7 (2d6) bludgeoning damage. \n'b' Lance . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 10 (1d12 + 4) piercing damage. \n'b' Mace . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. \n'b' Frightful Charge (Recharges after a Short or Long Rest) . While mounted, the black knight commander lets loose a terrifying cry. It then 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 it enters a creature\xe2\x80\x99s space during this move, that creature must make a DC 15 Dexterity saving throw. On a failure, a creature takes 28 (8d6) bludgeoning damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t frightened . A frightened creature can make a DC 15 Wisdom 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 knight commander strikes an imposing figure upon its chosen mount; one that inspires bloodlust in its allies and fear in its foes. Devoted to its own twisted code, the black knight commander has a sense of honor but spares no compassion for those who stand in its way. Whether the knight fights for a dark lord or a demonic god, all its foes will be trampled into the dust and their families slaughtered so there can be no revenge. The only victory is a total victory.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Demonic Knight \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 17 (half plate) Hit Points 85 (10d8 + 40) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 18 (+4) INT: 17 (+3) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +6, Athletics +8, Perception +7, Stealth +4 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities charmed , frightened Senses truesight 60 ft., passive Perception 17 Languages Abyssal, Common Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The demonic knight\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells without requiring material components:\n'b'\n'b'\n'b' At will : detect magic , wall of ice \n'b' 2/day : dispel magic \n'b' 1/day each : bestow curse , fireball \n'b'\n'b' Magic Weapon : The demonic knight\xe2\x80\x99s weapon attacks are considered magical for the purposes of damage resistance . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The demonic knight makes two longsword attacks, or one one-handed longsword attack and one mailed fist attack . \n'b' Longsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands. \n'b' Mailed Fist . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage. \n'b' Breath of Unlife (recharge 5-6). The demonic knight releases a 10-foot cone of necrotic breath. Creatures in the area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 28 (8d6) necrotic damage. If a humanoid creature is slain by this damage, it rises as a shadow demon under the command of the demonic knight that created it. The new shadow demon remains enslaved to the demonic knight until the knight\xe2\x80\x99s death and cannot summon demons of its own. A demonic knight can only have two such shadow demons under its command. \n'b' Summon Demon (1/day). A demonic knight has a 50 percent chance of summoning 1d4 shadow demons, 2 hezrous, 1 glabrezu, 1 vrock, or 1 marilith. The summoned demon appears in an unoccupied space within 60 feet. It cannot summon further demons and remains only for 1 minute before vanishing. It disappears early if it or the demonic knight is slain.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Black Orc High Priest \n'b' Medium humanoid (black orc), chaotic evil \n'b' Armor Class 16 (scale mail) Hit Points 127 (15d8 + 60) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 18 (+4) INT: 12 (+1) WIS: 20 (+5) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +9, Cha +6 Skills Arcana +5, Deception +6, Insight +9, Intimidation +6, Perception +9 Senses truesight 120 ft., passive Perception 19 Languages Abyssal, Common, Orc Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Abyssal Blessing . The priest of Orcus gains 10 temporary hit points when it reduces a hostile creature that is not an undead to 0 hit points . \n'b' Blessing of Orcus . Black orcs have advantage on saving throws against the spells and effects of undead creatures. \n'b' Deadsight . The high priest of Orcus has truesight out to a range of 120 feet. \n'b' Spellcasting . The high priest of Orcus is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : chill touch , guidance , mending , resistance \n'b' 1st level (4 slots) : bane , cure wounds , false life , inflict wounds \n'b' 2nd level (3 slots) : aid , blindness/deafness , hold person , silence \n'b' 3rd level (3 slots) : animate dead , bestow curse , dispel magic , spirit guardians \n'b' 4th level (3 slots) : banishment , death ward , guardian of faith \n'b' 5th level (2 slots) : dispel evil and good , insect plague \n'b'\n'b' Unholy Strike . Once on each of the high priest\xe2\x80\x99s turns when it hits a creature with a weapon attack , the high priest can cause the attack to deal an extra 18 (4d8) necrotic damage to the target. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The high priest makes two melee attacks . \n'b' Mace . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. \n'b' Caress of Orcus (recharge 5-6) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) necrotic damage, and the target\xe2\x80\x99s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack , a shadow rises from the corpse in 24 hours under the priest\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The priest can have no more than three shadows under its control at one time.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Black Patch \n'b' Large ooze , unaligned \n'b' Armor Class 7 Hit Points 153 (18d10 + 54) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 5 (\xe2\x80\x933) CON: 16 (+3) INT: 4 (\xe2\x80\x933) WIS: 6 (\xe2\x80\x932) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Resistances cold Damage Immunities acid, poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x94 Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The black patch can breathe air and water. \n'b' Eldritch Luminance . When a creature that can see the black patch starts its turn within 90 feet of the ooze, the black patch can force it to make a DC 15 Wisdom saving throw if the ooze isn\xe2\x80\x99t incapacitated and can see the creature. On a failure, the creature is mesmerized for 1 minute. A mesmerized creature that is more than 5 feet away from the black patch must move on its turn toward the ooze by the most direct route, trying to get within 5 feet. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the ooze, the target can repeat the saving throw. A mesmerized target can also 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 black patch\xe2\x80\x99s Eldritch Luminance for the next 24 hours. \n'b' Flowing Form . The black patch can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Ooze Nature . The black patch doesn\xe2\x80\x99t require sleep . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The black patch makes two Pseudopod attacks. It can replace one attack with a use of Viscid Suffocation. \n'b' Pseudopod . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage plus 13 (3d8) acid damage. \n'b' Viscid Suffocation . One creature in the black patch\xe2\x80\x99s space must make a DC 15 Dexterity saving throw or take 18 (4d8) acid damage, and the black patch attaches to it, coating the creature and its equipment. While the black patch is attached to it, the creature\xe2\x80\x99s speed is halved, it can\xe2\x80\x99t breathe, and it takes 9 (2d8) acid damage at the start of each of its turns. In addition, if the creature is in the water, it has disadvantage on ability checks to swim or stay afloat. The black patch can devour flesh quickly, but its acid doesn\xe2\x80\x99t harm metal, wood, or other similar objects or creatures without flesh. The black patch can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the black patch by succeeding on a DC 15 Strength check. \n'b'\n'b' ABOUT \n'b' A large patch of an odd, black substance floats on the water. Its glossy sheen catches the light in a shimmer of color as the inky black substance drifts ever-so-slowly upon the tide. \n'b' Black patch is a bizarre swamp ooze that has left most who studied it\xe2\x80\x94from a safe distance\xe2\x80\x94baffled by its origins. \n'b' Abstruse Lurker . At first glance, black patch resembles a grotesque specimen of pond scum. Casual inspection of its dark surface, however, reveals a psychedelic eldritch luminance within the tenebrous folds of its slimy mass\xe2\x80\x94a myriad of swirling colors that perpetually spiral in a maddening dance. \n'b' Insatiable Hunger . A black patch stalks its prey slowly and silently from a distance. Since it can\xe2\x80\x99t leave the water, this semi-sentient aquatic ooze is forced to take advantage of its terrain to help it scavenge or hunt. Its digestive acid dissolves flesh and bone quickly but has no effect on other substances, such as wood and metal.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Black Serpent \n'b' Huge monstrosity , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 161 (14d12 + 70) Speed 40 ft., climb 20 ft., fly 60 ft.\n'b' STATS STR: 23 (+6) DEX: 63 (+1) CON: 11 (+5) INT: 52 (+1) WIS: 14 (+2) CHA: 22 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Con +9 Skills Athletics +10, Perception +10 Damage Resistances cold, fire, and lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 20 Languages Abyssal Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The black serpent has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 10 (3d6) poison damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained , and the black serpent can\xe2\x80\x99t bite another target. \n'b' Swallow . The black serpent makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite\xe2\x80\x99s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the black serpent, and it takes 21 (6d6) poison damage at the start of each of the black serpent\xe2\x80\x99s turns. If the black serpent takes 30 points of damage or more on a single turn from a creature inside it, the black serpent must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 15 feet of the black serpent. If the black serpent dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 20 feet of movement, exiting prone . \n'b' Poison Breath (Recharge 5-6) . The black serpent exhales poison gas in a 60-foot cone. Those caught within the cone must make a DC 17 Constitution saving throw, taking 35 (10d6) poison damage on a failure, or half as much on a success. \n'b'\n'b' ABOUT \n'b' A serpent of this sort, a minor one, is a very nasty thing indeed. The serpent\xe2\x80\x99s head resembles a cross between a snake\xe2\x80\x99s and crocodile\xe2\x80\x99s with long front fangs like a snake and rows of lesser teeth besides. The creature has an ophidian body some 50 feet long and about two feet in diameter at its thickest part. Set along the middle third of its body, the thickest portion, are three pairs of legs of the sort that enable the serpent to move at either a sprawling or erect gait, or slither noiselessly along ways no bigger than two feet in diameter. It has wings but does not actually use them to fly (relying on its magic instead).'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'A\xc3\xadje, Ancient \n'b' Family: A\xc3\xadje \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 20 (natural armor) Hit Points 310 (20d20 + 100) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 25 (+7) DEX: 10 (+0) CON: 20 (+5) INT: 14 (+2) WIS: 18 (+4) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +13, Con +11, Wis +10, Cha +8 Skills Athletics +13, Nature +7, Perception +10, Stealth +6, Survival +10 Senses passive Perception 20 Languages Aquan, Common, Sylvan Challenge 17 (18,000 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\xad?e\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17). 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 , detect magic , locate animals or plants , speak with animals , speak with plants \n'b' 1/day each : greater restoration , mass heal , mass suggestion \n'b'\n'b' Land Charge . If the a\xc3\xadje moves at least 20 feet on land straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 26 (4d12) bludgeoning damage. If the target is a Large creature or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Legendary Resistance (3/Day) . If the a\xc3\xad?e fails a saving throw, it can choose to succeed instead. \n'b' Song of the A\xc3\xadje . As an a\xc3\xadje tadpole, but the save DC is 18. \n'b' Water Camoflauge . The a\xc3\xadje is only invisible while fully immersed in water if it is not moving. If the a\xc3\xad?e is moving in water it has advantage on Dexterity ( Stealth ) checks to remain hidden. \n'b' Water Torpedo . If the a\xc3\xadje moves at least 20 feet in the water straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 26 (4d12) bludgeoning damage. If the target is a Large creature or smaller, it must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The a\xc3\xad?e makes one bite attack and one tail attack . \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 20 ft., one target. Hit : 33 (4d12 + 7) piercing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 21). Until this grapple ends, the target is restrained , and the a\xc3\xad?e can\xe2\x80\x99t bite another target. \n'b' Tail . Melee Weapon Attack : +13 to hit, reach 20 ft., one target. Hit : 34 (5d8 + 7) bludgeoning damage. \n'b' Swallow . As an adult a\xc3\xad?e, but swallowed creatures take 33 (4d12 + 7) bludgeoning damage per round and it can swallow up to 1 Huge, 2 Large, or 4 Medium or smaller creatures. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The ancient a\xc3\xad?e 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 a\xc3\xad?e regains spent legendary actions at the start of its turn. \n'b'\n'b' Move (1 Action) . The a\xc3\xad?e moves up to half its speed. \n'b' Breach the Surface (3 Actions) . When the a\xc3\xad?e breaches the surface of the water it creates a massive wave that extends in a 50-foot radius centered on the a\xc3\xad?e. Creatures in the area take 33 (6d10) bludgeoning damage, or half as much on a successful DC 21 Dexterity saving throw. On a failed save, creatures are pushed back up to 30 feet or until they meet a solid object large enough to halt their movement (GM\xe2\x80\x99s discretion). \n'b' Bite (2 Actions) . The a\xc3\xad?e makes a bite attack . \n'b' Tail (1 Action) . The a\xc3\xad?e makes a tail attack .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Black Shuck \n'b' Large fiend , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 157 (15d10 + 75) Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 21 (+5) INT: 14 (+2) WIS: 17 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Dex +7, Con +9, Wis +7 Skills Athletics +8, Stealth +11, Survival +7 Damage Resistances cold, fire, lightning Damage Immunities necrotic, poison; bludgeoning, piercing or slashing damage from nonmagical attacks not made with silvered weapons Condition Immunities charmed , frightened Senses darkvision 90 ft., truesight 60 ft., passive Perception 13 Languages understands Abyssal and Common but can\xe2\x80\x99t speak Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Frenzy . The black shuck has advantage on attack rolls against any creature that doesn\xe2\x80\x99t have all its hp . \n'b' Keen Hearing and Smell . The black shuck has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Water Walker . The black shuck can move across the surface of water as if it were harmless, solid ground. This trait otherwise works like the water walk spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The black shuck makes three Bite attacks and can use Curse of the Grave or Fearsome Howl, if available. If at least two Bite attacks hit a Medium or smaller target, the black shuck sinks in its teeth, shaking its head violently, and the target must succeed on a DC 17 Strength saving throw or take 7 (2d6) slashing damage and be thrown up to 15 feet in a random direction and knocked prone . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage and 10 (3d6) necrotic damage. \n'b' Curse of the Grave . The black shuck glares at one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be cursed. A cursed creature has disadvantage on the next two death saving throws it makes in the next 7 days. The curse lasts until the cursed creature has made two death saving throws, until 7 days have passed, or until it is lifted by a remove curse spell or similar magic. \n'b' Fearsome Howl (Recharge 5\xe2\x80\x936) . The black shuck howls a haunting tune. Each creature within 60 feet of the black shuck that can hear the howl must succeed on a DC 17 Wisdom saving throw or become frightened until the end of its next turn. A frightened creature that is concentrating on a spell must succeed on a DC 17 Constitution saving throw or it loses concentration. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Mist Stalker . While in an area of dim light, fog, or mist, the black shuck takes the Hide action. \n'b'\n'b' ABOUT \n'b' A gravelly growl reverberates from the throat of a large, shaggy black wolf. A single, glowing eye dominates its face.\xc2\xa0This fiendish black, shaggy, wolf-like creature is the size of a horse with a single, large eye that glows like molten iron. \n'b' Pastoral Prowler . Haunting country byways and back roads, black shucks are credited with countless murders, missing wayfarers, and the wholesale slaughter of entire caravans and patrols. Black shucks hide in the cover of fog and stride quietly across ponds, creeks, and other fog-shrouded bodies of water to ambush weary travelers stopping for a drink. \n'b' Unpredictable Predilections . A black shuck toys with its victims as often as it murders them, but this enigmatic entity is reported to show random kindness toward lost children, guiding them home. \n'b' Grim rituals can summon a black shuck to terrorize individuals, or even whole families, compelling it to haunt and beleaguer them and their household, sometimes for generations.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Black Stag \n'b' Large fey , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 42 (5d10 + 15) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 14 (+2) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Investigation +4, Perception +3, Stealth +3 Senses darkvision 90 ft., passive Perception 13 Languages Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brave . The black stag has advantage on saving throws against being frightened . \n'b' Charge . If the black stag moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be forced prone . \n'b' Creeping Darkness . If the black stag spends a week in a forest, the trees and plants will slowly start to die. This process can be stopped by the presence of a good-aligned druid or a unicorn . \n'b' Innate Spellcasting . Te black stag\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : minor illusion \n'b' 1/day each : darkness , silent image \n'b'\n'b' Shifting Shadows . All the shadows within a mile of the black stag move independently. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The black stag makes two ram attacks, or one hooves attack on a prone creature. \n'b' Ram . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one prone creature. Hit : 17 (3d8 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' While walking through the woods a sense of uneasiness fills your gut. Then you notice shadows around you seem to be moving independently. The cleric in your adventuring party suspects that the black stag is near. Then the druid notices that something is wrong with the trees and plants. \n'b' Sickening Shadows . When a black stag arrives, forests start to rot and turn an inky, black color. After they\xe2\x80\x99ve decomposed, the cruel fey will search for new woods to corrupt and destroy. \n'b' Horrible Henchmen . At times evil druids and other nefarious characters fall into league with this fey. If it\xe2\x80\x99s in a good mood, the black stag will even let these villains use it as a mount.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blackbeard \n'b' Medium humanoid ( human ), lawful evil rogue (thief) 7/ fighter (battlemaster) 7 \n'b' Armor Class 16 (studded leather, fighting style) Hit Points 98 (7d8+7d10+28) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Int +7 Skills Athletics +12, Deception +12, Insight +5, Intimidation +12, Perception +5, Stealth +8; artisan\xe2\x80\x99s tools (pick one) +7, navigator\xe2\x80\x99s tools +7, thieves\xe2\x80\x99 tools +8, vehicles (water) +13 Senses passive Perception 15 Languages English, Spanish, Thieves\xe2\x80\x99 Cant Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Action Surge (1/Short Rest) . On his turn, Blackbeard can take an additional action on top of his regular action and a possible bonus action. Cunning Action (1/turn). Blackbeard can use a bonus action to take the Dash , Disengage , Hide , Use Object action, Dexterity ( Sleight of Hand ) check, or to use thieves\xe2\x80\x99 tools to disarm a trap or open a lock. \n'b' Evasion . When Blackbeard is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. \n'b' Maneuver Master (5d8 maneuver dice/Short Rest) . Blackbeard can expend a maneuver die to perform a single maneuver with an attack .\n'b'\n'b'\n'b' Command . Blackbeard uses his bonus action to forgo one of his attacks and direct a friendly creature who can see or hear him. The creature uses its reaction and makes a weapon attack , dealing 1d8 additional weapon damage on a successful hit. \n'b' Disarm . A creature Blackbeard has hit with an attack takes 1d8 additional damage and makes a DC 16 Strength saving throw or drops one held item of his choice. \n'b' Feint . Blackbeard can use his bonus action to feint against one creature within 5 feet. He has advantage on his next attack roll against that creature as long as it before the end of his turn. On a hit he deals 1d8 additional damage. \n'b' Sweep . Blackbeard chooses a creature adjacent to him target and within his reach and on a hit, the adjacent creature takes 1d8 damage (of the same type as the weapon attack ). \n'b' Trip . Blackbeard deals 1d8 additional damage and if the target is a creature of Large size or smaller, it makes a DC 16 Strength saving throw or is knocked prone . \n'b'\n'b' Second-Story Work . Climbing does not cost Blackbeard extra movement. When he makes a running jump, the distance he covers increases by 3 feet. \n'b' Second Wind (1/Short Rest) . On his turn, Blackbeard can use a bonus action to regain 1d10+7 hit points . \n'b' Sneak Attack (1/turn) . Blackbeard deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Blackbeard that isn\xe2\x80\x99t incapacitated and Blackbeard doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' FEATS \n'b'\n'b' Athletic . Blackbeard can stand up from being prone with only 5 feet of his movement, climbing doesn\xe2\x80\x99t cost him extra movement, and he only has to move 5 feet before making a running long jump or running high jump. \n'b' Mobility . Blackbeard can Dash through difficult terrain without requiring additional movement. Whenever he makes an attack against a creature, he doesn\xe2\x80\x99t provoke opportunity attacks from that creature until the end of his turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Extra Attack . Blackbeard attacks twice when he takes the Attack action. \n'b' Cutlass . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) slashing damage. \n'b' Dagger (4) . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or thrown 20/60 ft., one target. Hit : 5 (1d4+3) piercing damage. \n'b' Pistol (6) . Ranged Weapon Attack : +8 to hit, range 30/90 ft., one target. Hit : 8 (1d10+3) piercing damage. \n'b' Musket . Ranged Weapon Attack : +8 to hit, range 40/120 ft., one target. Hit : 9 (1d12+3) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Uncanny Dodge . When an attacker Blackbeard can see hits him with an attack , Blackbeard can use his reaction to halve the attack \xe2\x80\x99s damage against him. \n'b'\n'b' ABOUT \n'b' The precise origins of Edward Teach have eluded historians but it\xe2\x80\x99s largely believed he was born sometime around 1680 and there\xe2\x80\x99s evidence he was a mariner (probably on a privateer ship, which isn\xe2\x80\x99t too far from piracy) during the War of the Spanish Succession. Blackbeard\xe2\x80\x99s beginnings are a little more concrete\xe2\x80\x94the first reports of his infamous pirate career began in 1717\xe2\x80\x94and he became a terror of the waters off the Americas and in the Bahamas for two years, the peculiarities of his appearance gripping the public\xe2\x80\x99s imagination near the end of that first year. What marked Blackbeard as unique was that he avoided being particularly vicious or dishonorable, playing more on psychological fears than genuine, repetitive brutality, instead making the most out of his reputation and fierce, wiry, black-bearded, lit-fused appearance. Before he was finally killed (for a sizable bounty of 100 pounds and in a fight where his forces were outnumbered two-to-one) he blockaded Charles Town in South Carolina, formed a fleet of rogue ships able to overcome contingents of the British Royal Navy, commanded scores of buccaneers, and nearly acclimated into colonial society\xe2\x80\x99s nobility. \n'b' Hair Fuses (1/10 lb., 3 gp) :These small wicks and glued strips powdered with gunpowder are worn in the hair, usually at the ends of long braids or in a voluminous beard. You can use an action or bonus action to light these fuses, rolling 1d12. On a 12, the fuses all ignite at once and you take 1d6 fire damage. Otherwise they burn for 1 minute and give you advantage on Charisma ( Intimidation ) checks, but disadvantage on all other Charisma checks. \n'b' Background : Sailor. Blackbeard is able to acquire passage on a sailing ship for him and his allies free of charge. He has no control over the ship\xe2\x80\x99s route, departure, or return, and although no coin is required he and his companions do have to help crew the vessel.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blackgate Behemoth \n'b' Gargantuan aberration (alien, mythos), neutral evil \n'b'\n'b' Armor Class 16 (natural armor) Hit Points 625 (25d20 + 125) Speed 50 ft., climb 30 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 21 (+5) INT: 16 (+3) WIS: 17 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +8 Senses passive Perception 13 Languages Aklo Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The blackgate behemoth\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no components: \n'b' At will : air walk, blight, diminish plants (as plant growth, but in reverse), meld into stone, mold earth, stone shape, stone tell (this spell works as clairvoyance except the sensor is any rock or stone the behemoth chooses. The stone can recall up to 24 hours of information) \n'b' 3/day each : flesh to stone, song of discord (as a fireball but does thunder damage), stone to flesh (as flesh to stone, but in reverse), wall of stone \n'b' 1/day each : animal friendship (9th level), clashing rocks, earthquake, symbol of insanity (my cause the symbol to appear in midair and the blackgate behemoth is immune to the spell effects), move earth, rampart \n'b' Communion of the Black Gate (1/Week) . A blackgate behemoth can disgorge a mystical slab of stone from its inward parts, appearing as a closed door of weathered black stone one foot thick and up to 15 feet square, covered in gruesome alien script. Each 5-foot section of the Black Gate has a damage threshold of 12 and 180 hit points; if the Black Gate is destroyed, the behemoth has disadvantage on all d20 rolls for 24 hours due to the psychic shock and feedback, and it cannot create a new Black Gate until after this time. The door cannot be created in any location that is being directly observed by a creature whose Intelligence exceeds 2, save for creatures with the mythos subtype (or anything the GM deems appropriate, for example, other aberrations). Once the Black Gate is created, it endures for 1d7+7 days; a behemoth may have only one Black Gate in existence at a time. A blackgate behemoth uses this mystic portal to observe and sometimes communicate with creatures of the mortal world. The behemoth can observe the door and its surroundings at will as if using clairvoyance. It may also use detect thoughts, emanating from any point on the Black Gate, regardless of its distance from the door. The script graven upon the Black Gate can be deciphered with a DC 16 (Intelligence) Arcana or Religion check or comprehend languages spell. Failing the skill check by 5 or succeeding the check by more than 5 results in insanity unless the target succeeds on a DC 16 Wisdom saving throw. The target remains insane until it passes the saving throw which it may repeat after every long rest. While the target is insane it acts as outlined by the confusion spell. Creatures using magic to read the script are also subjected to this insanity. A creature not driven mad may read from the Black Gate for 24 hours, deriving answers to 1d6 questions as if casting contact other plane. A character studying the Black Gate gains advantage on any checks related to the divination school of magic, as long as the spell is cast while reading from the Black Gate. A creature making a knowledge related Intelligence skill check while reading from the door adds 1d6 to the result of the skill check (2d6 if the check pertains to creatures, objects, places, or effects related to the alien mythos). While a creature is reading from the Black Gate, once a day, the behemoth may draw a creature into the Black Gate, where it is trapped within a bizarre subspace realm that functions as maze. In addition, when the creature finally escapes from the maze, the behemoth may inflict one effect upon a trapped creature; the effects it may choose depend on how long the creature remained trapped within the Black Gate. Trapped Time Possible Effects 1 round charm person 2 rounds touch of idiocy (as feeblemind but the duration is 1 day) 3 rounds suggestion 4 rounds modify memory 5 rounds dream 1 minute geas Creatures drawn into a Black Gate, even for a single round, receive a blackgate brand. \n'b' Blackgate Brand (1/Day) . A blackgate behemoth may inscribe the blackgate brand on the forehead or chest of a helpless creature. This mark, which often resembles a deformed black goat\xc3\xaf\xc2\xbf\xc2\xbds head, lasts for 14 days and cannot be perceived by the creature on which it is inscribed other than via true seeing. However, other creatures with Intelligence greater than 2 perceive it subliminally when they spend at least 1 minute within 10 feet of the creature. Such creatures are compelled as a geas (spell save DC 19) to seek out the blackgate behemoth or a Black Gate. Creatures of CR (or level) 7 or higher gain a +1d4 bonus on their saving throw. The effects last up to 2d6 days, though compelled creatures can attempt a new saving throw every 24 hours to remove the compulsion, with the DC decreasing by 1 each day after the first. \n'b' Divine Disruption . A blackgate behemoth weakens the local connection between divine spellcasters and their patrons. A divine spellcaster includes clerics and paladins as well as any warlock whose patron is not from the mythos. Creatures attempting to cast a divine spell within 60 feet of a behemoth must succeed at a DC 16 spellcasting check (as if making a spell attack roll) or the spell fails. Even if this check succeeds, a behemoth may expend one use of its legendary actions as a reaction to force a creature casting the divine spell to make two separate DC 16 Wisdom saving throws. If either save fails, the divine spellcaster\xc3\xaf\xc2\xbf\xc2\xbds spell is ruined. If both saves fail, the divine spellcaster is also stunned until the end of its next round by the psychospiritual backlash. This use of this trait can also interdict a creature\xc3\xaf\xc2\xbf\xc2\xbds supernatural class abilities granted through a divine spellcasting class, such as a paladin\xc3\xaf\xc2\xbf\xc2\xbds lay on hands, or a cleric\xc3\xaf\xc2\xbf\xc2\xbds domain powers or ability to channel energy. \n'b' Frictionless . The blackgate behemoth is under a constant freedom of movement spell. \n'b' Hibernation . A blackgate behemoth can enter a state of hibernation at will; doing so takes 1 minute. While in this state, it can take no actions and is incapacitated, as if it were in a deep sleep. However, the duration of its Black Gate and any spell-like ability it has used on itself are extended as long as it remains hibernating, as if no time is passing. A behemoth can remain in hibernation for as long as it wishes \xe2\x80\x93 while in this state, it does not need to eat or drink, nor does it age. Time effectively stands still for a hibernating behemoth. If it is jostled or damaged while hibernating, or if a creature touches its Black Gate or attempts to decipher the writing on it, the behemoth can attempt a DC 16 Wisdom saving throw. If it succeeds, it awakens in 2d4 rounds. Otherwise, it takes 1d4 days to awaken from hibernation. A blackgate behemoth can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, a behemoth needs only 1d3 rounds to rouse itself, with no Wisdom saving throw necessary. \n'b' Legendary Resistance (3/Day) . If the blackgate behemoth fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . A blackgate behemoth\xc3\xaf\xc2\xbf\xc2\xbds weapon attacks are magical. \n'b' Psychotic Paralysis . A poisoned creature reduced to 0 hit points by a blackgate behemoth\xc3\xaf\xc2\xbf\xc2\xbds attacks is driven mad as the neurotoxic effluents of its bite attack its brain. Each round that a creature remains unconscious while poisoned, it must succeed on a DC 16 Wisdom saving throw or gain a random form of madness \xc3\xaf\xc2\xbf\xc2\xbd roll randomly to determine the length of madness \xc3\xaf\xc2\xbf\xc2\xbd short, medium or long then and then roll on the appropriate table. Multiple failed saves result in multiple forms of insanity. Creatures driven insane in this fashion, and who remain unhealed, often become obsessed with the place where they became insane and may establish mystery cults devoted to calling the blackgate behemoth back to that place and sharing its gift of madness with others. \n'b' Speak with Beasts and Plants . The blackgate behemoth can communicate with beasts and plants as if they shared a language. \n'b' Under the Darkling Moon . When outdoors at night, the save DC for any of a behemoth\xc3\xaf\xc2\xbf\xc2\xbds abilities that requires a Wisdom or Intelligence saving throw is increased by 1; during the three nights of the new moon, the DC is instead increased by 3. During the nights of the new moon, if a blackgate behemoth using its aberrant vomitus ability to create a monster expends 3 legendary actions, the creature does not perish after one hour. \n'b' Actions \n'b' Multiattack . The blackgate behemoth uses Alien Prescence then makes four attacks of its choice. \n'b' Alien Presence . Each creature of the blackgate behemoth\xc3\xaf\xc2\xbf\xc2\xbds choice that is within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. While frightened the creature is confused (as the spell). 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\xc3\xaf\xc2\xbf\xc2\xbds saving throw is successful or the effect ends for it, the creature is immune to the blackgate behemoth\xc3\xaf\xc2\xbf\xc2\xbds Alien Presence for the next 24 hours. \n'b' Bites . Melee Weapon Attack : +11 to hit, reach 10 ft., one creature. Hit : 27 (6d6 + 6) piercing damage and the target is poisoned for 1 day on a failed DC 16 Constitution saving throw (see psychotic paralysis for additional effects). \n'b' Tentacles . Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 33 (6d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. Alternatively, the blackagate behemoth may choose to grapple the target (escape DC 16). Until this grapple ends, the target is restrained, and the blackgate behemoth losses one of its four tentacle attack options. While grappled the target automatically takes 33 (6d8 + 6) bludgeoning damage at the start of the backgate behemoth\xe2\x80\x99s turn due to being constricted. \n'b' Legendary Actions \n'b' The blackgate behemoth can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The blackgate behemoth regains spent legendary actions at the start of its turn. \n'b' Tentacle . The blackgate behemoth makes one tentacles attack. \n'b' Seductive Compulsions . A blackgate behemoth may use this legendary action whenever it uses an enchantment effect (including its psychotic paralysis), forcing the target to save with disadvantage. \n'b' Aberrant Vomitus (Costs 2 Actions) . The blackgate behemoth can spew out a heap of noxious multicolored tissue and bile that functions as a maximum hit point gibbering mouther under the behemoth\xc3\xaf\xc2\xbf\xc2\xbds control. At the GM\xc3\xaf\xc2\xbf\xc2\xbds option, it may use this ability to create any aberration of CR 6 or lower. This creature perishes 1 hour after its creation. \n'b' About \n'b' Blackgate behemoths are titanic, solitary alien beings native to the dark places between and beyond the stars, seeded by greater masters onto planets they might explore and enslave. \n'b' They are towering creatures, their bulk heaving with terrifying swiftness upon four clawed legs like tree trunks. Mismatched eyeballs glare from every part of its body, scattered among a host of gnashing maws and a veritable forest of lashing fanged tentacles. They may lurk in deep caves for decades at a time but emerge at times of cosmic conjunctions that only they can sense to deposit mysterious black monoliths across the landscape. It is these strange runecarved portals that give blackgate behemoths their name. A blackgate behemoth is over 30 feet tall and weighs 15 tons. \n'b' Cult Master . While their Black Gates undoubtedly serve some inscrutable cosmic purpose, behemoths also use them as lures for the curious or the foolish, drawing them in and using them to establish cultic cells. They encourage the creation not only of cults that bring them sacrifices and offerings to leave at their mysterious Black Gates but also to leave and create sleeper cells elsewhere. Those who unravel the mysteries of a Black Gate may be drawn into it by the behemoth lurking nearby, often using its meld into stone ability to listen to the pathetic paeans of praise offered up by its deranged cultists while reading their minds itself and opening their minds to the touch of its darkling masters far off in the deeps of space. Blackgate cults are typically led by a bard, sorcerer, or witch of 7th-9th level, while the cultists are typically 3rd-level aristocrats, commoners, experts, or warriors. \n'b' The alien intelligence of a blackgate behemoth is often strange to terrestrial sentients, as the uses to which they put their cults may appear nonsensical. Some simply enjoy the adulation of their faux divinity, but other behemoths develop curious obsessions and drive their cultists to make them a reality, building bizarre monuments, retrieving incomprehensible combinations of objects for ineffectual or debasing rituals, slaughtering all creatures of a certain kind, or driving out rival religions. Some direct their cultists to kidnap priests of all kinds and drag them before the behemoth to demonstrate the impotence of their faith in the face of its primeval interdiction of divinity, the better to convince them to abandon their calling and worship the behemoth or its starry masters. \n'b' Awakened Hunger . Blackgate behemoths have very little impact on the natural world when hibernating, but when they awaken they can cause massive and terrifying disruptions to the landscape and the creatures dwelling in it. They sap the living essence of vegetation with their diminish plants and blight abilities, drawing a strange sustenance from it even as they leave swaths of blasted and defoliated wastelands in their wake. A behemoth\xc3\xaf\xc2\xbf\xc2\xbds mere presence drives animals into a mad frenzy of wild slaughter, though by attuning its will it can turn their crazed behavior into calm compulsion as its eerily silent slaves. Blackgate behemoths are omnivorous, eating as a supplement to their biospheric draining, but they are as likely to bite a creature once to inflict its poison as to devour a victim entirely. They frequently create their own food using stone to flesh, and a behemoth\xc3\xaf\xc2\xbf\xc2\xbds lair is often marked with disgusting mounds of rancid, half-eaten flesh of its own creation.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blackthorn Dryad \n'b' Medium fiend , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 85 (10d8+40) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 18 (+4) INT: 11 (+0) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Con +7, Wis +4 Skills Perception +4, Stealth +8 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 14 Languages Infernal, Sylvan, telepathy 120 ft. Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the blackthorn\xe2\x80\x99s darkvision . \n'b' Innate Spellcasting : The blackthorn\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). The dryad can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : druidcraft \n'b' 3/day each : entangle , goodberry \n'b' 1/day each : barkskin , pass without trace , shillelagh \n'b'\n'b' Magic Resistance . The blackthorn has advantage on saving throws against spells and other magical effects. \n'b' Speak with Beasts and Plants . The blackthorn can communicate with beasts and plants as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The blackthorn makes two attacks with its thorny vines. \n'b' Thorny Vine . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the blackthorn isn\xe2\x80\x99t already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. \n'b' Animate Vines (Recharges after a Short or Long Rest) . Up to four vines, bushes, trees, or other living plants the blackthorn can see within 60 feet of it magically sprout razor-edged thorns and animate under the blackthorn\xe2\x80\x99s control, provided that the plants aren\xe2\x80\x99t being worn or carried. Each animated plant is an object with AC 20, 20 hit points , resistance to bludgeoning damage, and immunity to psychic and lightning damage. When the blackthorn uses Multiattack on its turn, it can use each animated plant to make one additional thorny vine attack (for a total of up to six attacks). An animated plant can grapple one creature of its own but can\xe2\x80\x99t make attacks while grappling. An animated plant reverts to its inanimate state if reduced to 0 hit points or if the blackthorn is incapacitated or dies. \n'b' Fey Charm . The blackthorn targets one humanoid or beast that she can see within 30 feet of her. If the target can see the blackthorn, it must succeed on a DC 15 Wisdom saving throw or be magically charmed . The charmed creature regards the blackthorn as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the blackthorn\xe2\x80\x99s control, it takes the blackthorn\xe2\x80\x99s requests or actions in the most favorable way it can. Each time the blackthorn or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the blackthorn dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target\xe2\x80\x99s saving throw is successful, the target is immune to the blackthorn\xe2\x80\x99s Fey Charm for the next 24 hours. The blackthorn can have no more than one humanoid and up to three beasts charmed at a time. \n'b'\n'b' ABOUT \n'b' Blackthorns are the accursed offspring of dryads and those chain devils that corrupt mortals and fey alike with terrible bargains, generally involving cruelly tormenting chosen enemies. Always female, blackthorns have lithe, slender figures like their dryad mothers but ragged skin like blighted bark, with blackened vines of razor-sharp thorns in place of the chains of their chain devil fathers. \n'b' Leafblighter . Blackthorns bond with a tree as a dryad does, but they are parasitic rather than symbiotic with their bonded tree, gradually withering and choking it with clinging vines over the course of 1d6 weeks. Once the host tree dies, the blackthorn is frightened of all non-plant creatures until she bonds with a new tree. \n'b' Bound by Fey Bargains . A blackthorn dryad can be summoned with conjure fey or similar magical effects as if she were a fey of the same Challenge level.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blade Beast \n'b' Large monstrosity (titanspawn), unaligned\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 17 (+3) INT: 6 (-2) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 (natural armor) Hit Points 59 (7d10 + 21) Speed 40 ft. Skills Perception +3 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 13 Languages Titan Speech (can\xe2\x80\x99t speak) Challenge 3 (700 XP) \n'b' Special Traits \n'b' Bristling Hide . At the start of each of its turns, the blade beast deals 4 (1d8) piercing damage to any creature grappling it. \n'b' Illumination . The blade beast sheds dim light in a 10-foot radius. \n'b' Keen Smell . The blade beast has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Multiattack . The blade beast makes three melee attacks . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Extruded Blade . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Reactions \n'b' Absorb Weapon . When a metal weapon hits the blade beast, the beast can use its reaction to force the attacker to make a DC 13 Dexterity saving throw. On a failed save, the weapon deals damage normally (after accounting for the blade beast\xe2\x80\x99s damage resistance , if applicable), but then it is absorbed into the blade beast. An absorbed weapon is lost and cannot be recovered until the beast is slain. \n'b' Tactics \n'b' Blade beasts are brutish, yet they are also surprisingly clever. While they prefer direct assaults, they have been known to use clever ruses or to wait for distractions to make their approach easier. Blade beasts are rightly feared even by village smiths, whose shops are sometimes raided by the beasts in search of tools and weapons to absorb. \n'b' Description \n'b' The blade beast earns its name from its strange ability to absorb any metal weapon or implement into its body. The blades and spikes of such tools can then be extruded through the creature\xe2\x80\x99s hide, like metallic spines. \n'b' The hulking blade beast resembles a big panther, or perhaps a construct made in the fashion of one. Its jet-black skin seems hard, like rock, covered in a pattern of fine cracks; a faint, fiery glow, like the one from the creature\xe2\x80\x99s eyes, emerges from these cracks and also from subtle runes and symbols on the creature\xe2\x80\x99s stony hide . \n'b' Always Hostile . Highly aggressive by nature, a blade beast tends to attack without provocation; if potential victims carry metal weapons openly and the beast thinks it can prevail, it is certain to attack. Once combat is joined, the beast fights ferociously, without subtlety.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Demonic Knight \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 17 (half plate) Hit Points 85 (10d8 + 40) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 18 (+4) INT: 17 (+3) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +6, Athletics +8, Perception +7, Stealth +4 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons Condition Immunities charmed , frightened Senses truesight 60 ft., passive Perception 17 Languages Abyssal, Common Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The demonic knight\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells without requiring material components:\n'b'\n'b' At will : detect magic , wall of ice \n'b' 2/day : dispel magic \n'b' 1/day each : bestow curse , fireball \n'b'\n'b' Magic Weapon . The demonic knight\xe2\x80\x99s weapon attacks are considered magical for the purposes of damage resistance . \n'b' Actions \n'b' Multiattack . The demonic knight makes two longsword attacks, or one one-handed longsword attack and one mailed fist attack . \n'b' Longsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands. \n'b' Mailed Fist . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage. \n'b' Breath of Unlife (Recharge 5-6) . The demonic knight releases a 10- foot cone of necrotic breath. Creatures in the area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 28 (8d6) necrotic damage. If a humanoid creature is slain by this damage, it rises as a shadow demon under the command of the demonic knight that created it. The new shadow demon remains enslaved to the demonic knight until the knight\xe2\x80\x99s death and cannot summon demons of its own. A demonic knight can only have two such shadow demons under its command. \n'b' Summon Demon (1/day) . A demonic knight has a 50 percent chance of summoning 1d4 shadow demons, 2 hezrous, 1 glabrezu, 1 vrock, or 1 marilith. The summoned demon appears in an unoccupied space within 60 feet. It cannot summon further demons and remains only for 1 minute before vanishing. It disappears early if it or the demonic knight is slain. \n'b' About \n'b' This creature appears as a human-sized humanoid dressed in black iron armor. Its head is completely hidden behind a dull black helm. \n'b' The demonic knight \xe2\x80\x93 known by some as a death knight \xe2\x80\x93 is rumored to be the creation of the great demon prince Orcus, the Prince of the Undead. \n'b' Some sages doubt the validity of such a claim since the demonic knights are not undead. Though no link has been proven, however, it is known that three of the most powerful demonic knights (Baruliis, Caines, and Arrunes) make their home on the same plane of the Abyss as the Prince of the Undead within the shadows of his great citadel. The true origins of the demonic knight lay hidden deep in the stinking pits of the Abyss, and those brave few who have dared search for these secrets have never returned. The demonic knights serve their master (whoever it may be) with unswerving loyalty. \n'b' They never question their orders and never question their superior. They are often sent to the Material Plane to recruit new bodies for their master\xe2\x80\x99s next plot or deception, or to punish those that have offended their lord. On some occasions, they are simply sent to another plane to corrupt and slay those that are just and good (to the delight of their master). \n'b' A demonic knight appears as a 6-foot-tall humanoid dressed in black iron half-plate armor. Its head is completely hidden beneath a helmet that it never removes. A black iron longsword is slung at its hip. Some demonic knights don capes and other decorations as a badge of station. It is unknown exactly how many demonic knights exist, but they are believed to number no more than nine. \n'b' A demonic knight attacks using its longsword (or fists, if unarmed). \n'b' Against powerful opponents, it attempts to use its breath of unlife to weaken its foes before slaying them. If melee goes against the demonic knight, it summons demons to aid it or cover its escape.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blade Hood \n'b' Large beast , unaligned\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 14 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 45 (6d10 + 12) Speed 40 ft. Skills Athletics +8, Intimidation +7, Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Constrict . The blade hood squeezes a grappled target, causing 7 (1d6 + 4) bludgeoning damage and 8 (1d8 + 4) slashing damage. \n'b' Quick Strike . The blade hood can spend its movement to coil itself up without moving and then use its bonus action to lash out at a target within 20 feet of it, making a grab attack. \n'b' Actions \n'b' Grab . Melee Weapon Attack . +6 to hit, reach 5 ft., one target. Hit : the target is grappled (escape DC 18) and takes 8 (1d8 + 4) slashing damage. \n'b' Tactics \n'b' Blade hoods only attack when their territories are trespassed, or they are directly threatened. On rare occasions they attack medium prey if food is scarce. They will approach cautiously, trying to sneak up on prey, then using their quick strike feature to launch themselves at a target. Determining a blade hood\xe2\x80\x99s territory can be difficult, as they often see entire caves as their own. The only tell-tale sign of a being in a blade hood area is the shed snakeskin and carcasses it leaves behind on its trail. \n'b' Description \n'b' Large, cunning serpents, blade hoods inhabit wilderness areas, making their lairs underground or in tall grass. Although not venomous, their sheer size and vicious natural blades make them a dangerous serpent. \n'b' As their name implies, they have a series of razor-sharp scales on the outside of their hoods. They usually come in variations of violet and rose, with tan belly scales. Adults reach an average length of 20 feet uncoiled, although much larger specimens have been reported. Their dense musculature can crush even heavily-armored, man-size prey with ease. \n'b' Serpent\xe2\x80\x99s Maneuvering . The blade hood\xe2\x80\x99s most distinctive feature are the knifelike growths that emerge from its hood and flanks, protruding immediately behind its jaws and covering its upper back. When the serpent inflates its hood, these long scales spread out like the spokes on a chariot wheel. The serpent uses these appendages to tear through clustered prey or strike solitary targets with a devastating slashing attack. The shorter blades running the length of the snake\xe2\x80\x99s sides are used to shred constricted victims. \n'b' Selected Prey . Blade hoods burrow deep lairs that usually have at least one chamber. If a serpent kills several creatures at once, it devours one immediately and drags the other back to its lair for later consumption, leaving the rest to rot. Valuables are occasionally left in the dust of these chambers or scattered en route.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Bladewhirl \n'b' Medium construct , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 78 (12d8 + 24) Speed 40 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 14 (+2) INT: 3 (\xe2\x80\x934) WIS: 8 (\xe2\x80\x931) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned , prone , unconscious Senses blindsight 120 ft. (blind beyond this radius), passive Perception 9 Languages \xe2\x80\x94 Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Bounce . When using the Dash action, the bladewhirl can high jump a distance up to its current speed. It takes no falling damage from this jump. \n'b' Grappled Menace . A bladewhirl can\xe2\x80\x99t grapple, but it has advantage on attack rolls against any creature grappling it. \n'b' Indiscriminate . Whenever the bladewhirl starts its turn, it attacks the closest creature it can sense. If no creature is near enough to move to and attack, the bladewhirl takes the Dash action to move toward the nearest creature or moves in a random direction seeking a creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bladewhirl makes three blades attacks. \n'b' Blades . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage and 7 (1d6 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' Rolling Death . A bladewhirl is a mass of blades that rapidly spins to burrow into its victims. The fell intelligence animating a bladewhirl exists only to hunt and kill. \n'b' Last Resort . An evil wizard created the first bladewhirls to end a siege on her fortress. Once a bladewhirl is unleashed, it doesn\xe2\x80\x99t stop killing. And the construct doesn\xe2\x80\x99t discriminate among viable targets. It kills everything. \n'b'\n'b' DC 10 Intelligence ( History ) : Bladewhirls are murderous constructs made from numerous blades. \n'b' DC 15 Intelligence ( Arcana ) : A bladewhirl is fast and able to jump to great heights. It always attacks the creature closest to it. Once a bladewhirl is free to roam and attack, it doesn\xe2\x80\x99t stop. \n'b' DC 15 Intelligence ( Arcana ) : A bladewhirl is immune to poison and psychic damage, and it\xe2\x80\x99s resistant to fire. It takes magic weapons to harm one effectively.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blaspheming Hand \n'b' Large fiend , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 68 (8d10 + 24) Speed 30 ft., fly 30 ft (hover)\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 6 (\xe2\x80\x932) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities poison Condition Immunities blinded , deafened , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages understands Abyssal and Infernal but can\xe2\x80\x99t speak Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The blaspheming hand has advantage on saving throws against spells and other magical effects. \n'b' Steadfast . The blaspheming hand can\xe2\x80\x99t be charmed or frightened while at least one of its allies is within 30 feet of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The blaspheming hand makes one Claw attack and uses Evil Fingers. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature and the hand isn\xe2\x80\x99t being used as a mount. Until this grapple ends, the target is restrained , the blaspheming hand can\xe2\x80\x99t use its Claw on another target, and the hand\xe2\x80\x99s walking speed is reduced to 0. \n'b' Evil Fingers . The blaspheming hand gestures at one creature it can see within 60 feet, causing one of the following effects:\n'b'\n'b'\n'b' Beckoning Finger . The target must succeed on a DC 14 Strength saving throw or be magically pulled up to 30 feet in a straight line toward the hand. If the creature is pulled to within 5 feet of the hand, the hand can make one Claw attack against it as a bonus action. \n'b' Punishing Finger . The target must succeed on a DC 14 Charisma saving throw or take 10 (3d6) fire damage and be marked for punishment. Until the start of the hand\xe2\x80\x99s next turn, each time the punished target makes an attack against the blaspheming hand or its rider, the target takes 7 (2d6) fire damage. \n'b' Repelling Finger . The target must succeed on a DC 14 Strength saving throw or take 11 (2d10) force damage and be pushed up to 10 feet away from the hand and knocked prone . \n'b' Unraveling Finger . The target must succeed on a DC 14 Wisdom saving throw or bear a magical mark. Whenever the blaspheming hand deals damage to the marked creature, the hand regains hp equal to half the damage dealt. The mark lasts until the blaspheming hand dismisses it as a bonus action, or it uses Unraveling Finger again. \n'b'\n'b' ABOUT \n'b' A massive, crimson, humanoid hand the size of a horse crawls across the ground. Numerous vestigial fingers sprout from where its wrist would be. \n'b' Blaspheming hands are the severed hands of giants subjected to obscure, occult rituals, infused with the spirit of a lesser fiend, and given life. Hags and evil cults hold the secrets to creating these horrific fiends. \n'b' Infused with Curses . During the creation of the blaspheming hand, foul fetishes and cursed trinkets are embedded within the dead flesh before it is imbued with new life. While the flesh is split, profane symbols are carved into its bones to seed it with evil charms. These allow a blaspheming hand to attack with both magical effects and debilitating curses. \n'b' Mount of Hags . Hags who create blaspheming hands often use them as mounts, riding them as they scuttle across the ground on their many fingers or sitting in their upturned palms as they fly through the air.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blastwork, Autocannon \n'b' Family: Blastwork \n'b' Medium construct (iron, blastwork), unaligned \n'b' Armor Class 21 (natural armor) Hit Points 44 (8d8 + 8) Speed 10 ft., roll 20 ft. (40 ft. downhill)\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 1 (-5) WIS: 14 (+2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Resistances fire Damage Immunities acid, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Proficiency Bonus +3 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cannonball Recharge . The autocannon has 12 cannonballs. Used cannonballs recharge when the autocannon finishes a long rest. \n'b' Combustion Engine . When the construct dies, it inflicts 10 (3d6) fire damage in a 5 ft. radius. Creatures in the radius can make a DC 14 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Combustion Engine Malfunction table. \n'b' Constructed Nature . The construct doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Rolling Charge . If the autocannon rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Cannon (Recharge 3-6) . Ranged Weapon Attack : +6 to hit, range 600/2,400 ft., one target. Hit : 44 (8d10) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This wheeled cannon moves of its own accord! \n'b' Essentially mobile defense systems, these autocannons attack any living creature they detect and fire at them. They have a storage of 12 cannonballs in a chamber beneath that allows them to fire continuously, although the loading mechanism is finicky and their rate of fire uneven.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Akaasit \n'b' Medium construct , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 91 (14d8 + 28) \n'b' Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 14 (+2) INT: 3 (\xe2\x80\x934) WIS: 10 (+0) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances piercing \n'b' Damage Immunities poison, psychic \n'b' Condition Immunities blinded , charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses truesight 60 ft., passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The akaasit is immune to any spell or effect that would alter its form. \n'b' Unfixed in Time . To those properly fixed in time, the akaasit flickers in and out of time, its position never fully clear. Attack rolls against the akaasit have disadvantage. If it is hit by an attack , this trait ceases to function until the start of its next turn. \n'b' Magic Resistance . The akaasit has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The akaasit makes two arm blade attacks. \n'b' Arm Blade . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage plus 3 (1d6) force damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Time-Assisted Counterattack . The akaasit\xe2\x80\x99s awareness of the near future allows it to see attacks before they happen. When a creature the akaasit can see attacks it while within 5 feet of it, the akaasit can attack the creature before the creature\xe2\x80\x99s attack hits. The akaasit makes a single arm blade attack against the creature. If the creature is reduced to 0 hp as a result of the akaasit\xe2\x80\x99s attack , the creature\xe2\x80\x99s attack doesn\xe2\x80\x99t hit the akaasit. \n'b'\n'b' ABOUT \n'b' A cloud of unconnected, flat gray triangles in the vague shape of a mantis flickers unpredictably from one position to another, clicking softly as its arm blades swing outward. \n'b' Akaasits are constructed beings from a plane destroyed by a catastrophic misuse of time magic. They were altered by this catastrophe and now exist in the present and in fractions of a second in the past and future. \n'b' Mindless . The akaasit has no mind, at least as understood by denizens of the Material Plane, and its motives are inscrutable. Each akaasit is always found moving toward some unknown destination. It may attack other creatures, or it may ignore them. It protects itself if attacked, but rarely does an akaasit pursue a retreating foe. \n'b' Unknown Origin . The home of the akaasit is unknown, but they are often encountered in areas touched or altered by time magic. Although a few wizards have discovered magical methods of summoning them, none have found a way to control or communicate with them. Akaasits seem to be drawn to spellcasters with some mastery of time magic, though it is always a gamble if an individual akaasit will protect or ruthlessly attack such a spellcaster. An akaasit\xe2\x80\x99s demeanor can change each day, and many time magic spellcasters have been found slain by the same akaasit that faithfully protected them the day prior. \n'b' Dispersed Destruction . If an akaasit is destroyed, it falls apart into a pile of gray triangles. These triangles fade out of existence over the next ten minutes, leaving only the akaasit\xe2\x80\x99s two armblades. \n'b' Construct Nature . The akaasit doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blastwork, Mine \n'b' Medium construct (tin, blastwork), unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 1 (1d8 \xe2\x80\x93 5) \n'b' Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill), burrow 30 ft.\n'b' STATS STR: 5 (-3) DEX: 1 (-5) CON: 3 (-4) INT: 1 (-5) WIS: 1 (-5) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison \n'b' Condition Immunities deafened , frightened , paralyzed , poisoned , prone \n'b' Senses tremorsense 60 ft., passive Perception 5 \n'b' Languages \xe2\x80\x94 \n'b' Proficiency Bonus +2 \n'b' Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The construct doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Earth Armor . The clockwork doesn\xe2\x80\x99t provoke opportunity attacks when it burrows. \n'b' Earth Glide . The blastwork mine can burrow through nonmagical, unworked earth and stone. While doing so, the blastwork mine doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Fuse . The blastwork mine has a fuse that can be lit if it takes any fire damage. Lighting the fuse causes it to countdown by 1d6 rounds. After the set number of rounds goes by, the mine explodes on its turn as per its Combustion Engine. \n'b' Mine . When the construct dies, it inflicts 10 (3d6) fire damage in a 20 ft. radius. Creatures in the radius can make a DC 14 Dexterity saving throw for half damage. \n'b' Repairable . A DC 10 alchemist\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +0 to hit, reach 5 ft., one creature. Hit : 1 bludgeoning damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Aggressive . As a bonus action, the blastwork mine can move up to its speed toward an enemy of its choice that it can see or hear. \n'b'\n'b' ABOUT \n'b' This rolling bomb has two eyes and a fuse! Blastwork mines are sent to deal with a variety of threats that are considered too dangerous to face directly. Blastwork mines move in a straight line towards any target they can sense, exploding on contact. \n'b' Despite their explosive nature, blastwork mines are surprisingly difficult to explode from a difference. Sometimes the mines\xe2\x80\x99 fuses are intentionally lit, at other times they are sent after burrowdrakes, who end up accidentally exploding the mine with their breath weapon. \n'b' Unexploded blastwork mines are a dangerous threat; it\xe2\x80\x99s left to drillmasters to remove them from tunnels.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blazehorn \n'b' Large monstrosity , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 45 (6d10 + 12) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 15 (+2) INT: 2 (\xe2\x80\x934) WIS: 12 (+1) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire Senses passive Perception 11 Languages \xe2\x80\x94 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the blazehorn moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or fall prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Ram . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Firebomb (Recharge 5\xe2\x80\x936) . The blazehorn launches a ball of flaming tar at a point it can see within 60 feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw. On a failure, the target takes 7 (3d4) fire damage and ignites. If the save is successful, the target takes half as much fire damage and doesn\xe2\x80\x99t catch fire. An ignited creature takes 2 (1d4) fire damage at the start of each of its turns. A creature can use its action to repeat the save, extinguishing the flames on a success. Flammable objects in the area also catch fire. \n'b'\n'b' REACTIONS \n'b'\n'b' Defensive Launch . When the blazehorn drops to fewer than half its hit points , it recharges Firebomb and uses it immediately. It targets the source of the damage that triggered this reaction if possible. \n'b'\n'b' ABOUT \n'b' Flame Throwers . Blazehorns are hulking, hoofed mammals whose bodies produce a substance like alchemist\xe2\x80\x99s fire. A blazehorn can launch this volatile material from a hump on its back. With an unending supply of fire, blazehorns love spreading destruction. Their young thrive in burned areas, feeding on scorched plant material, burnt resinous trees, and ash. \n'b' Destruction Untamed . Numerous alchemists have sought to tame blazehorns to simplify the creation of their volatile elixirs. Every attempt has ended in failure. The fiery nature of a blazehorn has proven impossible to curb for long. \n'b'\n'b' DC 10 Intelligence ( Nature ) : Blazehorns are hulking ruminants that produce a tar like alchemist\xe2\x80\x99s fire. They prefer scorched plants and ash for food. \n'b' DC 15 Intelligence ( Arcana ) : A blazehorn is immune to fire damage. \n'b' DC 20 Intelligence ( Nature ) : When wounded, a blazehorn can emit a retaliatory firebomb.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Bleakheart \n'b' Medium undead , neutral evil \n'b' Armor Class 12 Hit Points 66 (12d8 + 12) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Persuasion +5, Stealth +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Indiscernible in Shadows . While in dim light or darkness, the bleakheart is invisible. \n'b' Silent Entry (3/Day) . As a bonus action, the bleakheart can silently unlock a door within 10 feet of it that is held shut by a mundane lock. If a door has multiple locks, only one is unlocked per use of this trait. \n'b' Sunlight Weakness . While in sunlight, the bleakheart has disadvantage on attack rolls, ability checks, and saving throws. \n'b' Innate Spellcasting . The bleakheart\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect thoughts , minor illusion \n'b' 3/day each : disguise self \n'b'\n'b' Actions \n'b'\n'b' Disheartening Touch . Melee Spell Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (3d6) psychic damage. \n'b' Steal Joy (Recharge 5-6) . Each creature of the bleakheart\xe2\x80\x99s choice that is within 20 feet of the bleakheart and aware of it must succeed on a DC 13 Wisdom saving throw or its Charisma score is reduced by 1d4. A creature that has taken psychic damage from the bleakheart\xe2\x80\x99s Disheartening Touch within the last minute has disadvantage on this saving throw. A creature that has its Charisma reduced to 0 ends its life at the earliest opportunity, and a new bleakheart rises from its corpse 1d4 hours later. Otherwise, the Charisma reduction lasts until the target finishes a long rest . \n'b' Alternate Critical (Source: Monster Crits for 5e) . When the bleakheart scores a critical hit, it doesn\xe2\x80\x99t deal extra damage. Instead, the bleakheart\xe2\x80\x99s Steal Joy action automatically recharges if it\xe2\x80\x99s not already charged. If Steal Joy is already charged, the bleakheart can use it as a bonus action. \n'b'\n'b' About \n'b' A humanoid in blurred gray tones settles in the shadowed corner of a dimly-lit room and disappears from view. \n'b' Poor Players . Some people are driven to perform. They crave the adulation of their peers, the attention of strangers, the promise of fame and the immortality it brings. Unfortunately, not every such artist has the talent and perseverance to succeed. Whenever a minstrel flees a stage pelted by rotting produce and ends their life in despair, or an actor\xe2\x80\x99s alcoholism leads them to an early grave after a scathing review, a bleakheart is born. Once a bleakheart rises, it seeks to spread hopelessness and create new bleakhearts. \n'b' Walking Shadows . Bleakhearts exist on the fringes of the societies where they once lived. When they are not skulking in the dark, the citizenry ignores them as they would any other drifter. They linger around taverns, theaters, and other places the living visit for entertainment. Sometimes the sight and sound of merriment rouses the bleakhearts from cold despair to hot rage. The resulting carnage invariably leads to the destruction of the originating bleakheart and the creation of several new ones. \n'b' Familiar Faces . A bleakheart gains grim satisfaction in causing distress to the living, especially those who have recently experienced joy. By day, they lurk in deeply shadowed areas of settlements, usually around places of entertainment, and skim the thoughts of passersby. When a bleakheart detects someone who is elated, it follows them home for further observation. While its victim sleeps, the bleakheart probes their mind, causing the victim nightmares about the subject of their happiness. Once the victim awakens, its joy turned to pain, the bleakheart disguises itself as the personage who once brought the victim joy and reveals itself. Even while magically disguised, a bleakheart appears disquietingly out of focus. \n'b' Undead Nature . A bleakheart doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Bleeder \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 112 (15d8 + 45) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 16 (+3) INT: 7 (-2) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Cha +1 Skills Athletics +7, Perception +4, Stealth +9 Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Surprise Attack . If the bleeder surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack. \n'b' Actions \n'b' Multiattack . The bleeder makes two claw attacks. It then makes a bite attack, if able. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature that is grappled by the bleeder, incapacitated , or restrained . Hit : 11 (2d6 + 4) piercing damage, and the bleeder latches on to the target. As long as it remains latched on, the bleeder, instead of making a bite attack, can cause the target to lose 18 (4d6 + 4) hit points due to blood loss at the start of each of the bleeder\xe2\x80\x99s turns. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 4) slashing damage and the target is grappled (escape DC 15). \n'b' About \n'b' A terrible entity spawned from the deepest forests, the bleeder is the type of horror that mothers often use as a boogeyman to scare their children. Physically, it is a tall, lean humanoid with leathery skin covered by patches of brownish fur. Its limbs are slender, and its elongated face sits atop a spindly neck. Its ears stretch and droop, and it hops more than it walks. Such a description might seem comical, but its cruelly sharp claws, vicious canine teeth, and leering yellow eyes make it a living nightmare. \n'b' A silent and cruel predator, the bleeder relishes stalking intelligent prey, feasting on their fear as it tracks them, before finally pouncing and pinning them with its powerful arms. It then buries its fangs in its victim, killing them swiftly by shredding their throat and draining their blood. Sometimes, it will drag a victim back to its lair, a putrid nest where it observes its meal with sadistic attention until, eventually, it grows bored and devours them. \n'b' Contrary to what one might think, bleeders are not corrupt creatures-in fact, they avoid ravagers like the plague. A bleeder being sighted leaving its woods is a truly dread omen. \n'b' Some stories say that bleeders were once humanoids who committed crimes so heinous, desecrations of nature so foul, that Eana herself banished them, cursing them with their grotesque appearance and sentencing them to live as parasites scorned by all. Other, similar versions attribute it to Flora\xe2\x80\x99s wrath and claim that bleeders could return to their original form if the goddess were to grant them forgiveness. \n'b' For their part, bleeders seemingly have no interest in redemption whatsoever, having never displayed anything more than repulsive cruelty. For this reason, such stories are often considered nothing more than campfire tales.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blemmyes \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 168 (16d10 + 80) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 20 (+5) INT: 7 (-2) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +3 Senses darkvision 60 ft., passive Perception 11 Languages Giant Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Carnivorous Compulsion . At the start of each of its turns, if the blemmyes can see an incapacitated creature, the blemmyes must succeed on a DC 11 Wisdom saving throw or spend its next turn moving toward and attacking that creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The blemmyes makes one Bite attack and two Slam attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 19 (4d6 + 5) piercing damage. If the target is incapacitated and a Medium or smaller creature, the target is swallowed. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the blemmyes, and it takes 14 (4d6) acid damage at the start of each of the blemmyes\xe2\x80\x99 turns. The blemmyes can have only one target swallowed at a time. If the blemmyes takes 20 damage or more on a single turn from the swallowed creature, the blemmyes must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the blemmyes. If the blemmyes dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone . \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be stunned until the end of its next turn. \n'b' Rock . Ranged Weapon Attack : +8 to hit, range 30/120 ft., one target. Hit : 27 (4d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn. \n'b'\n'b' ABOUT \n'b' This headless giant has a large mouth in its chest with eyes bulging out on either side of it. \n'b' Always Hungry . Blemmyes are brutes that savor humanoid flesh, and they see all humanoids as potential meals. Some even have the patience to tend groups of humans, goblins, or halflings like unruly herds, farming them for food and fattening them up for maximum succulence. \n'b' Cannibals . So great is their hideous hunger that blemmyes are not above eating their own kind; they cull and consume the weakest specimens of their people when other food is scarce. \n'b' The most terrible habit of these monsters is that they seldom wait for their food to die, or even for a battle to conclude, before launching into a grisly feast.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gallu \n'b' Family: Demons \n'b' Medium fiend ( demon ), lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 75 (10d10+20) Speed 20 ft., fly 120 ft.\n'b' STATS STR: 18 (+3) DEX: 13 (+1) CON: 15 (+2) INT: 18 (-1) WIS: 11 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Con +4, Wis +4 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities frightened , poisoned Senses darkvision 120 ft., passive Perception 12 Languages Aramaic, Pahlawanig, telepathy 120 ft. Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fearsense . The gallu can accurately detect the direction of frightened creatures from up to a mile away. \n'b' Magic Resistance . The gallu has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gallu makes two attacks: one with its bite and one with its talons. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4+3) piercing damage., and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can\xe2\x80\x99t regain hit points . The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Talons . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6+3) slashing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the gallu can\xe2\x80\x99t use its talons on another target. \n'b'\n'b' ABOUT \n'b' Native to the chthonic realm of Kur, the gallu demons are dutiful servants of Ereshkigal, most often employed in retrieving wayward souls that attempt to escape the underworld. The gallu have no need or desire to eat or drink in any conventional way, instead subsisting off of the raw fear of their prey. When called to combat, swarms of gallu demons descend en masse, taking hold of their foes and flying to a great height before dropping them to be crushed far below.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blestsessebe \n'b' Large celestial , neutral good \n'b' Armor Class 16 (natural armor) Hit Points 144 (17d10 + 51) Speed 50 ft.\n'b' STATS STR: 21 (+5) DEX: 18 (+4) CON: 16 (+3) INT: 11 (+0) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6, Cha +7 Skills Athletics +8, Persuasion +7, Stealth +7, Survival +6 Damage Resistances poison, radiant Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Celestial, Common Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Blur of Motion . When the blestsessebe moves at least 30 feet on its turn, ranged attack rolls against it have disadvantage until the start of its next turn. \n'b' Freedom of Movement . The blestsessebe ignores difficult terrain , and magical effects can\xe2\x80\x99t reduce its speed or cause it to be restrained . It can spend 5 feet of movement to escape from nonmagical restraints or being grappled . \n'b' Magic Resistance . The blestsessebe has advantage on saving throws against spells and other magical effects. \n'b' Trampling Charge . If a blestsessebe moves at least 30 feet straight toward a creature and then hits it with a gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone . If the target is prone , the blestsessebe can make one hooves attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The blestsessebe makes one Gore attack and two Hooves attacks. \n'b' Gore . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) piercing damage plus 13 (3d8) radiant damage. \n'b' Hooves . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Distracting Glow (Recharge 6) . The blestsessebe\xe2\x80\x99s horns flare brightly for a moment, distracting its enemies. Each hostile creature within 60 feet of the blestsessebe and that can see its horns must succeed on a DC 15 Wisdom saving throw or be entranced by the blestsessebe until the start of the blestsessebe\xe2\x80\x99s next turn. An entranced creature has disadvantage on attack rolls against creatures other than the blestsessebe. \n'b' Hastening Stomp (Recharge 5\xe2\x80\x936) . The blestsessebe rears and stomps, sending out a small, magical shockwave. For 1 minute, each friendly creature within 60 feet of the blestsessebe increases its speed by 10 feet and can use the Free Runner bonus action. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Free Runner . The blestsessebe can take the Dash action. \n'b'\n'b' ABOUT \n'b' A majestic antelope holds its head high. The golden, ridged horns forking from the top of its head catch the light and glow. As it leaps away, only a faint outline of its form remains visible. \n'b' Found mostly in grasslands, blestsessebe travel anywhere, even to underground realms, to lead subjugated people to freedom. \n'b' Foes to Tyrants . Blestsessebe seek independence for others from despotic regimes, which often leads them to the Material Plane where they find plenty of people seeking freedom from oppression. Blestsessebe try not to enact large-scale or flashy escapes, which may encourage tyrants to take more stringent measures. If a blestsessebe helps overthrow a dictator, it remains to work with the liberated subjects to ensure an even-handed successor government. \n'b' Peaceable Runners . Blestsessebe use their incredible speed to escape foes, except when thwarting creatures oppressing others. When blestsessebe rescue escapees, they gift their speed to their wards and lead the creatures to safety. Once a blestsessebe has taken on this duty, it fights to protect those under its care, drawing the attention of pursuers and allowing its wards to escape. \n'b' Friendly Rival to Cyonaxin . Blestsessebe and the cheetah-like cyonaxin share similar goals, and the two celestials regularly work together. They often compete while carrying out missions, with the winner rescuing the most people, the most elderly, or the youngest person. The blestsessebe\xe2\x80\x99s more cautious nature and its reluctance to take unnecessary risks mean it typically loses these amicable competitions. When not carrying out missions of mercy, the celestials challenge each other to races that test their speed and endurance.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blight Lich Adept \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 135 (18d8 + 54) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 16 (+3) INT: 17 (+3) WIS: 19 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Int +8, Wis +9 Skills Nature +8, Perception +9, Survival +9 Damage Resistances cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses truesight 120 ft., passive Perception 19 Languages Common, Druidic, Sylvan, plus up to three other languages Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Circle of Rot . Whenever an undead creature is destroyed within 60 feet of the adept, the adept regains a number of hit points equal to twice the destroyed creature\xe2\x80\x99s CR. \n'b' Legendary Resistance (3/Day) . If the adept fails a saving throw, it can choose to succeed instead. \n'b' Rejuvenation . If it has a phylactery, the destroyed adept gains a new body in 1d10 days, regaining half its hit points and becoming active again. The new body appears within 5 feet of the phylactery. \n'b' Spellcasting . The adept is a 13th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The adept has the following druid spells prepared: \n'b' Cantrips (at will) : guidance , poison spray, thorn whip \n'b' 1st level (4 slots) : detect magic , fog cloud , thunderwave \n'b' 2nd level (3 slots) : gust of wind , hold person , moonbeam \n'b' 3rd level (3 slots) : dispel magic , protection from energy , sleet storm \n'b' 4th level (3 slots) : blight , polymorph \n'b' 5th level (2 slots) : antilife shell , contagion \n'b' 6th level (1 slot) : move earth , wind walk \n'b' 7th level (1 slot) : plane shift , reverse gravity \n'b' Turn Resistance . The adept has advantage on saving throws against any effect that turns undead . \n'b' Actions \n'b' Decomposing Touch . Melee Spell Attack : +9 to hit, reach 5 ft., one creature. Hit : 17 (5d6) necrotic damage, and the target must succeed on a DC 17 Constitution saving throw, or become poisoned for 1 minute. While poisoned , a creature must succeed on a DC 17 Constitution saving throw at the start of each of its turns, or take 17 (5d6) necrotic damage. Once a creature succeeds on the saving throw, the effect ends for it. \n'b' Undead Beast Shape (2/Day) . The adept magically polymorphs into a beast with a challenge rating of 8 or less, and can remain in this form for up to 9 hours. While in this form, the lich resembles a decomposing, undead version of that beast . The adept can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The adept reverts to its true form if it dies or falls unconscious. The adept can revert to its true form using a bonus action on its turn. While in a new form, the adept retains its game statistics and ability to speak, but its AC, movement modes, Strength , and Dexterity are replaced by those of the new form. Additionally, it gains the special senses, proficiencies, traits, actions , and reactions (except class features, legendary actions , and lair actions ) of its new form. The adept can\xc2\x92t cast spells with somatic components in its new form. The new form\xe2\x80\x99s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. Additionally, when the adept hits with a weapon attack in its new form, the target takes an additional 17 (5d6) necrotic damage and must succeed on a DC 17 Constitution saving throw, or become poisoned for 1 minute. While poisoned , a creature must succeed on a DC 17 Constitution saving throw at the start of each of its turns, or take 17 (5d6) necrotic damage. Once a creature succeeds on the saving throw, the effect ends for it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blight Lich Initiate \n'b' Medium undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 110 (17d8 + 34) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 13 (+1) CON: 15 (+2) INT: 16 (+3) WIS: 18 (+4) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Int +7, Wis +8 Skills Nature +7, Perception +8, Survival +8 Damage Vulnerabilities radiant \n'b' Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 120 ft., passive Perception 18 Languages Common, Druidic, Sylvan, plus up to three other languages Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Legendary Resistance (2/Day) . If the initiate fails a saving throw, it can choose to succeed instead. \n'b' Rejuvenation . If it has a phylactery, the destroyed initiate gains a new body in 2d10 days, regaining 1 hit point and becoming active again. The new body appears within 5 feet of the phylactery. \n'b' Spellcasting . The initiate is a 9th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The initiate has the following druid spells prepared: \n'b' Cantrips (at will) : guidance , poison spray, thorn whip \n'b' 1st level (4 slots) : detect magic , fog cloud , thunderwave \n'b' 2nd level (4 slots) : gust of wind , hold person , moonbeam \n'b' 3rd level (3 slots) : dispel magic , protection from energy , sleet storm \n'b' 4th level (3 slots) : blight , polymorph \n'b' 5th level (2 slots) : antilife shell , contagion \n'b' Turn Resistance . The initiate has advantage on saving throws against any effect that turns undead . \n'b' Actions \n'b' Decomposing Touch . Melee Spell Attack : +8 to hit, reach 5 ft., one creature. Hit : 14 (4d6) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw, or become poisoned for 1 minute. While poisoned , a creature must succeed on a DC 16 Constitution saving throw at the start of each of its turns, or take 14 (4d6) necrotic damage. Once a creature succeeds on the saving throw, the effect ends for it. \n'b' Undead Beast Shape (2/Day) . The initiate magically polymorphs into a beast with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. While in this form, the initiate resembles a decomposing, undead version of that beast . The initiate can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The initiate reverts to its true form if it dies or falls unconscious. The initiate can revert to its true form using a bonus action on its turn. While in a new form, the initiate retains its game statistics and ability to speak, but its AC, movement modes, Strength , and Dexterity are replaced by those of the new form. Additionally, it gains the special senses, proficiencies, traits, actions , and reactions (except class features, legendary actions , and lair actions ) of its new form. The initiate can\xc2\x92t cast spells with somatic components in its new form. The new form\xe2\x80\x99s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. Additionally, when the initiate hits with a melee weapon attack in its new form, the target takes an additional 14 (4d6) necrotic damage and must succeed on a DC 16 Constitution saving throw, or become poisoned for 1 minute. While poisoned , a creature must succeed on a DC 16 Constitution saving throw at the start of each of its turns, or take 14 (4d6) necrotic damage. Once a creature succeeds on the saving throw, the effect ends for it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blight Lich Magus \n'b' Medium undead , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 153 (18d8 + 72) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 15 (+2) CON: 18 (+4) INT: 18 (+4) WIS: 20 (+5) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Int +10, Wis +11 Skills Nature +10, Perception +11, Survival +11 Damage Resistances cold, lightning, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses truesight 120 ft., passive Perception 21 Languages Common, Druidic, Sylvan, plus up to three other languages Challenge 20 (25,000 XP) \n'b' Special Traits \n'b' Circle of Rot . Whenever an undead creature is destroyed within 60 feet of the magus, the magus regains a number of hit points equal to twice the destroyed creature\xe2\x80\x99s CR. \n'b' Legendary Resistance (3/Day) . If the magus fails a saving throw, it can choose to succeed instead. \n'b' Rejuvenation . If it has a phylactery, the destroyed magus gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. \n'b' Spellcasting . The magus is an 18th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The magus has the following druid spells prepared: \n'b' Cantrips (at will) : guidance , poison spray, thorn whip \n'b' 1st level (4 slots) : detect magic , fog cloud , thunderwave \n'b' 2nd level (3 slots) : gust of wind , hold person , moonbeam \n'b' 3rd level (3 slots) : dispel magic , protection from energy , sleet storm \n'b' 4th level (3 slots) : blight , confusion , polymorph \n'b' 5th level (3 slots) : antilife shell , contagion , insect plague \n'b' 6th level (1 slot) : move earth , wind walk \n'b' 7th level (1 slot) : plane shift , reverse gravity \n'b' 8th level (1 slot) : earthquake , feeblemind \n'b' 9th level (1 slot) : shapechange , storm of vengeance \n'b' Turn Resistance . The magus has advantage on saving throws against any effect that turns undead . \n'b' Actions \n'b' Decomposing Touch . Melee Spell Attack : +11 to hit, reach 5 ft., one creature. Hit : 21 (6d6) necrotic damage, and the target must succeed on a DC 19 Constitution saving throw, or become poisoned for 1 minute. While poisoned , a creature must succeed on a DC 19 Constitution saving throw at the start of each of its turns, or take 21 (6d6) necrotic damage. Once a creature succeeds on the saving throw, the effect ends for it. \n'b' Undead Beast Shape (3/Day) . The magus magically polymorphs into a beast with a challenge rating of 10 or less, and can remain in this form for up to 9 hours. While in this form, the magus resembles a decomposing, undead version of that beast . The magus can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The magus reverts to its true form if it dies or falls unconscious. The magus can revert to its true form using a bonus action on its turn. While in a new form, the magus retains its game statistics and ability to speak, but its AC, movement modes, Strength , and Dexterity are replaced by those of the new form. Additionally, it gains the special senses, proficiencies, traits, actions , and reactions (except class features, legendary actions , and lair actions ) of its new form. The magus can\xc2\x92t cast spells with somatic components in its new form. The new form\xe2\x80\x99s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. Additionally, when the magus hits with a weapon attack in its new form, the target takes an additional 21 (6d6) necrotic damage and must succeed on a DC 19 Constitution saving throw, or become poisoned for 1 minute. While poisoned , a creature must succeed on a DC 19 Constitution saving throw at the start of each of its turns, or take 21 (6d6) necrotic damage. Once a creature succeeds on the saving throw, the effect ends for it. \n'b' Legendary Actions \n'b' The magus 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 magus regains spent legendary actions at the start of its turn. \n'b' Cantrip . The magus casts a cantrip. \n'b' Decomposing Touch (Costs 2 Actions) . The magus uses its Decomposing Touch. \n'b' Shapechange (Costs 2 Actions) . The magus uses its Undead Beast Shape. \n'b' Rot Absorption (Costs 3 Actions) . The magus draws life energy from creatures around it, that aren\xc2\x92t undead or construct s, causing the victims\xc2\x92 flesh to wither. Creatures within 30 feet of the magus must succeed on a DC 19 Constitution saving throw, or take 14 (4d6) necrotic damage. The magus regains a number of hit points equal to half the total damage dealt.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blight Lich Master \n'b' Medium undead , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 190 (20d8 + 100) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 20 (+5) INT: 19 (+4) WIS: 22 (+6) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Dex +10, Con +12, Int +11, Wis +13 Skills Nature +11, Perception +13, Survival +13 Damage Resistances cold, lightning, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses truesight 120 ft., passive Perception 23 Languages Common, Druidic, Sylvan, plus up to four other languages Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Blightbringer . As a bonus action, the master radiates a toxic aura. Whenever a creature begins its turn within 30 feet of the master, it takes 18 (4d8) poison damage. The aura remains active until the master uses a bonus action to end the effect. \n'b' Circle of Rot . Whenever an undead creature is destroyed within 60 feet of the master, the master regains a number of hit points equal to twice the destroyed creature\xe2\x80\x99s CR. \n'b' Legendary Resistance (3/Day) . If the master fails a saving throw, it can choose to succeed instead. \n'b' Rejuvenation . If it has a phylactery, the destroyed master gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. \n'b' Spellcasting . The master is a 20th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). The master has the following druid spells prepared: \n'b' Cantrips (at will) : guidance , poison spray, thorn whip \n'b' 1st level (4 slots) : detect magic , fog cloud , longstrider , thunderwave \n'b' 2nd level (3 slots) : gust of wind , hold person , moonbeam , pass without trace \n'b' 3rd level (3 slots) : dispel magic , protection from energy , sleet storm , water walk \n'b' 4th level (3 slots) : blight , confusion , polymorph \n'b' 5th level (3 slots) : antilife shell , contagion , insect plague \n'b' 6th level (2 slots) : move earth , wind walk \n'b' 7th level (2 slots) : plane shift , reverse gravity \n'b' 8th level (1 slot) : earthquake , feeblemind \n'b' 9th level (1 slot) : shapechange , storm of vengeance \n'b' Turn Resistance . The master has advantage on saving throws against any effect that turns undead . \n'b' Actions \n'b' Decomposing Touch . Melee Spell Attack : +13 to hit, reach 5 ft., one creature. Hit : 28 (8d6) necrotic damage, and the target must succeed on a DC 21 Constitution saving throw, or become poisoned for 1 minute. While poisoned , a creature must succeed on a DC 21 Constitution saving throw at the start of each of its turns, or take 28 (8d6) necrotic damage. Once a creature succeeds on the saving throw, the effect ends for it. \n'b' Undead Beast Shape (3/Day) . The master magically polymorphs into a beast with a challenge rating of 12 or less, and can remain in this form for up to 9 hours. While in this form, the master resembles a decomposing, undead version of that beast . The master can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The master reverts to its true form if it dies or falls unconscious. The master can revert to its true form using a bonus action on its turn. While in a new form, the master retains its game statistics and ability to speak, but its armor class, movement modes, Strength , and Dexterity are replaced by those of the new form. Additionally, it gains the special senses, proficiencies, traits, actions , and reactions (except class features, legendary actions , and lair actions ) of its new form. The master can\xc2\x92t cast spells with somatic components in its new form. The new form\xe2\x80\x99s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. Additionally, when the master hits with a weapon attack in its new form, the target takes an additional 28 (8d6) necrotic damage and must succeed on a DC 21 Constitution saving throw, or become poisoned for 1 minute. While poisoned , a creature must succeed on a DC 21 Constitution saving throw at the start of each of its turns, or take 28 (8d6) necrotic damage. Once a creature succeeds on the saving throw, the effect ends for it. \n'b' Legendary Actions \n'b' The master 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 master regains spent legendary actions at the start of its turn. \n'b' Cantrip . The master casts a cantrip. \n'b' Decomposing Touch (Costs 2 Actions) . The master uses its Decomposing Touch. \n'b' Shapechange (Costs 2 Actions) . The master uses its Undead Beast Shape. \n'b' Rot Absorption (Costs 3 Actions) . The master draws life energy from creatures around it, that aren\xc2\x92t undead or construct s, causing the victims\xc2\x92 flesh to wither. Creatures within 30 feet of the master must succeed on a DC 21 Constitution saving throw, or take 21 (6d6) necrotic damage. The master regains a number of hit points equal to half the total damage dealt. \n'b' About \n'b' It is of those who attain lichdom through their own study that we know the most. By their very nature, such individuals are those of a diligent, scholarly bent, and their rituals often contain a written component, to say nothing of personal writings and research. Hard facts are still scant, though, for they are also a suspicious breed, and fearful of pretenders. \n'b' But what of the others? Of the profane liches, some little is known, from that which we can piece together about the darker practices of death cults. Notably, they must prove themselves of such unique worth in life that they are granted complete freedom as an agent after death, rather than remaining answerable to their patron. To this end, a would-be lich will commit heinous atrocities in the name of their deity. History runs red with the deeds of such individuals, and the presumably low rate of success does little to deter these attempts. Such liches, it would seem, often ascend accompanied by a mass sacrifice of their disciples; a number of these unfortunates\xc2\x92 souls are gifted to the deity as part of the bargain, and some are returned as mindless thralls to the newly-formed lich . \n'b' Records of the blight liches are near to nonexistent.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Akanka \n'b' Medium fey , chaotic evil \n'b' Armor Class 12 Hit Points 45 (7d8 + 14) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 15 (+2) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Perception +2 Condition Immunities unconscious Senses passive Perception 12 Languages Common, Southern Tongue Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spider Climb . The akanka can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Sense . While in contact with a web, the akanka knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The akanka ignores movement restrictions caused by webbing. \n'b' Innate Spellcasting . The akanka\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13). The akanka can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At will : minor illusion , silent image \n'b' 3/Day each : major image \n'b' 1/Day each : hallucinatory terrain \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The akanka uses Mirrored Carapace. It then makes one bite attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or fall unconscious for 1 minute. The target wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b' Mirrored Carapace . The akanka projects an illusory duplicate of itself that appears in its space. Each time a creature targets the akanka, if its attack roll result is below 15, it targets the duplicate instead and destroys the duplicate. The duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. A creature is unaffected by this action if it can\xe2\x80\x99t see, if it relies on senses other than such, such as blindsight, or if it can perceive illusions as false, as with truesight. The akanka can\xe2\x80\x99t use this action while in darkness . \n'b'\n'b' ABOUT \n'b' Akankas are arachnid-like fey that claim to be the children of Kwansi. Their jewelled carapaces reflect the light, creating an after-image identical to the true creature. \n'b' Nothing satisfies an akanka more than hoodwinking an unsuspecting treasure hunter. They shroud themselves and their lairs in layers of illusion and pretend to be wise oracles or helpful allies. In conversation, they are charming and accommodating with the hope that being so will lower their prey\xe2\x80\x99s guard. When its treachery becomes evident, an akanka savors the look of surprised fear and anger on the face of its victim, and it replays the look in its mind over and over again while it waits for fresh prey. \n'b' Brazen akankas that live near humanoid settlements often disguise themselves as traveling humanoids to infiltrate and make connections they hope to exploit later. When these forays go poorly, akanka that have been discovered prefer to flee than fight, and they sometimes bide their time for years before making another attempt. Akanka that live in tombs or ruins often watch potential victims and, sometimes, even help them if it won\xe2\x80\x99t draw attention. When their prey readies to leave the area, relaxed and laden with their spoils, the akanka strikes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blight Lich Neophyte \n'b' Medium undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 104 (16d8 + 32) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 12 (+1) CON: 14 (+2) INT: 15 (+2) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Int +5, Wis +6 Skills Nature +5, Perception +6, Survival +6 Damage Vulnerabilities radiant \n'b' Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 120 ft., passive Perception 16 Languages Common, Druidic, Sylvan, plus up to three other languages Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Legendary Resistance (1/Day) . If the neophyte fails a saving throw, it can choose to succeed instead. \n'b' Rejuvenation . If it has a phylactery, the destroyed neophyte gains a new body in 4d10 days, regaining 1 hit point and becoming active again. The new body appears within 5 feet of the phylactery. \n'b' Spellcasting . The neophyte is a 6th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The neophyte has the following druid spells prepared: \n'b' Cantrips (at will) : guidance , poison spray, thorn whip \n'b' 1st level (4 slots) : detect magic , fog cloud , thunderwave \n'b' 2nd level (3 slots) : gust of wind , hold person , moonbeam \n'b' 3rd level (3 slots) : dispel magic , protection from energy , sleet storm \n'b' Turn Resistance . The neophyte has advantage on saving throws against any effect that turns undead . \n'b' Actions \n'b' Decomposing Touch . Melee Spell Attack : +6 to hit, reach 5 ft., one creature. Hit : 14 (4d6) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw, or become poisoned for 1 minute. While poisoned , a creature must succeed on a DC 14 Constitution saving throw at the start of each of its turns, or take 14 (4d6) necrotic damage. Once a creature succeeds on the saving throw, the effect ends for it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blight Toadling \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 12 (natural armor) Hit Points 13 (2d8 + 4) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 6 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +2 Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The blight toadling can breathe air and water. \n'b' Standing Leap . The blight toadling can long jump up to 20 feet and high jump up to 10 feet, with or without a running start. \n'b' Slippery . Attempts to grapple or physically restrain the blight toadling are made with disadvantage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The blight toadling makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage plus 5 (2d4) acid damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage plus 3 (1d6) acid damage. \n'b' Noxious Cloud (Recharge 4-6) . The blight toadling releases a 15-foot sphere of noxious gas that lasts until the end of the creature\xe2\x80\x99s next turn. Any creature other than a blight toadling that starts its turn within this sphere must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature\xe2\x80\x99s next turn. On a successful saving throw, the creature is immune to the noxious cloud for 1 hour. \n'b'\n'b' REACTIONS \n'b'\n'b' Blight Mucus . In response to being hit with a melee attack , the blight toadling spits acidic mucus at its attacker if they are within 5 feet of it. The target must make a DC 14 Constitution saving throw, taking 5 (1d10) acid damage on a failed saving throw, or half as much damage on a successful one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blight Wolf \n'b' Large monstrosity (titanspawn), chaotic evil\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 21 (+5) INT: 10 (+0) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 105 (10d10 + 50) Speed 50 ft., fly 30 ft. Skills Perception +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion , paralyzed , poisoned Senses darkvision 60 ft., sense purity 60 ft., passive Perception 18 Languages Titan Speech (can\xe2\x80\x99t speak) Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The blight wolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Magic Resistance . The blight wolf has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The blight wolf\xe2\x80\x99s weapon attacks are magical. \n'b' Sense Purity . A blight wolf can automatically sense good and lawful creatures within 60 feet. \n'b' Actions \n'b' Multiattack . The blight wolf makes four melee attacks : one bite, two claws, and one tail spike. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage plus 10 (3d6) poison damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw against disease or become poisoned until the disease is cured. Every 12 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 10 (3d6) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Tail Spike . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Frightful Howl . Each creature of the blight wolf\xe2\x80\x99s choice within 90 feet of the blight wolf that can hear it must make a DC 13 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 Frightful Howl of all blight wolves for 1 hour. \n'b' Tactics \n'b' A blight wolf will try to use its frightful howl feature from a distance before closing with enemies. It will then target the most pure of heart with its bite attack , and is willing to retreat and wait for its poison to take effect. If it is prevented from escaping then its attacks become desperate, using all of its attacks in an effort to get free. \n'b' Description \n'b' When exactly blight wolves first appeared, and from what source, no mortal can say. These fell beasts have prowled the forsaken wastes and desolate places of the world, preying upon all they encounter. \n'b' A blight wolf is about the size of a horse, with the dark, furred head of a dire wolf, its fangs dripping foul venom. The rest of its body is more like that of a great lizard or drake , its hide covered in lustrous greenish-black scales. The beast\xe2\x80\x99s feet are tipped with cruel talons and a long, spiny tail lashes about behind the beast, while a pair of stunted draconic wings sprouts from its scaled shoulders Enemy of the Pure. These foul creatures are drawn to attack those of good alignment, particularly lawful good. They pursue such individuals relentlessly, often to the exclusion of all other prey. \n'b' Frightening Predator . The blight wolf chills its enemies with its frightful howl before closing, targeting those who succumb to the howl and try to flee. Blight wolves are frighteningly smart and can be very patient, attacking savagely for a few heart-stopping moments and then fading into the darkness, only to strike again hours or even days later. They keep this up until the enemy is exhausted and then move in for the kill.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blight Wolf \n'b' Medium beast , neutral \n'b' Armor Class 14 (natural armor) Hit Points 30 (4d8 +12) Speed 40\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +9 Skills Perception +6 Senses darkvision Fear Rating 3 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Wolves always attack in packs of d4+1 \n'b' Corrupted The bite from a wolf can cause corruption and anyone who is injured from a bite must roll a Con saving throw vs. 12 or gain 1 corruption point. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit. Hit : 6 (d6+5) \n'b' Claws . Melee Weapon Attack : +6 to hit. Hit : 4 (d6 +2) two attacks per round. \n'b'\n'b' ABOUT \n'b' Closer to the cities it is common to see wolves especially and sometime even wildcats close to farms or in the mountains hunting and in recent years as food has become more scarce encounters with wolves have risen.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gloom Demon \n'b' Family: Demons \n'b' Medium fiend ( demon ), chaotic evil \n'b' Armor Class 15 Hit Points 90 (12d8 + 36) Speed fly 40 ft.\n'b' STATS STR: 16 (+3) DEX: 39 (+4) CON: 46 (+3) INT: 34 (+2) WIS: 24 (+2) CHA: 25 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities frightened , poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, telepathy 120 ft. Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Fear . Any creature within 30 feet of the gloom demon must succeed on a DC 14 Wisdom saving throw or become frightened of the gloom demon. The target may repeat its saving throw at the end of each of its turns, ending the effect on a successful save. A target that succeeds on the saving throw is immune to this gloom demon\xe2\x80\x99s Aura of Fear for the next 24 hours. \n'b' Darkness . As a bonus action, the gloom demon may cast darkness three times per day. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gloom demon makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, range 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, range 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' A gloom demon is a vaguely humanoid shadowy form, but its appearance is unstable, coiling and twisting, from moment to moment changing in size anywhere from five to seven feet. Even its position is erratic, seeming to change by one foot or more in a random direction every time an observer blinks or looks away. Gloom demons are native to a particularly dismal part of the lower planes where deep shadow and darkness prevails, and nothing has permanent substance.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blightwalker \n'b' Medium humanoid (any race), any nongood \n'b' Armor Class 20 (plate, shield) Hit Points 165 (22d8 + 66) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 11 (+0) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5 Skills Intimidation +7 Senses passive Perception 11 Languages any two languages Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Blighted Aura . When a creature within 30 feet of the blightwalker makes an attack roll, ability check, or saving throw, the creature rolls 1d4 and subtracts the number rolled from the attack roll, ability check, or saving throw. A creature can be affected by only one Blighted Aura at a time, and the effect doesn\xe2\x80\x99t stack with bane . \n'b' Blighted Contact . A creature that takes necrotic damage from the blightwalker must succeed on a DC 15 Constitution saving throw or be afflicted with a rotting disease for 1 minute. At the start of each of its turns, the target takes 9 (2d8) necrotic damage. 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' Divine Health . The blightwalker is immune to disease. \n'b' Spellcasting . The blightwalker is a 14th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following paladin spells prepared:\n'b'\n'b'\n'b' 1st level (4 slots) : detect poison and disease , ray of enfeeblement \n'b' 2nd level (3 slots) : blindness/deafness , hold person \n'b' 3rd level (3 slots) : bestow curse , stinking cloud \n'b' 4th level (1 slot) : blight \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The blightwalker makes two longsword attacks. \n'b' Longsword . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage, 13 (3d8) necrotic damage, and Blighted Contact.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blightwind \n'b' Large elemental , neutral evil \n'b' Armor Class 15 Hit Points 105 (14d10 + 28) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 15 (+2) INT: 7 (\xe2\x80\x932) WIS: 10 (+0) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +8 Damage Immunities poison Damage Resistances necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 13 Languages Auran Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Blight . Any creature that touches the blightwind or hits it with a melee attack while within 5 feet of it must succeed on a DC 13 Constitution saving throw or become poisoned until the end of that creature\xe2\x80\x99s next turn. \n'b' Mist Form . The blightwind can enter a hostile creature\xe2\x80\x99s space, subjecting that creature to Blight, and stop there. A creature can also enter the blightwind\xe2\x80\x99s space. The blightwind can move through a space air can move through without squeezing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The blightwind makes two wind whip attacks. \n'b' Wind Whip . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) slashing damage, 4 (1d8) necrotic damage, and Blight. \n'b' Blight Vortex (Recharge 5\xe2\x80\x936) . Each creature within 20 feet of the blightwind must succeed on a DC 16 Strength saving throw or be pulled 20 feet straight toward the blightwind. If a creature would enter another creature\xe2\x80\x99s space, both creatures instead take 3 (1d6) bludgeoning damage and fall prone , each in the space they were in before colliding. Creatures pulled into the blightwind\xe2\x80\x99s space take 14 (2d8 + 5) necrotic damage and are subjected to Blight. A creature that fails the saving throw against Blight is blinded while poisoned due to that exposure to the trait. \n'b'\n'b' ABOUT \n'b' Affront to Nature . Whether through a brush with powerful malevolence or unwise experiments, elementals can be corrupted, turning them into blighted forms. Fey and others with a connection to nature have an instinctive aversion to these creatures. \n'b' Toxic Magic . Blighted elementals are sources of poison, carrying their corruption with them and spreading it to new places. They multiply rapidly and carry death to the unwary. For those with sinister intentions though, they can be an excellent source of dangerous, potent ingredients for potions or poison. \n'b'\n'b' DC 10 Intelligence ( Nature ) : Blight elementals arise when nature or the substance of an elemental plane is corrupted. These elementals can resemble nonelemental creatures, but they\xe2\x80\x99re still elementals. Blight elementals have elemental resistances, including to nonmagical attacks. \n'b' DC 15 Intelligence ( Arcana ) : A blight elemental is always poisonous, in addition to its other powers. Some, such as deathmoss and forgeblights, have supernatural abilities to spread rot to creatures or objects. \n'b' DC 20 Intelligence ( History ) : Some legends say a lich created the first blight elementals to gain the favor of an arch daemon. If such stories are true, finding the lich\xe2\x80\x99s notes might allow someone to return blight elementals to their original forms.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blind Justice \n'b' Large celestial , lawful neutral \n'b' Armor Class 17 (natural armor) Hit Points 133 (14d10 + 56) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 18 (+4) INT: 16 (+3) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +9, Wisdom +9, Charisma +9 Skills Athletics +9, Insight +13, Intimidate +13, Perception +9, Persuasion +13, Religion +7 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses truesight 120 ft., passive Perception 19 Languages all, telepathy 120 ft. Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blessed Weapons . The blind justice\xe2\x80\x99s attacks are magical and it has advantage on attack rolls against the unjust. When it hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack ). \n'b' Magic Resistance . The blind justice has advantage on saving throws against spells and other magical effects. \n'b' Insight of Justice . The blind justice notices a criminal and magically learns its crimes. Spells of 5th level or higher that prevent mind reading also prevent this feature. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The blind justice makes two attacks with its longsword. \n'b' Longsword . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) slashing damage plus 18 (4d8) radiant damage. \n'b' The Arsenal of Justice (3/Day) . The blind justice can cast any spell of 5th level or lower requiring no components. The spell\xe2\x80\x99s casting time must be equal to or shorter than 1 action, and the spellcasting ability for such spells is Charisma . \n'b'\n'b' ABOUT \n'b' A blind justice is the very embodiment of justice. It signifies and upholds each and every aspect of justice, and serves the deities that defend and protect it. \n'b' Divine Creation . A blind justice is an angel and doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' The Blindfold of Justice . A blind justice always wears blindfolds, symbolizing that justice should not alter in regards to alignment, wealth, title, power; anything. It can magically perceive its surroundings with truesight. \n'b' The Feather of Justice . A blind justice carries a scale, which it uses to weigh the sins of others. While a creature\xe2\x80\x99s soul rests on the one side of the scale, the blind justice puts a feather from its own wings on the other side. If the creature\xe2\x80\x99s soul is heavier, then the blind justice delivers divine punishment for the sins committed. \n'b' The Scale of Justice . A blind justice carries a silver scale with which it weighs the souls, and thus the sins, of others. The scale never wavers, it always stands still, even while the blind justice is moving.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blindheim \n'b' Small aberration , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 17 (5d6) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 11 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages Primordial Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Eye Beams . When a blindheim\xe2\x80\x99s eyes are open, it emits a 30- foot cone of light . It can see normally in this light and functions normally in areas of magical darkness . A creature looking at a blindheim when its eye beams are \xe2\x80\x9con\xe2\x80\x9d must succeed on a DC 12 Constitution saving throw or be blinded for 1 hour. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' About \n'b' This creature is a 4-foot-tall frog-like humanoid with large, bulbous eyes that constantly emit bright yellow beams of light. Its skin is mottled yellow, growing darker across its back. Its feet are webbed as are its claws. \n'b' Blindheims dwell in underground caverns and sustain themselves on a diet of funguses, molds, and small rodents. An extra eyelid allows the blindheim to \xe2\x80\x9cturn off\xe2\x80\x9d its eyes when it is sleeping or resting. A dead blindheim\xe2\x80\x99s eyes are dull gold in color. \n'b' Blindheims are 4 feet tall and weigh about 150 pounds. \n'b' A blindheim attacks by first blinding a foe with its gaze and then rushing in to use its bite attack. It can turn its eyes on and off as it wishes but always leaves them on during combat. If overmatched, a blindheim flees.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blink Dog \n'b' Medium fey , lawful good \n'b' Armor Class 13 Hit Points 22 (4d8 + 4) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Senses passive Perception 13 Languages Blink Dog, understands Sylvan but can\xe2\x80\x99t speak it Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Smell : The dog 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. \n'b' Teleport (Recharge 4-6) : The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. \n'b' Alternate Critical (Source: Monster Crits for 5e) . When the blink dog scores a critical hit, it doesn\xe2\x80\x99t deal extra damage. Instead, the target creature must succeed at a DC 11 Charisma saving throw or be under the effect of a blink spell for 1 minute. The target can\xe2\x80\x99t choose to end this effect as an action. \n'b'\n'b' About \n'b' A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long- standing hatred for displacer beasts and attack them on sight.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blink Dog, Pup \n'b' Small fey , lawful good \n'b' Armor Class 13 (natural armor) Hit Points 9 (2d6 + 2) Speed 40 ft.\n'b' STATS STR: 11 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses passive Perception 11 Languages Blink Dog , understands Sylvan but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The blink dog has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Blink . As a bonus action the blink dog pup magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. \n'b'\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. \n'b' Teleport (Recharge 4-6) . The blink dog pup magically teleports, along with a Medium or smaller willing creature within 5 feet and any equipment they are wearing or carrying, up to 40 feet to unoccupied spaces it can see within 5 feet of each other. \n'b'\n'b' ABOUT \n'b' Blink dog pups are young canines with golden brown fur and long pointed ears. Playful and compassionate, these intelligent pups imprint strongly on their caretakers, developing tremendous loyalty and attachment to those who treat them well and care for them in their early years. Pack hunters by nature, blink dogs are highly communal, and pups do best in small tight-knit packs even when those packs are adoptive. Bright and curious, blink dog pups quickly develop a great love for life and respect for all living things. \n'b' Blinking . From birth, blink dog pups have a natural ability to traverse the veil between worlds, teleporting from one place to another in the blink of an eye. This natural reflexive ability, so crucial to the hunting and fighting prowess of adult blink dogs, is fresh and undeveloped in pups. Pups like to experiment with this ability, using it to play chase, hide-and-seek, and other games with their packmates. Still learning to control their blinking, pups will often reflexively blink a short distance when startled, scared, or even sneezing, with little control over where they end up. \n'b' Lost in the Mist . Blink dog packs are native to the forests at the edge of the Fey Wild, where the separation between the Material Plane and the realm of the fey is thinnest. Occasionally, one of these young pups becomes separated from its pack and strays through the veil, crossing over to the Material Plane. Unable to make their way back home, these isolated pups rarely last long on the Material Plane without a pack to care for them. If found by the wrong party, captured blink dog pups fetch a high market price in both the Fey Wild and the Material Plane.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Akanka \n'b' Medium fey , chaotic evil \n'b' Armor Class 12 \n'b' Hit Points 45 (7d8 + 14) \n'b' Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 15 (+2) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Perception +2 \n'b' Condition Immunities unconscious \n'b' Senses passive Perception 12 \n'b' Languages Common \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Spider Climb . The akanka can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Sense . While in contact with a web, the akanka knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The akanka ignores movement restrictions caused by webbing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The akanka uses Mirrored Carapace and makes one Bite attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or fall unconscious for 1 minute. The target wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b' Mirrored Carapace . The akanka projects an illusory duplicate of itself that appears in its space. Each time a creature targets the akanka, if its attack roll result is below 15, it targets the duplicate instead and destroys the duplicate. The duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. A creature is unaffected by this action if it can\xe2\x80\x99t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. The akanka can\xe2\x80\x99t use this action while in darkness. \n'b' Spellcasting . The akanka casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): \n'b'\n'b' At will : minor illusion , silent image \n'b' 3/day : major image \n'b' 1/day : hallucinatory terrain \n'b'\n'b' ABOUT \n'b' The jeweled carapace of this arachnid sparkles with reflected light, leaving the afterimage of an identical creature. \n'b' Akankas are arachnid-like fey that claim to be the children of a spider god of trickery and chaos. \n'b' False Oracles . Nothing satisfies an akanka more than hoodwinking an unsuspecting treasure hunter. They shroud themselves and their lairs in layers of illusion and pretend to be wise oracles or helpful allies. \n'b' In conversation, they are charming and accommodating with the hope that being so will lower their prey\xe2\x80\x99s guard. When its treachery becomes evident, an akanka savors the look of surprised fear and anger on the face of its victim, and it replays the look in its mind over and over again while it waits for fresh prey. \n'b' Patient Predators . Brazen akankas that live near humanoid settlements often disguise themselves as travelers to infiltrate and make connections they hope to exploit later. When these forays go poorly, akanka that have been discovered prefer to flee than fight, and they sometimes bide their time for years before making another attempt. \n'b' Akanka that live in tombs or ruins often watch potential victims and sometimes even help them if the act won\xe2\x80\x99t draw attention. When their prey readies to leave the area, relaxed and laden with their spoils, the akanka strikes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blisterroot Tree \n'b' Huge monstrosity , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 189 (18d12 + 72) Speed 5 ft.\n'b' STATS STR: 26 (+8) DEX: 8 (-1) CON: 9 (+4) INT: 7 (-2) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Condition Immunities blinded , charmed , deafened , exhaustion , unconscious Senses tremorsense 15 feet; passive Perception 13 Languages \xe2\x80\x94 Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Fire Absorption . Whenever the blisterroot tree is subjected to fire damage, it takes no damage and regains a number of hit points equal to the fire damage dealt. \n'b' Flame Body . When the blisterroot tree has a creature grappled , it deals 5 (1d10) fire damage at the start of the grappled creature\xe2\x80\x99s turn. \n'b' Actions \n'b' Multiattack . The blisterroot tree makes 4 slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 14 (1d12 + 8) bludgeoning damage and 7 (2d6) fire damage and the target is restrained (escape DC 18). The blisterroot tree uses its 6 roots to attack any creature within range. If a target is restrained by a root it can only target that creature with that root and no other creature. \n'b' Flaming Leaves (Recharge 5-6) . The blisterroot tree launches a barrage of flaming leaves in a 20 foot cone. Any creature in the cone must make a DC 16 Dexterity saving throw or take 35 (10d6) fire damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Bloated Revenant \n'b' Medium undead , neutral \n'b' Armor Class 14 (scale mail) Hit Points 143 (15d8 + 75) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 20 (+5) INT: 10 (+0) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Con +8, Wis +5, Cha +6 Damage Resistances necrotic, psychic Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , stunned Senses darkvision 60 ft.; passive Perception 12 Languages the languages it knew in life Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Festering Form . When the bloated revenant dies, it bursts outward in a 15 foot radius. Each creature within the area of effect must make a DC 14 Dexterity saving throw or take 7 (2d6) necrotic damage and 14 (4d6) poison damage and become poisoned until the end of their next turn. \n'b' Festering Rejuvenation . When the revenant\xe2\x80\x99s form dies and bursts from its Festering Form ability, the soul of the revenant can infect any creatures that failed their Dexterity save. Any of those creatures that die within 24 hours have their bodies taken by the revenant soul, which then regains all of its hit points . If no creatures fail their Dexterity save or die, or if a wish spell is used, the soul is forced to go to the afterlife and not return. \n'b' Regeneration . The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn\xe2\x80\x99t function at the start of the revenant\xe2\x80\x99s next turn. The revenant\xe2\x80\x99s body is destroyed only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Turn Immunity . The revenant is immune to effects that turn undead. \n'b' Actions \n'b' Multiattack . The revenant makes two fist attacks. \n'b' Fist . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 7 (2d6) bludgeoning damage and 7 (2d6) necrotic damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller. \n'b' Vindictive Ichor . If the revenant sees the target of its vengeance and the creature is within 60 feet, it can force the target to make a DC 14 Charisma saving throw. On a failure, the creature is poisoned and begins to leak vile ichor from its eyes, nose, and ears. The effect lasts four 24 hours, with the creature being able to reattempt their saving throw at the end of each hour. While poisoned in this way, all necrotic damage it takes is deducted from its maximum hit points . If the target\xe2\x80\x99s hit point maximum is ever reduced to 0, the creature becomes a spector upon death.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Barnacle \n'b' Tiny beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 25 (10d4) Speed 10 ft, swim 30 ft.\n'b' STATS STR: 2 (\xe2\x80\x934) DEX: 14 (+2) CON: 10 (+0) INT: 1 (\xe2\x80\x935) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +2 Damage Vulnerabilities fire Damage Resistances necrotic Condition Immunities prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages \xe2\x80\x94 Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Barnacle Shivers . Characterized by the inescapable cold\xe2\x80\x94and subsequent shivering\xe2\x80\x94that slowly pervades the victim\xe2\x80\x99s body, barnacle shivers is a disease that infects creatures attacked by blood barnacles. Until the disease is cured, the infected creature can\xe2\x80\x99t regain hp except by magical means, and its hp maximum decreases by 3 (1d6) for every 24 hours that elapse. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0. A Humanoid or Beast slain by this disease rises 24 hours later as a zombie. The zombie isn\xe2\x80\x99t under the blood barnacle\xe2\x80\x99s control, but it views the blood barnacle as an ally. \n'b' Blood Sense . The blood barnacle can pinpoint, by scent, the location of creatures that aren\xe2\x80\x99t Constructs or Undead and that don\xe2\x80\x99t have all of their hp within 60 feet of it and can sense the general direction of such creatures within 1 mile of it. \n'b' False Appearance . While the blood barnacle remains motionless, it is indistinguishable from a normal barnacle. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) piercing damage, and the blood barnacle attaches to the target. While attached, the blood barnacle doesn\xe2\x80\x99t attack . Instead, at the start of each of the blood barnacle\xe2\x80\x99s turns, the target loses 5 (1d6 + 2) hp due to blood loss. The blood barnacle can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the blood barnacle by succeeding on a DC 12 Strength check. When the blood barnacle is removed, the target takes 2 (1d4) piercing damage. If a creature ends its turn with a blood barnacle attached to it, that creature must succeed on a DC 12 Constitution saving throw or contract the barnacle shivers disease (see the Barnacle Shivers trait). \n'b'\n'b' REACTIONS \n'b'\n'b' Host Defense . When a creature damages an attached blood barnacle with anything other than fire, the creature hosting the barnacle must succeed on a DC 12 Wisdom saving throw or use its reaction to protect the barnacle. The barnacle takes half the damage dealt to it, and the host takes the other half. \n'b'\n'b' ABOUT \n'b' A cluster of tiny rock-like shells wait, attached to a floating barrel. Blood stains the water, and the red and black beaks open, revealing small tendrils that taste at the blood and pull the barnacles toward its source. \n'b' Found on ships, reefs, rocks, and old piers, these corrupted barnacles are by no means natural. Often gathered in groupings of five to ten, a blood barnacle infestation can prove to be a threat for any crew, particularly injured sea travelers seeking a good night\xe2\x80\x99s rest. \n'b' Undead Origins . When coagulated blood drops off shambling undead zombies and into the sea, its necrotic blood may turn an ordinary barnacle into a blood barnacle. Large clusters of blood barnacles almost always indicate undead are nearby. \n'b' Prey on the Weak . Though a slightly deeper red than most red barnacles, the blood barnacle can often remain undetected among more benign barnacles. It can lie in wait for weeks or months for the perfect injured or heavily bleeding creature before latching onto its prey. \n'b' Resurrection . The remains of blood barnacles spawn more of their kind if not disposed of properly. Burning clusters of barnacles or blessing the area is the only way to ensure they don\xe2\x80\x99t regrow.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cauchemange, Corporeal \n'b' Family: Cauchemange \n'b' Medium aberration , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 44 (8d8 + 8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 11 (+0) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +5, Perception +4 Condition Immunities frightened Senses darkvision 120 ft, passive Perception 14 Languages the languages of its host, telepathy 30 ft. Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Grappler . The cauchemange has advantage on attack rolls against any creature grappled by it. \n'b' Hallucinatory Hold . The corporeal cauchemange needs only to touch a creature to deal damage, grappling a creature by force of presence rather than physical strength. A creature grappled by the cauchemange can also use Wisdom ( Insight ) to escape. The creature believes the damage the cauchemange deals to be of a type appropriate to the nightmare form the cauchemange takes. \n'b' Happiness Susceptibility . If a creature within 30 ft. the corporeal cauchemange uses an action to make a DC 13 Charisma ( Performance ) check and succeeds, creating a presentation that inspires happiness or hope, the cauchemange has disadvantage on attack rolls until the end of the performing creature\xe2\x80\x99s next turn. \n'b' Nightmare Aura . Each creature of the corporeal cauchemange\xe2\x80\x99s choice that starts its turn within 30 ft. of the cauchemange must succeed on a DC 13 Wisdom saving throw or sense the cauchemange as something to be feared, becoming frightened until the start of the creature\xe2\x80\x99s next turn. On a successful saving throw, the creature is immune to the Nightmare Aura of all cauchemanges for 1 hour. \n'b' Psychic Teleport (Recharge 5\xe2\x80\x936) . As its movement, the cauchemange can teleport to an unoccupied space within 30 ft. of it, provided that the space is within 10 ft. of a creature with an Intelligence score of 3 or higher. The cauchemange doesn\xe2\x80\x99t need to see the destination. \n'b'\n'b' ACTIONS \n'b'\n'b' Touch . Melee Weapon Attack : +5 to hit, reach 5 ft. one creature. Hit : 12 (2d8 + 3) psychic damage. If the target is a creature, it is grappled (escape DC 13). \n'b' Drain . The cauchemange uses its touch attack on a creature grappled by it. On a hit, in addition to the damage, the target must succeed on a DC 13 Charisma 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. If this effect kills a humanoid, a cauchemange larva emerges from the corpse 8 hours later. \n'b' Glamor . The corporeal cauchemange targets one humanoid it can see within 30 ft. of it. If the target can see the cauchemange, the target must succeed on a DC 13 Wisdom saving throw against this magic or be charmed , seeing the cauchemange as something or someone desirable. The charmed target regards the cauchemange as a trusted friend to be heeded and protected. The target isn\xe2\x80\x99t under the cauchemange\xe2\x80\x99s control, but it takes the cauchemange\xe2\x80\x99s requests and actions in the most favorable light , it is a willing target for the cauchemange\xe2\x80\x99s touch, and it becomes a willing host for a cauchemange larva, which the target also sees as something desirable. Each time the cauchemange or the cauchemange\xe2\x80\x99s allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours, or until the cauchemange is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. \n'b'\n'b' ABOUT \n'b' Failed Experiment . Folktales say an Arch Daemon\xc2\xa0created the cauchemange as another tool to torment mortals. Those who\xe2\x80\x99ve studied know that these aberrations are a result of a failed experiment by a long-dead wizard. Her intent was to create a creature that allows command over armies of mind-controlled servants. Instead, the experiment created a creature that feeds on and manipulates people\xe2\x80\x99s nightmares. \n'b' Hungry Larvae . A larval cauchemange resembles a monstrous maggot the size of a human forearm. Hardy, magically resistant creatures, these larvae seek host bodies to burrow into and continue their life cycle. Cauchemange larvae prefer sleeping victims, an insidious trait, because the entry wound heals rapidly, and a victim recognizes few signs of an invading parasite. \n'b' Nightmare Pupation . Once a cauchemange larva burrows into a creature, the larva\xe2\x80\x99s body dissolves into tiny particles that distribute themselves into the host\xe2\x80\x99s nervous system. As the cauchemange pupates, it induces nightmares, hallucinations, and terrifying thoughts, which it feeds upon to mature. While an infected adult is likely to have an extremely uncomfortable few days, many such victims are thought to suffer from lesser maladies. \n'b' Dream Incarnate . Once a cauchemange absorbs enough negative memories, thoughts, and dreams, it bursts out of the host\xe2\x80\x99s body, taking the form of the host\xe2\x80\x99s worst nightmare. This corporeal cauchemange is a nightmare made flesh. It can take a variety of forms, depending on the host\xe2\x80\x99s fears or lusts. From a potent host or after developing for years, an adult cauchemange can become a ghostly creature that shifts among nightmare forms. \n'b'\n'b' DC 10 Wisdom ( Medicine ) : The larval form of a cauchemange can burrow into you and pupate within your body, bursting out after a few days as an adult that resembles your worst nightmare. This infection can be treated much like a disease. \n'b' DC 15 Intelligence ( Arcana ) : An adult cauchemange can cause magical fear, and a corporeal cauchemange can appear as someone or something you desire. They have a peculiar weakness to expressions of happiness. Singing songs or reciting stories of hope can debilitate the creatures.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hippodilemon \n'b' Family: Demons \n'b' Huge fiend ( demon ), chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 95 (10d12 + 30) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 21 (+5) DEX: 50 (+0) CON: 07 (+3) INT: 3 (-3) WIS: 32 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +3 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The hippodilemon can hold its breath for 30 minutes. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hippodilemon makes one Bite Attack and one Tail attack. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained , and the hippodilemon can\xe2\x80\x99t bite another target. \n'b' Tail . Melee Weapon Attack : +8 to hit, reach 10 ft., one target not grappled by the hippodilemon. Hit : 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' A hippodilemon is a giant hippo-headed-crocodile-demon about 30 feet long and weighing a ton or more. It propels itself through the water with its massive tail.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Brooder \n'b' Large aberration , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 105 (10d10 + 50) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 20 (+5) INT: 4 (\xe2\x80\x933) WIS: 12 (+1) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities prone Senses blindsight 30 ft., darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Exchange . As a bonus action, the blood brooder can give hit points to blood bulbs within 5 feet of it, losing hit points so the bulbs gain them. The brooder can\xe2\x80\x99t use this trait if it has fewer than half its hit points . \n'b' Bulb Pouches . Up to eight blood bulbs can take refuge in pouches on the blood brooder\xe2\x80\x99s sides, entering or exiting a pouch using 5 feet of movement. Bulbs in a pouch are in the brooder\xe2\x80\x99s space and move with the brooder. Blood bulbs have three-quarters cover in these pouches. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The blood brooder makes three spines attacks. \n'b' Spines . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Shared Blood . The blood brooder gets its name from the fact that it looks like an armored, spined collection of blood and viscera, and it births smaller orbs called blood bulbs. These offspring are less armored but as sapient and predatory as their parent. With malign guile, these aberrations hunt for other creatures and devour them. Members of this brood protect one another not only by coordinating to defeat foes, but also by exchanging the fluid that makes up their bodies. \n'b' Roaming Family . While the brooder rests and births, blood bulbs roam, searching for more prey. They split into packs to hunt, and then report back to their kin. When on the move, the brooder often carries bulbs in pouches on its sides. \n'b'\n'b' DC 10 Intelligence ( History ) : Members of the blood brood are ooze-like aberrations. They aren\xe2\x80\x99t as fluid as oozes, but they can\xe2\x80\x99t be knocked prone . \n'b' DC 15 Intelligence ( Arcana ) : Blood bulbs, which are thought to be infant blood brooders, can attach to prey and engulf the head. They can also hide in pouches on the side of a blood brooder. \n'b' DC 20 Intelligence ( Arcana ) : The blood brood can exchange blood when close, each supporting the survival of others.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Bulb \n'b' Small aberration , neutral evil \n'b' Armor Class 13 Hit Points 11 (2d6 + 4) Speed 10 ft., fly 30 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 15 (+2) INT: 3 (\xe2\x80\x934) WIS: 10 (+0) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x94 Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Exchange . As a bonus action, the blood bulb can give hit points to one blood brooder or another blood bulb within 5 feet of it, losing hit points so the other creature gains them. The bulb can\xe2\x80\x99t use this trait if it has fewer than half its hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Attach . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d4 + 3) bludgeoning damage. If the target is Medium or smaller, the blood bulb enters its space and attaches to it. Also, if the blood bulb has advantage on the attack roll, it attaches by engulfing the target\xe2\x80\x99s head. Such a target is blinded and unable to breathe while the blood bulb is attached in this way. While attached to the target, the blood bulb can attack only the target but has advantage on its attack rolls to do so. On a hit, the target loses an extra 2 (1d4) hit points to blood loss. The blood bulb moves with the target, and if it moves on its own, it detaches. Doing so costs the blood bulb 5 feet of movement. A creature can use an action to detach a blood bulb. Doing so requires a successful DC 13 Strength ( Athletics ) check.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Bush \n'b' Small plant , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 59 (7d6 + 35) Speed 0 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 20 (+5) INT: 2 (-4) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities thunder Damage Resistances cold, fire Damage Immunities lightning Senses blindsight 30 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Implant Seed Creatures that are implanted with a blood bush seed begin to suffer the effects of it rapidly germinating inside of them. Once implanted, the seed quickly begins to grow and expand. For every 24 hours that elapse, the target must repeat the DC 14 Constitution saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The germinating seed is destroyed by the immune system on a success. The target dies if this reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the blood bush seed is removed. \n'b' Actions \n'b' Multiattack . The blood bush makes one attack with its flower darts and two attacks with its tendrils. \n'b' Tendril . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12) and restrained , and the blood bush cannot grapple another target. \n'b' Flower Dart . Ranged Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be implanted with a blood bush seed (see Germinate). \n'b' About \n'b' This creature appears as a 3-foot-tall flowering bush with a thick trunk and small whip-like branches. Each branch is topped with a blood-red flower and deep, rich-green leaves. \n'b' The blood bush is a fell plant creature cursed by a wizard in times past. It is named for its blood-red flowers and its thorny blood-red seeds. A blood bush is sometimes referred to as a \xe2\x80\x9cgrave marker plant\xe2\x80\x9d because a creature that encounters it and fails to see the danger this sinister plant presents, rarely lives to tell about it. \n'b' A blood bush can only be grown from a seed that has germinated inside the warm body of a Small or larger animal. Roots from the germinating seed kill the host and use the nutrients provided to grow rapidly into a deadly plant. A number of nobles use this horrid plant as a deterrent against thieves and robbers, sometimes creating entire hedges of the plant. \n'b' A blood bush appears as a flowering bush about 3 feet tall. \n'b' Its thick trunk quickly splits off into many smaller, whip-like branches, each topped with a blood-red flower surrounded by deep green leaves. Blood bush seeds can be sold for about 20 gp each on the open market \xe2\x80\x93 collecting them without dying is not the easiest of tasks. \n'b' When a blood bush detects a warm-blooded creature within 20 feet, it fires a volley of flower darts at the creature, attempting to implant it with its seeds. A creature that dies from the blood bush\xe2\x80\x99s seed implantation rapidly decomposes, and a new blood bush springs up in the area within four days. \n'b' Living creatures within 5 feet of a blood bush are slashed and cut with its four whip-like tendrils.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Carrion Giant Elk \n'b' Huge undead , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 47 (5d12 + 15) \n'b' Speed 60 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 2 ( 4) WIS: 12 (+1) CHA: 4 ( 3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities blinded , exhaustion , frightened , poisoned \n'b' Senses passive Perception 13 \n'b' Languages Giant Elk, understands Common, Elvish, and Sylvan but can\xe2\x80\x99t speak them \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Carrion Core . When the elk is reduced to 0 hit points , it turns into a carrion core (AC 10; 10 hp ; immunity to nonmagical damage). \n'b' Charge . If the elk moves at least 20 feet straight toward a target and immediately hits it with a Ram attack , the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Dark Bond . The elk can form a bond with a single willing Humanoid it can see which lasts until the elk dies. While bonded, the Humanoid gains a permanent level of exhaustion that can\xe2\x80\x99t be removed as long as the elk is alive. The effects of this exhaustion are suppressed for 1 minute after the Humanoid has dealt damage to another creature. While within 5 feet of the elk, the Humanoid has resistance to necrotic damage, is immune to being frightened , and can communicate emotions and images telepathically with the elk. \n'b' Maddening Demise . When a creature reduces the elk to 0 hit points , the creature must succeed on a DC 13 Charisma saving throw or be cursed for 1 minute. While cursed, it loses the ability to distinguish friends from foes. At the end of each of its turns, it can make a DC 15 Intelligence saving throw, ending the curse on a successful save. \n'b'\n'b' ACTIONS \n'b'\n'b' Hooves . Melee Weapon Attack : +5 to hit, reach 5 ft., one prone creature. Hit : 21 (4d8 + 3) bludgeoning damage. \n'b' Ram . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Siphon Soul . When the elk or a creature it has formed a Dark Bond with reduces a hostile creature to 0 hit points , the elk and the creature it is bonded with regains 7 (2d6) hit points . \n'b'\n'b' ABOUT \n'b' Blood carrions are parasitic monsters capable of possessing the carcass of dead beasts.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Flurry \n'b' Medium swarm of Tiny Aberrations , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 144 (17d8 + 68) Speed 15 ft., fly 40 ft.\n'b' STATS STR: 5 (\xe2\x80\x933) DEX: 21 (+5) CON: 18 (+4) INT: 6 (\xe2\x80\x932) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold; bludgeoning, piercing, and slashing Damage Immunities poison Condition Immunities charmed , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 11 Languages understands Primordial but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Sense . The blood flurry can pinpoint, by scent, the location of creatures that aren\xe2\x80\x99t Undead or Constructs within 30 feet of it. \n'b' False Appearance . While the blood flurry remains motionless, either resting on the ground or carried by natural winds, it is indistinguishable from a collection of snowflakes. The blood flurry loses this trait if it has consumed blood in the last 24 hours. \n'b' Rust Vulnerability . The large amount of iron in the blood flurry\xe2\x80\x99s diet makes it susceptible to effects that harm ferrous metal, such as the rust monster\xe2\x80\x99s Antennae. \n'b' Swarm . The blood flurry can occupy another creature\xe2\x80\x99s space and vice versa, and the blood flurry can move through any opening large enough for a Tiny crystalline Aberration. The blood flurry can\xe2\x80\x99t regain hp or gain temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The blood flurry makes two Free Bleeding Cuts attacks. \n'b' Free Bleeding Cuts . Melee Weapon Attack : +9 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 27 (6d8) slashing damage, or 13 (3d8) slashing damage if the blood flurry has half of its hp or fewer. If the target is a creature other than an Undead or a Construct, it must succeed on a DC 16 Constitution saving throw or lose 13 (3d8) hp at the start of each of its turns due to a bleeding wound. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom ( Medicine ) check. The wound also closes if the target receives magical healing . \n'b'\n'b' ABOUT \n'b' Red tinges the edge of this gentle drifting of snow. \n'b' Blood flurries are the remaining survivors of a slowly disintegrating dimension where the creatures fed on scraps of decaying iron. Just before the Great Crunch, which spelled the final doom for their dimension, the creatures slipped through a planar gap, bringing them to polar regions of worlds throughout the Material Plane. With readily digestible iron in short supply, the creatures adapted to the iron-rich blood of creatures populating their new homes. \n'b' Safety in Numbers . The crystalline creatures\xe2\x80\x99 bodies are as fragile as a snowflake, forcing them to organize into colonies for mutual protection and to improve their chances at hunting prey. \n'b' Lightweight . A single, crystalline aberration from a blood flurry weighs a quarter of an ounce. While it can propel itself, it prefers to float gently on the breezes like a snowflake. Collectively, a swarm moves along with the real snow found in its habitat, hidden on the wind. \n'b' Red in Body . Each individual aberration has jagged limbs sharp enough to penetrate ordinary flesh. The creature\xe2\x80\x99s saliva induces the flow of blood from the cuts it produces. Because the creatures feed by absorbing iron from their victims\xe2\x80\x99 blood, their coloration reddens, and the blood flurry\xe2\x80\x99s snowy fa\xc3\xa7ade quickly fades. When desperate for food, a blood flurry may devour abandoned tools or weapons, but it consumes and processes iron from such objects slowly and with difficulty.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Golem \n'b' Large aberration , neutral \n'b' Armor Class 17 (natural armor) Hit Points 102 (12d10 + 36) Speed 20 ft.\n'b' STATS STR: 14 (+2) DEX: 19 (+4) CON: 16 (+3) INT: 2 (-4) WIS: 14 (+2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Amorphous . The blood golem can move through a space as narrow as 1 inch wide without squeezing. \n'b' Berserk . Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points . The golem\xe2\x80\x99s creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma ( Persuasion ) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. \n'b' Blood Ooze . The blood golem takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the blood golem\xe2\x80\x99s Engulf and has disadvantage on the saving throw. Creatures inside the blood golem can\xe2\x80\x99t be seen and have total cover . A creature within 5 feet of the blood golem can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) necrotic damage. The blood golem can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. \n'b' Blood Sense . The blood golem can magically sense the presence of blood in living creatures up to 1 mile away. It knows the general direction they\xe2\x80\x99re in but not their exact locations. \n'b' Blood Splatter . Any time the golem is hit in combat, a gout of blood erupts from its body. All creatures within 10 feet of the golem must succeed on a DC 15 Dexterity saving throw or be blinded until the end of the creature\xe2\x80\x99s next turn. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Split . When a blood golem reaches its maximum hit points for its Hit Dice, it splits into two identical golems. Each golem has hit points equal to half the maximum hit points of the original golem. New golems are one size smaller than the original golem. \n'b' Actions \n'b' Multiattack . The golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage, and the target must make a DC 15 Constitution saving throw. On a failed save, the target takes plus 14 (3d6 + 4) necrotic damage, its hit point maximum is reduced by the amount equal to the necrotic damage, and the blood golem regains hit points equal to that amount. The reduction in the target\xe2\x80\x99s hit point maximum lasts until the target finishes a long rest . The target dies if this reduces its hit point maximum to 0. \n'b' Engulf . The blood golem moves up to its speed. While doing so, it can enter Large or smaller creatures\xe2\x80\x99 spaces. Whenever the blood golem enters a creature\xe2\x80\x99s space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the blood golem. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the blood golem enters the creature\xe2\x80\x99s space, and the creature takes 10 (3d6) necrotic damage and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 21 (6d6) necrotic damage at the start of each of the blood golem\xe2\x80\x99s turns. When the blood golem moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the blood golem.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Akata Alpha \n'b' Family: Akata \n'b' Medium aberration , neutral \n'b' Armor Class 15 (natural armor) Hit Points 37 (5d8 + 15) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 16 (+3) INT: 3 (-4) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3, Acrobatics +5, Stealth +7 Damage Immunities fire, cold, poison Condition Immunities poisoned Senses darkvision 120 ft.; passive Perception 11 Languages Auran Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Deaf . The akata alpha can\xe2\x80\x99t hear. It is immune to any spell or effect that relies on hearing to function, but it automatically fails Wisdom ( Perception ) checks that rely on hearing. \n'b' Hibernation . The akata alpha can enter a state of hibernation for an indefinite period of time when food is scarce. When an akata wishes to enter hibernation, it seeks out a den and surrounds itself in a layer of fibrous material excreted from its mouth. These fibers quickly harden into a dense, almost metallic coccoon. While hibertinating the akata doesn\xe2\x80\x99t require food or water. The cocoon has AC 18, 35 hp , and a damage threshold of 10. It is immune to fire and bludgeoning damage. As long as the cocoon remains intact, the akata within is unharmed. The akata remains in hibernation until a living creature comes within 10 feet of the cocoon, or it is exposed to exreme heat, at which point it claws its way to freedom in 1d4 minutes. \n'b' Keen Smell . The akata alpha has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Salt Water Vulnerability . Salt water deals 1 point of acid damage for every gallon splashed on the akata. Full immersion in salt water causes 20 acid damage at the start of the akata\xe2\x80\x99s turn. \n'b' Void Born Nature . The akata alpha doesn\xe2\x80\x99t need to breathe and is immune to disease. \n'b' Void Death . The akata alpha\xe2\x80\x99s mouth is infested with hundreds of invisibly small larval young that transfer to victims of its bite, manifesting as a disease. Within 1 hour of contracting void death a victim suffers muscle cramps and pain. The victim takes 3d6 (10) necrotic damage and must make a DC 13 Constitution saving throw. On a failed save the victim\xe2\x80\x99s maximum hit points are reduced by an amount equal to the damage taken. As long as a creature suffers from void death this reduction can only be removed by greater restoration or more powerful magic. A creature whose maximum hit points are reduced to 0 dies. The creature must repeat the save when it finishes a long rest. A creature that makes two consecutive saving throws recovers from the disease and can regain its maximum hit point total when it finishes a long rest. A humanoid that dies as a result of void death rises as a void zombie 1 hour later. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The akata alpha makes three attacks: one with its bite, and two with its tentacles. \n'b' Bite . Melee Weapon Attack : +5 to hit, 5 ft., 1 target. Hit : 6 (1d6 + 3) piercing damage and if the target is a creature other than a construct or undead it must succeed on a DC 13 Constitution saving throw or contract the Void Death disease (see above). Tentacle. Melee Weapon Attack : +5 to hit, 5 ft., 1 target. Hit : 5 (1d4 + 3) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Kaktos \n'b' Large plant , lawful neutral \n'b' Armor Class 14 (natural armor) Hit Points 60 (8d10 + 16) Speed 25 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 10 (+0) WIS: 9 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4, Perception (+3 or +1) Damage Resistances fire Damage Vulnerabilities cold Condition Immunities deafened Senses darkvision 60 ft., passive Perception 13 (or 11) Languages Blood kaktos telepathy Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Silent Slither . The blood kaktos has advantage on Dexterity ( Stealth ) checks to move silently through sand when sneaking up on prey. \n'b' Telepathic Communication . The blood kaktos cannot speak, but it can communicate with others of its kind through telepathic communication. The communication consists of the conveyance of emotions and intent, allowing groups of blood kaktoses to loosely coordinate attacks against prey. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The blood kaktos makes two Prickly Punch attacks. \n'b' Prickly Punch . Melee Weapon Attack : +5, range 5 ft. Hit : 6 (1d6 + 3) piercing damage and 3 (1d6) poison damage. If both prickly punch attacks are successful against the same target, the blood kaktos embraces the victim, who is grappled and restrained until it breaks the embrace. The blood kaktos extends its proboscis to penetrate any exposed skin, writhing through armor joints if need be. This is an automatic hit that causes its victim to lose 3 (1d4 + 1) hit points at the beginning of the target\xe2\x80\x99s turn as the blood kaktos gorges upon the victim\xe2\x80\x99s blood. If the victim breaks free from the embrace, the blood kaktos immediately retracts its proboscis, fearing damage to its delicate organ. The victim can use an action to attempt a DC 13 Strength ( Athletics ) or Dexterity ( Acrobatics ) check to escape. A victim that escapes the embrace sustains an additional 3 (1d6) slashing damage as the needles rip the escapee\xe2\x80\x99s flesh. \n'b' Huff and Puff (recharge 4-6) . The blood kaktos inhales air into the space between its outer layer of skin and its inner membranous tissue and then forces it out sharply, spraying needles in all directions over a 10-foot radius. Any creature within this area must make a DC 14 Dexterity saving throw. Those that fail the saving throw take 9 (2d8) piercing damage from the flying needles while those that succeed take half this amount. \n'b'\n'b' ABOUT \n'b' The blood kaktos is a mobile, sentient plant that inhabits any warm, sandy environment. It is a relative of the common saguaro cactus and has leathery green flesh covered with needle-like spines, with two jointed, branch-like arms sprouting from a large trunk that grows to between five and seven feet tall upon maturity. \n'b' Three eyes approximately two inches in diameter appear as a darker shade of green. They are typically positioned in a scalene triangle formation and are the only obvious sensory organs. The casual observer could easily perceive the eyes as ordinary scars or imperfections found on a common cactus and may not be aware they are looking at a deadly blood kaktos.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Mage \n'b' Medium humanoid (any), any evil \n'b' Armor Class 13 (16 with mage armor ) Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 18 (+4) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +7, Wisdom +4 Skills Arcana +7, Medicine +4 Senses passive Perception 11 Languages Common plus any three languages Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Absorb Impurities . The blood mage can absorb poisons or diseases from another creature, living or dead, and turn it to the mage\xe2\x80\x99s use. It can expose a fresh cut to a source of disease or poison and safely absorb the dormant affliction into its blood stream. It can then inflict the disease or poison on another by spitting a stream of blood at the creature. On a successful hit as a ranged spell attack , the target is exposed to the disease or poison and must proceed with whatever saving throws are required. \n'b' Blood Savant . When subjected to a disease or poison effect that allows a Constitution saving throw to take only half damage, the blood mage instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Blood Vision . When the blood mage ingests the blood of another creature, it is stunned until the start of its next turn. During that time, the blood mage experiences a memory of the creature through its own eyes which may or may not be of the incident which caused the creature to bleed. The older the blood, the foggier and more obscure the memory is likely to be. Once the blood mage has consumed a creature\xe2\x80\x99s blood in this way, the same creature\xe2\x80\x99s blood will never again produce a memory for that blood mage. \n'b' Regeneration . The blood mage holds power over the flow of its own blood and the speed at which it heals. The blood mage regains 10 hp at the start of its turn if it has at least 1 hp . \n'b' Spellcaster . The blood mage is a 10th-level spellcaster. Its casting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared: \n'b'\n'b' Cantrips (at will) : acid splash , mage hand , mending , poison spray, prestidigitation \n'b' 1st level (4 slots) : charm person , false life , mage armor , magic missile \n'b' 2nd level (3 slots) : acid arrow , hold person \n'b' 3rd level (3 slots) : dispel magic , feign death, fly , vampiric touch \n'b' 4th level (3 slots) : black tentacles , blight \n'b' 5th level (2 slots) : conjure elemental (blood or water only), scrying \n'b'\n'b' Actions \n'b'\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. \n'b' Blood Feast (Recharge 5\xe2\x80\x936) . The blood mage drains life-giving blood from nearby creatures. Each creature within 20 feet of the blood mage must succeed on a DC 15 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. The blood mage gains temporary hp equal to the single highest amount of necrotic damage dealt. A creature that doesn\xe2\x80\x99t have blood is immune to Blood Feast. \n'b'\n'b' ABOUT \n'b' Favoring linen robes of crimson or black to hide the stains and spatters of its medium, a blood mage about its work might look like a beggar and smell like an abattoir, but the power coursing through its veins makes such concerns beneath the blood mage\xe2\x80\x99s notice. Drawing power from bloodletting, both its own and that of others, makes most civilizations fear and despise the blood mage, necessitating that it practice its dark arts in secret. Each period of renewed study is usually accompanied by disappearances among the most vulnerable. A trail of exsanguinated corpses follows.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leech Demon \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 147 (14d10 + 70) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 21 (+5) INT: 11 (+0) WIS: 12 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities poisoned , prone Senses darkvision 90 ft., passive Perception 11 Languages Abyssal, telepathy 120 ft. Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The leech demon can breathe air and water. \n'b' Blood Sense . The leech demon can pinpoint, by scent, the location of creatures that aren\xe2\x80\x99t Constructs or Undead within 30 feet of it. \n'b' Magic Resistance . The leech demon has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The leech demon makes one Bite attack and two Tentacle Bite attacks, or it makes two Bite attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (3d6 + 4) piercing damage plus 9 (2d8) necrotic damage. \n'b' Tentacle Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage and 4 (1d8) necrotic damage, and the leech demon can attach its tentacle to the target. The demon has two tentacles, each of which can attach to only one target. While a tentacle is attached, the demon can\xe2\x80\x99t use that tentacle to make Tentacle Bite attacks, the target is restrained , and the demon doesn\xe2\x80\x99t attack with the tentacle. Instead, at the start of each of the demon\xe2\x80\x99s turns, each creature with a tentacle attached to it loses 11 (2d6 + 4) hp due to blood loss, and the demon gains temporary hp equal to that amount. The demon can add temporary hp gained from this attack together and can add it to temporary hp gained from Release Swarm. The demon\xe2\x80\x99s temporary hp can\xe2\x80\x99t exceed half its hp maximum. The leech demon can detach one or both tentacles as a bonus action. A creature, including the target, can use its action to detach the demon\xe2\x80\x99s tentacle by succeeding on a DC 17 Strength check. \n'b' Release Swarm (Recharge 5\xe2\x80\x936) . The leech demon shakes loose dozens of leeches, creating a leech swarm (see Tome of Beasts 2 or use a swarm of poisonous snakes). The swarm acts as an ally of the leech demon and obeys its spoken commands. The swarm remains for 1 minute, until the leech demon dies, or until the demon dismisses it as a bonus action. If the leech demon is within 5 feet of the swarm, it can use its action to consume the swarm, gaining temporary hp equal to the swarm\xe2\x80\x99s current hp . It can add temporary hp gained in this way with temporary hp gained from its Tentacle Bite attack . The demon\xe2\x80\x99s temporary hp can\xe2\x80\x99t exceed half its hp maximum. The demon can have only one swarm active at one time. \n'b'\n'b' ABOUT \n'b' Hundreds of leeches cling to and crawl around this serpentine creature, which has a toothy maw filling most of its face. It raises two tentacles, revealing similar toothy maws lining each tentacle. \n'b' Leech demons prefer to spend their time on the Material Plane, where their unsettling appearance draws more of a reaction and where they can better inflict suffering. They especially enjoy infesting their victims\xe2\x80\x99 bodies with leeches, which burst forth from the corpses to wreck havoc on the victims\xe2\x80\x99 loved ones. \n'b' Implements of Swampland Revenge . Rumors proliferate about rituals to summon leech demons to right a grievous wrong. The demons gleefully wreak vengeance on their targets and try to ensure their summoners witness the gruesome deaths. The stories fail to disclose the demons demand a price from their callers, usually paid by the life of someone dear to them. Only the most desperate benefit from calling leech demons for retribution, as they often have no problem offering themselves up as payment when the demons complete their deeds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Maiden \n'b' Medium monstrosity (aquatic), chaotic evil\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 12 Hit Points 27 (5d8 + 5) Speed 30 ft., swim 50 ft. Saving Throws Dexterity +4, Wisdom +4 Skills Deception +4, Perception +4 Senses blindsight 90 ft., passive Perception 14 Languages Ledean, Primordial (Aquan) Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Blood Scent . The blood maiden has advantage on Perception rolls when tracking a bleeding creature. \n'b' Siren\xe2\x80\x99s Call . The blood maiden sings a magical song. Anyone who hears the song must succeed on a DC 14 Wisdom saving throw or be charmed by the blood maiden until the song ends or the target sees the blood maiden\xe2\x80\x99s face. The blood maiden must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the blood maiden is incapacitated. While charmed by the blood maiden the target feels an uncontrollable urge to move towards it by any means necessary, including jumping out of a ship and swimming. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it and the target is immune to this blood maiden\xe2\x80\x99s song for the next 24 hours. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage and the blood maiden attaches to the target. While attached, the blood maiden doesn\xe2\x80\x99t attack . Instead, at the start of each of the blood maiden\xe2\x80\x99s turns, the target loses 5 (1d6 + 2) hit points due to blood loss. \n'b' Tactics \n'b' The blood maidens\xe2\x80\x99 preferred tactic when preying on mortals is to draw them closer by pretending to be ordinary women. They hide their monstrous faces with their hair while luring their victims closer with their eerie magical song. When the victim is close enough, the blood maiden springs, hoping to catch their prey by surprise. Once battle ensures, blood maidens abandon all semblance of logic. Their thirst for blood causes them to attack wantonly in eagerness to feast. \n'b' Description \n'b' Blood maidens inhabit coastal areas. They look like comely humanoid females, clad only in long ribbons or strips of white cloth. They have long black hair and pale skin with a green or blue tint to it. When seeing the face of a blood maiden, the creature\xe2\x80\x99s monstrous nature becomes clear. Instead of a normal face, the blood maiden has only a lamprey-like giant circular maw (how the blood maiden orients itself with no eyes or nose is unknown). \n'b' Because the blood maiden population is entirely female, it is uncertain how they reproduce. It is theorized that a child produced by a blood maiden and a humanoid will yield a pureblood blood maiden, though it is unclear why anyone would mate with these repulsive creatures. \n'b' Warped Fey . Blood maidens were once a race of benevolent aquatic beings related to the fey. Sadly, the waters where they dwell became polluted, warping and twisting them beyond recognition.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Moth \n'b' Medium swarm of Tiny beasts, unaligned\n'b' STATS STR: 2 (-4) DEX: 14 (+2) CON: 11 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 12 Hit Points 22 (5d8) Speed fly 30 ft. Damage Resistances bludgeoning, piercing, and slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Blood Drain . When a moth swarm successfully bites a creature, several moths attach themselves to the creature and begin to feed. At the beginning of each round, the creature loses 3 hit points and its maximum hit points are reduced by the same amount. A creature can spend its action to remove the moths. The creature\xe2\x80\x99s maximum hit points are restored to normal after a long rest . \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny blood moth. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 0 ft., one target. Hit : 1 piercing damage. \n'b' Tactics \n'b' Blood moths travel in swarms of 10-50 moths and lurk in fields, glades, and woods. One or two scouts seek out prey and distract the victim while the main swarm moves up and attacks. Blood Moths are clever enough to never kill a victim outright, wishing instead to feed on them time and time again. \n'b' Description \n'b' Blood moths resemble butterflies with broad beautiful wings with elaborate, colorful patterns. These patterns change as the observer watches, and after a few moments, they form images of skulls, demonic faces, and staring, bestial eyes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Mouse \n'b' Tiny beast , unaligned \n'b' Armor Class 12 Hit Points 7 (3d4) Speed 35 ft.\n'b' STATS STR: 4 (-3) DEX: 14 (+2) CON: 10 (+0) INT: 2 (-4) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Great Leap . The blood mouse\xe2\x80\x99s long jump and high jump is up to 10 feet, with or without a running start. \n'b' Pack Tactics . The blood mouse has advantage on an attack roll against a creature if at least one of the blood mouse\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Soothing Aroma . The blood mouse is surrounded by an aromatic cloud that emanates from a gland in its tail. The pleasant aroma smells different to each creature and fascinates predator and prey alike. A creature other than a blood mouse that begins its turn within 10 feet of the blood mouse must succeed on a DC 10 Wisdom saving throw or become charmed by the mouse until the end of its next turn. While charmed in this way, the creature can\xe2\x80\x99t willingly move more than 10 feet away from the mouse. \n'b'\n'b' ACTIONS \n'b'\n'b' Blood Drain . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage, or 7 (2d4 + 2) piercing damage if the blood mouse leaps at least 5 feet before the attack , and the blood mouse attaches to the target. While attached, the blood mouse doesn\xe2\x80\x99t attack. Instead, at the start of each of the blood mouse\xe2\x80\x99s turns, the target loses 4 (1d4 + 2) hit points due to blood loss. The blood mouse can detach itself by spending 5 feet of its movement. The blood mouse automatically detaches from the target if it or the target dies. A creature, including the target, can use its action to detach the blood mouse, but doing so deals the target 2 (1d4) piercing damage. \n'b'\n'b' ABOUT \n'b' This nuisance animal is usually found in tightly packed urban areas, though larger specimens have been spotted in wild plains and forests. So named for their predilection for drinking blood through their snout-like proboscises, blood mice also sport strong back legs made for jumping and a long tail with a ball of fur on the end. Tiny glands in the fur ball emit pheromones that the blood mouse can use to dull prey\xe2\x80\x99s defenses or distract predators. Either way, the blood mouse\xe2\x80\x99s only true means of self-defense is its needle-like proboscis, which it uses to fight with as well as feed. \n'b' A single blood mouse is hardly a threat to most larger animals, but it is not uncommon to encounter blood mice in packs of three to five. While not typically aggressive, blood mice defend their dens and offspring ferociously. A short gestation period and high metabolism means that unprotected feeding grounds might become overrun with blood mice in a matter of days. Solitary blood mice usually do not attack larger creatures, preferring smaller prizes such as bugs, small birds, or voles. \n'b' In certain high society circles, people have tried to domesticate blood mice to serve as pets. To avoid having their blood sucked, some keepers remove their blood mouse\xe2\x80\x99s proboscis, in which case the rodent must be hand-fed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood of Yog-sothoth \n'b' Medium aberration , chaotic evil \n'b'\n'b' Armor Class 13 (hide armor) Hit Points 75 (10d8 + 30) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 17 (+3) INT: 7 (-2) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 Skills Athletics +4, Intimidation +4, Perception +3, Stealth +3 Damage Resistances cold, fire Senses darkvision 60 ft., passive Perception 13 Languages Common, Deep Speech Challenge 2 (450 XP) \n'b' Special Traits \n'b' Brute . A melee weapon deals one extra die of its damage when a blood of Yog-Sothoth hits with it (included in the attack). \n'b' Intimidating Manner . A blood of Yog-Sothoth uses his Strength score to Intimidate. \n'b' Stench (3/Day) . A blood of Yog-Sothoth always exudes an unpleasant musky scent. As a bonus action, the blood of Yog-Sothoth can intensify this scent, causing it to become sickening. Any living creature within 30 feet must succeed at a DC 13 Constitution saving throw or become incapacitated for 1 round. The blood of Yog-Sothoth can exude this sickening stench for multiple rounds, but these rounds need not be consecutive. Each round the blood of Yog-Sothoth wishes to maintain the stench, it must use a bonus action to do so. \n'b' Actions \n'b' Multiattack . A blood of Yog-Sothoth makes two attacks with its spear. \n'b' Spear . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. and range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage, or 11 (2d8 + 2) piercing damage if used with two hands to make a melee attack. \n'b' Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage if thrown, 7 (2d4+2) if used to make a melee attack. \n'b' About \n'b' This twisted, powerfully built human has two bulbous mauve-colored eyes, nubs for ears, a mouth full of oversized canine teeth, and seven-fingered hands that clutch a steel-tipped spear. They are the direct offspring of either a spawn of Yog-Sothoth and a humanoid, often resulting in a multiple birth, with quintuplets being most common. \n'b' Though the act of birthing a litter of these twisted, mewling offspring is extraordinarily painful, some mothers survive the ordeal though their minds invariably bear deeper scars than their overstrained bodies. Like their sires, the blood of Yog-Sothoth grow tall and strong and reach adulthood as quickly\xc3\xaf\xc2\xbf\xc2\xbdat around 10 years of age. However, these creatures retain very little of their father\xe2\x80\x99s intellect, and most of the creatures develop a propensity for brutishness, violence, and cannibalism. \n'b' Deformities . Their bodies polluted by the essence of the outer god Yog-Sothoth, all blood of Yog-Sothoth are sterile and possess multiple physical deformities. Common abnormalities include extra fingers or toes, elongated or bloated faces that resemble those of fish, goats, hounds, or toads, odd-colored eyes, over-sized body-tumors, and vestigial facial features or other vestigial or stunted body parts. The blood of Yog-Sothoth can live an average of up to 90 years, though most perish by violence or misadventure much earlier.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood of Yog-sothoth Abomination \n'b' Huge aberration , chaotic evil \n'b'\n'b' Armor Class 17 (natural armor) Hit Points 230 (20d12 + 100) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 25 (+7) DEX: 15 (+2) CON: 20 (+5) INT: 17 (+3) WIS: 17 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +7 Skills Arcana +7, Athletics +15, Intimidation +13, Perception +7, Stealth +6 Damage Resistances thunder Damage Immunities cold, fire Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17 Languages Common, Deep Speech (can\xc3\xaf\xc2\xbf\xc2\xbdt speak intelligibly) Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Brute . A melee weapon deals one extra die of its damage when a blood of Yog-Sothoth hits with it (included in the attack). \n'b' Intimidating Manner . A blood of Yog-Sothoth uses his Strength score to Intimidate. \n'b' Magic Weapons . The abomination\xe2\x80\x99s weapon attacks are magical. \n'b' Siege Monster . The abomination deals double damage to objects and structures. \n'b' Stench (3/Day) . A blood of Yog-Sothoth always exudes an unpleasant musky scent. As a bonus action, the blood of Yog-Sothoth can intensify this scent, causing it to become sickening. Any living creature within 30 feet must succeed at a DC 17 Constitution saving throw or become incapacitated for 1 round. The blood of Yog-Sothoth can exude this sickening stench for multiple rounds, but these rounds need not be consecutive. Each round the blood of Yog-Sothoth wishes to maintain the stench, it must use a bonus action to do so. \n'b' Actions \n'b' Multiattack . The abmination makes three attacks: one with its bite and two with its tentacles. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 16 (2d8 + 7) piercing damage. \n'b' Tentacles . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 21 (4d6 + 7) bludgeoning damage, and 14 (4d6) necrotic damage and the target is grappled (escape DC 17). The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b' Invisibility . The abomination magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the abomination wears or carries is invisible with it. \n'b' About \n'b' This twisted, powerfully built human has two bulbous mauve-colored eyes, nubs for ears, a mouth full of oversized canine teeth, and seven-fingered hands that clutch a steel-tipped spear. They are the direct offspring of either a spawn of Yog-Sothoth and a humanoid, often resulting in a multiple birth, with quintuplets being most common. \n'b' Though the act of birthing a litter of these twisted, mewling offspring is extraordinarily painful, some mothers survive the ordeal though their minds invariably bear deeper scars than their overstrained bodies. Like their sires, the blood of Yog-Sothoth grow tall and strong and reach adulthood as quickly\xc3\xaf\xc2\xbf\xc2\xbdat around 10 years of age. However, these creatures retain very little of their father\xe2\x80\x99s intellect, and most of the creatures develop a propensity for brutishness, violence, and cannibalism. \n'b' Deformities . Their bodies polluted by the essence of the outer god Yog-Sothoth, all blood of Yog-Sothoth are sterile and possess multiple physical deformities. Common abnormalities include extra fingers or toes, elongated or bloated faces that resemble those of fish, goats, hounds, or toads, odd-colored eyes, over-sized body-tumors, and vestigial facial features or other vestigial or stunted body parts. The blood of Yog-Sothoth can live an average of up to 90 years, though most perish by violence or misadventure much earlier.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood of Yog-sothoth Hunters \n'b'\n'b' Medium aberration , chaotic evil \n'b' Armor Class 14 (hide armor) Hit Points 170 (20d8 + 80) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 19 (+4) INT: 8 (-2) WIS: 13 (+1) CHA: 6 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7 Skills Athletics +7, Intimidation +7, Perception +4, Stealth +5 Damage Resistances cold, fire Senses darkvision 60 ft., passive Perception 14 Languages Common, Deep Speech Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Special equipment . Potion of invulnerability, potion of invisibility. \n'b' Brutal . A melee weapon deals two extra dice of its damage when these hunters hit with it (included in the attack). \n'b' Intimidating Manner . A blood of Yog-Sothoth uses his Strength score to Intimidate. \n'b' Steadfast . These Blood of Yog-Sothoth have advantage on saving throws to resist being charmed or frightened. \n'b' Stench (3/Day) . A blood of Yog-Sothoth always exudes an unpleasant musky scent. As a bonus action, the blood of Yog-Sothoth can intensify this scent, causing it to become sickening. Any living creature within 30 feet must succeed at a DC 15 Constitution saving throw or become incapacitated for 1 round. The blood of Yog-Sothoth can exude this sickening stench for multiple rounds, but these rounds need not be consecutive. Each round the blood of Yog-Sothoth wishes to maintain the stench, it must use a bonus action to do so. \n'b' Actions \n'b' Multiattack . These Yog-Sothoth make two attacks with their maul or three with their longbow. \n'b' Maul . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 18 (4d6 + 4) bludgeoning damage. \n'b' Longbow . Ranged Weapon Attack : +5 to hit, range 150/600 ft., one target. Hit : 12 (2d10 + 2) piercing damage. \n'b' About \n'b' This twisted, powerfully built human has two bulbous mauve-colored eyes, nubs for ears, a mouth full of oversized canine teeth, and seven-fingered hands that clutch a steel-tipped spear. They are the direct offspring of either a spawn of Yog-Sothoth and a humanoid, often resulting in a multiple birth, with quintuplets being most common. \n'b' Though the act of birthing a litter of these twisted, mewling offspring is extraordinarily painful, some mothers survive the ordeal though their minds invariably bear deeper scars than their overstrained bodies. Like their sires, the blood of Yog-Sothoth grow tall and strong and reach adulthood as quickly\xc3\xaf\xc2\xbf\xc2\xbdat around 10 years of age. However, these creatures retain very little of their father\xe2\x80\x99s intellect, and most of the creatures develop a propensity for brutishness, violence, and cannibalism. \n'b' Deformities . Their bodies polluted by the essence of the outer god Yog-Sothoth, all blood of Yog-Sothoth are sterile and possess multiple physical deformities. Common abnormalities include extra fingers or toes, elongated or bloated faces that resemble those of fish, goats, hounds, or toads, odd-colored eyes, over-sized body-tumors, and vestigial facial features or other vestigial or stunted body parts. The blood of Yog-Sothoth can live an average of up to 90 years, though most perish by violence or misadventure much earlier.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood of Yog-sothoth Warlock \n'b' Medium aberration , chaotic evil \n'b'\n'b' Armor Class 13 (hide armor) Hit Points 136 (16d8 + 64) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+1) CON: 18 (+4) INT: 16 (+3) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7 Skills Arcana +6, Intimidation +4, Nature +6, Perception +5, Stealth +4 Tools Alchemist\xc3\xaf\xc2\xbf\xc2\xbds supplies Damage Resistances cold, fire Senses darkvision 60 ft., passive Perception 13 Languages Common, Deep Speech, Draconic, Elven, Sylvan Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Brute . A melee weapon deals one extra die of its damage when the warlock hits with it (included in the attack). \n'b' Stench (3/Day) . A blood of Yog-Sothoth always exudes an unpleasant musky scent. As a bonus action, the blood of Yog-Sothoth can intensify this scent, causing it to become sickening. Any living creature within 30 feet must succeed at a DC 13 Constitution saving throw or become incapacitated for 1 round. The blood of Yog-Sothoth can exude this sickening stench for multiple rounds, but these rounds need not be consecutive. Each round the blood of Yog-Sothoth wishes to maintain the stench, it must use a bonus action to do so. \n'b' Innate Spellcasting . The warlock\xc3\xaf\xc2\xbf\xc2\xbds innate spellcasting ability is Charisma. She can innately cast the following spells (spell save DC 14), requiring no material components: \n'b' At will : armor of agathys, hellish rebuke, hex, invisibility (self only), suggestion \n'b' 1/day each : feeblemind, forcecage \n'b' Spellcasting . The warlock is a 16th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells: \n'b' Cantrips (at will) : eldritch blast, friends, poison spray, prestidigitation \n'b' 1st-5th level (3 5th-level slots) : blight, witch bolt, hold monster, expeditious retreat, dispel magic, ray of enfeeblement, scrying, vampiric touch, hold person, banishment \n'b' Special Equipment . Bead of force, potion of greater healing. \n'b' Actions \n'b' Multiattack . The warlock makes three attacks with her greatclub. \n'b' Greatclub . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) piercing damage, or 13 (2d10 + 2) piercing damage if used with two hands. \n'b' About \n'b' This twisted, powerfully built human has two bulbous mauve-colored eyes, nubs for ears, a mouth full of oversized canine teeth, and seven-fingered hands that clutch a steel-tipped spear. They are the direct offspring of either a spawn of Yog-Sothoth and a humanoid, often resulting in a multiple birth, with quintuplets being most common. \n'b' Though the act of birthing a litter of these twisted, mewling offspring is extraordinarily painful, some mothers survive the ordeal though their minds invariably bear deeper scars than their overstrained bodies. Like their sires, the blood of Yog-Sothoth grow tall and strong and reach adulthood as quickly\xc3\xaf\xc2\xbf\xc2\xbdat around 10 years of age. However, these creatures retain very little of their father\xc3\xaf\xc2\xbf\xc2\xbds intellect, and most of the creatures develop a propensity for brutishness, violence, and cannibalism. \n'b' Deformities . Their bodies polluted by the essence of the outer god Yog-Sothoth, all blood of Yog-Sothoth are sterile and possess multiple physical deformities. Common abnormalities include extra fingers or toes, elongated or bloated faces that resemble those of fish, goats, hounds, or toads, odd-colored eyes, over-sized body-tumors, and vestigial facial features or other vestigial or stunted body parts. The blood of Yog-Sothoth can live an average of up to 90 years, though most perish by violence or misadventure much earlier.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Ooze \n'b' Large ooze , unaligned \n'b' Armor Class 11 Hit Points 150 (20d10 + 40) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 15 (+2) INT: 3 (\xe2\x80\x934) WIS: 10 (+0) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Condition Immunities blinded , deafened , exhaustion , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x94 Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The blood ooze can move through a space as narrow as 1 inch wide without squeezing. \n'b' Blood Scent . Double the blood ooze\xe2\x80\x99s blindsight for detecting living creatures that lack all their hit points . The blood ooze can use a bonus action to make a pseudopod attack against or take the Dash action to move toward such a creature. \n'b' Spider Climb . The blood ooze 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 blood ooze makes two pseudopod attacks. It can use engulf in place of one of these attacks. \n'b' Pseudopod . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage and 7 (2d6) necrotic damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained . The blood ooze can grapple up to two creatures at a time. \n'b' Engulf . One creature grappled by the blood ooze must succeed on a DC 14 Strength saving throw or be pulled into the ooze\xe2\x80\x99s body. An engulfed target is blinded , restrained , unable to breathe, and has total cover from effects that originate outside the ooze. At the start of each of the ooze\xe2\x80\x99s turns, the engulfed creature takes 18 (4d8) acid damage. The ooze can have only one creature engulfed at a time. An engulfed creature can try to escape by taking an action to make its choice of a DC 14 Strength ( Athletics ) or Dexterity ( Acrobatics ) check. On a success, the creature escapes and uses 5 ft. of movement to enter a space of its choice within 5 ft. of the ooze. If the ooze dies, an engulfed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement. The creature also gains an infusion of the ooze\xe2\x80\x99s life force, regaining 16 (3d10) hit points , gaining any excess as temporary hit points that last 24 hours. If a living creature dies within 24 hours of this infusion, the corpse dissolves into a blood ooze over the next hour. Magic that cures disease or removes a curse not only prevents this change, but also removes temporary hit points gained from the infusion. If a creature dies while engulfed by the ooze, the creature\xe2\x80\x99s body dissolves inside the ooze. The ooze expels anything the creature wore or carried. \n'b'\n'b' ABOUT \n'b' Bloody Pets . Vampires and practitioners of blood magic keep blood oozes as pets. They are clever enough to learn tricks, especially if rewarded with living creatures as food. \n'b' Even roughly trained, blood oozes can keep watch in areas susceptible to infiltration, such as waterways or secret passages. \n'b' Trainable Servants . Well-trained blood oozes have a penchant for understanding what their masters want. The ooze can take different shapes to please or entertain. They follow simple instructions, but an ooze might be distracted by a potential meal. \n'b'\n'b' DC 10 Intelligence ( Nature ) : Sapient creatures that revel in blood, such as vampires, like to keep blood oozes. These terrifying jellies act quickly when they scent blood, and they can dissolve a living creature to acid-scarred bones in a matter of moments. \n'b' DC 15 Intelligence ( History ) : Stories speak of blood oozes guarding the dungeons of evil creatures. Would-be heroes run afoul of these terrors in damp passages beneath more than one fabled castle.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Akata, Common \n'b' Medium aberration , neutral \n'b' Armor Class 14 (natural armor) Hit Points 30 (4d8 + 12) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 16 (+3) INT: 3 (-4) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3, Acrobatics +4, Stealth +6 Damage Immunities fire, cold, poison Condition Immunities poisoned Senses darkvision 120 ft.; passive Perception 11 Languages Auran Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Deaf . The akata can\xe2\x80\x99t hear. It is immune to any spell or effect that relies on hearing to function, but it automatically fails Wisdom ( Perception ) checks that rely on hearing. \n'b' Hibernation . The akata can enter a state of hibernation for an indefinite period of time when food is scarce. When an akata wishes to enter hibernation, it seeks out a den and surrounds itself in a layer of fibrous material excreted from its mouth. These fibers quickly harden into a dense, almost metallic cocoon. While hibernating the akata doesn\xe2\x80\x99t require food or water. The cocoon has AC 18, 35 hp , and a damage threshold of 10. It is immune to fire and bludgeoning damage. As long as the cocoon remains intact, the akata within is unharmed. The akata remains in hibernation until a living creature comes within 10 feet of the cocoon, or it is exposed to extreme heat, at which point it claws its way to freedom in 1d4 minutes. \n'b' Keen Smell . The akata has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Salt Water Vulnerability . Salt water deals 1 point of acid damage for every gallon splashed on the akata. Full immersion in salt water causes 20 acid damage at the start of the akata\xe2\x80\x99s turn. \n'b' Void Born Nature . The akata doesn\xe2\x80\x99t need to breathe and is immune to disease. \n'b' Void Death . The akata\xe2\x80\x99s mouth is infested with hundreds of invisibly small larval young that transfer to victims of its bite, manifesting as a disease. Within 1 hour of contracting void death a victim suffers muscle cramps and pain. The victim takes 3d6 (10) necrotic damage and must make a DC 13 Constitution saving throw. On a failed save the victim\xe2\x80\x99s maximum hit points are reduced by an amount equal to the damage taken. As long as a creature suffers from void death this reduction can only be removed by greater restoration or more powerful magic. A creature whose maximum hit points are reduced to 0 dies. The creature must repeat the save when it finishes a long rest. A creature that makes two consecutive saving throws recovers from the disease and can regain its maximum hit point total when it finishes a long rest. A humanoid that dies as a result of void death rises as a void zombie 1 hour later. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The akata makes three attacks: one with its bite, and two with its tentacles. \n'b' Bite . Melee Weapon Attack : +4 to hit, 5 ft., 1 target. Hit : 5 (1d6 + 2) piercing damage and if the target is a creature other than a construct or undead it must succeed on a DC 13 Constitution saving throw or contract the Void Death disease (see above). \n'b' Tentacle . Melee Weapon Attack : +2 to hit, 5 ft., 1 target. Hit : 4 (1d4 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Akatas hail from a strange, distant planet that long ago succumbed to a cataclysmic end. Appearing like hairless blue lions with twin tentacular tails, a mane of thrashing tendrils, and maws filled with tiny writhing larvae, countless akatas escaped the destruction of their homeworld. Clinging to fragments of the dead planet, they entered hibernation and rode these asteroids until they eventually crashed upon suitable new planets. Their cocoons protected them from the impact, and they soon awoke to seek out suitable hosts to spawn their young. Left untended, an akata scourge can quickly grow into a significant threat. A typical akata stands 3-1/2 feet tall and weighs 400 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Orchid \n'b' Family: Blood Orchid \n'b' Large aberration , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 76 (9d10 + 27) Speed 5 ft., fly 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 16 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Resistances acid, cold, lightning, fire Damage Immunities thunder Senses darkvision 60 ft., passive Perception 11 Languages telepathy 120 ft. Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hyper-Awareness . A blood orchid cannot be surprised. \n'b' Telepathic Bond . Blood orchids have a telepathic link to other blood orchids that are within 120 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The blood orchid uses Blood Drain and makes up to three Tentacle attacks. \n'b' Tentacle . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) bludgeoning damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for one hour. The target is also grappled (escape DC 11). While grappled this way, the creature is restrained . Until the grapple ends, the blood orchid can\xe2\x80\x99t use this tentacle on another target. The blood orchid has three tentacles with which it can attack. \n'b' Blood Drain . The blood orchid feeds on a creature it is grappling. The creature must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by 5 (1d10). This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b'\n'b' ABOUT \n'b' This beast has three downward curving \xe2\x80\x9cpetals\xe2\x80\x9d of flesh with dark, pebbly outer hides and pallid whitish undersides. The petals converge at the blood orchid\xe2\x80\x99s center and end with split tips. On its underside at the center dangle a swarm of writhing pallid tentacles: 16 manipulator arms and eight thinner tendrils with red eyes at the ends. A sphincter-shaped mouth at the end of a flexible trunk one foot long and six inches in diameter is at the center of these tentacles. Another cluster of eye tendrils is at the apex of the creature. \n'b' Blood orchids are territorial, xenophobic, and possessive. They rarely form alliances with other creatures as their alien mindset keeps them from forming any common ground. They regard other races as aberrant and not to be trusted, even other lawful creatures. \n'b' Communication by blood orchids is through a means of empathy/telepathy. They have no sense of hearing, which renders them immune to sonic effects. The blood orchid can close its outer petals downward and rest on the ground, where it resembles a rocky nodule or fungus of some kind. \n'b' Blood orchids occasionally develop sorcerous talents and transform into savants. When their abilities reach a certain level, they evolve into a grand savant. Normally, each colony of blood orchids is led by a single grand savant, and another cannot evolve while one is present. Typically, a blood orchid savant ready to become a grand savant leaves the colony with a few followers and sets out to establish a new brood elsewhere.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Spawn of the Demon Lord of Cockroaches \n'b' Family: Demons \n'b' Medium fiend ( demon ), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 119 (14d8 + 56) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 19 (+4) INT: 10 (+0) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Abyssal Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Command Vermin . The spawn of Akyishigal can command any Beast with an Intelligence of 2 or lower within 30 feet of it that isn\xe2\x80\x99t under the magical control of another creature, provided the Beast is insectoid and doesn\xe2\x80\x99t have a Challenge Rating higher than the spawn\xe2\x80\x99s. The Beast obeys the spawn\xe2\x80\x99s commands to the best of its ability, heedless of its own safety. \n'b' Magic Resistance . The spawn of Akyishigal has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spawn makes one Bite attack and two Sting attacks. It can replace its Bite attack with a use of Swarming Cough, if available. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage. \n'b' Sting . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) piercing damage plus 3 (1d6) poison damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. \n'b' Swarming Cough (3/Day) . The spawn belches forth a swarm of insects. The swarm is an ally of the spawn, obeys its spoken commands, and takes its turn immediately after the spawn\xe2\x80\x99s. The swarm remains for 1 minute, until the spawn dies, or until the spawn dismisses it as a bonus action. The spawn can have no more than two swarms under its control at a time. \n'b'\n'b' ABOUT \n'b' This man-sized abomination has a tail that splits near the end curling over its back. Both ends bear needle-stingers dripping with poison. \n'b' The spawn of Akyishigal are found in abundance wherever the demon lord abides. He has also been known to send them to his followers if their need is great and the spawn\xe2\x80\x99s presence will somehow benefit Akyishigal. \n'b' Lords of Vermin . Vermin of all types instinctively obey mental commands from a spawn of Akyishigal. What\xe2\x80\x99s more, these repulsive beings can vomit thousands of roaches that also do the spawn\xe2\x80\x99s bidding. They take particular delight in belching roaches directly onto their foes, but they\xe2\x80\x99ve also been known to use roaches and vermin as a means of cutting off an enemy\xe2\x80\x99s retreat or of hindering pursuit when the spawn itself wants to escape.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Orchid Grand Savant \n'b' Family: Blood Orchid \n'b' Huge aberration , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 136 (13d12 + 52) Speed 5 ft., fly 30 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 18 (+4) INT: 13 (+1) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Resistances acid, cold, lightning, fire Damage Immunities thunder Senses darkvision 60 ft., passive Perception 13 Languages telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Hyper-Awareness . The blood orchid cannot be surprised. \n'b' Spellcasting . The blood orchid is a 7th level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells:\n'b'\n'b' Cantrips (at will) : dancing lights , fire bolt, light , mage hand \n'b' 1st level (4 slots) : burning hands , color spray , detect magic , magic missile \n'b' 2nd level (3 slots) : darkness , ray of enfeeblement , scorching ray \n'b' 3rd level (3 slots) : lightning bolt , vampiric touch \n'b' 4th level (1 slots) : fire shield Telepathic Bond . Blood orchids have a telepathic link to other blood orchids that are within 120 feet. \n'b'\n'b' Actions \n'b' Multiattack . The blood orchid uses Blood Drain. It then makes up to three attacks with its tentacles. \n'b' Tentacles . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour. The target is also grappled (escape DC 15). While grappled this way, the creature is restrained . Until the grapple ends, the blood orchid can\xe2\x80\x99t use this tentacle on another target. The blood orchid has three tentacles that it can attack with. \n'b' Blood Drain . The blood orchid feeds on the creature it is grappling. The creature must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by 5 (1d10). This reduction lasts until the creature finishes a long rest . The target dies if this effect reduces its hit point maximum to 0.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Orchid Savant \n'b' Family: Blood Orchid \n'b' Large aberration , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 97 (13d10 + 26) Speed 5 ft., fly 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 13 (+1) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Resistances acid, cold, lightning, fire Damage Immunities thunder Senses darkvision 60 ft., passive Perception 13 Languages telepathy 120 ft. Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The blood orchid is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells:\n'b'\n'b'\n'b' Cantrips (at will) : dancing lights , fire bolt, light , mage hand \n'b' 1st level (4 slots) : burning hands , color spray , detect magic , magic missile \n'b' 2nd level (3 slots) : darkness , ray of enfeeblement , scorching ray \n'b'\n'b' Hyper-Awareness . A blood orchid cannot be surprised. \n'b' Telepathic Bond . Blood orchids have an unbreakable telepathic link to other blood orchids that are within 120 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The blood orchid savant makes three attacks with its Tentacles. \n'b' Tentacles . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) bludgeoning damage and the target must succeed on a DC 14 Constitution saving throw or be poisoned for one hour. The target is also grappled (escape DC 14). While grappled this way, the creature is restrained . \n'b' Blood Drain . The blood orchid feeds on every creature it is grappling. Each grappled creature must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by 5 (1d10), and the blood orchid savant regains the same number of hit points . The reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b' Charm . One creature within 30 feet must succeed on a DC 15 Wisdom saving throw or be charmed for 24 hours. The creature is not under the blood orchid\xe2\x80\x99s control but regards it as a trusted friend, takes its requests as favorably as possible, and won\xe2\x80\x99t try to escape from the blood orchid\xe2\x80\x99s grapple. Each time the blood orchid or its allies do anything harmful to the creature, it can repeat the saving throw. \n'b'\n'b' ABOUT \n'b' A blood orchid savant is a rarity among blood orchids that has learned to cast spells. \n'b' This beast has three downward curving \xe2\x80\x9cpetals\xe2\x80\x9d of flesh with dark, pebbly outer hides and pallid whitish undersides. The petals converge at the blood orchid\xe2\x80\x99s center and end with split tips. On its underside at the center dangle a swarm of writhing pallid tentacles: 16 manipulator arms and eight thinner tendrils with red eyes at the ends. A sphincter-shaped mouth at the end of a flexible trunk one foot long and six inches in diameter is at the center of these tentacles. Another cluster of eye tendrils is at the apex of the creature. \n'b' Blood orchids are territorial, xenophobic, and possessive. They rarely form alliances with other creatures as their alien mindset keeps them from forming any common ground. They regard other races as aberrant and not to be trusted, even other lawful creatures. \n'b' Communication by blood orchids is through a means of empathy/telepathy. They have no sense of hearing, which renders them immune to sonic effects. The blood orchid can close its outer petals downward and rest on the ground, where it resembles a rocky nodule or fungus of some kind. \n'b' Blood orchids occasionally develop sorcerous talents and transform into savants. When their abilities reach a certain level, they evolve into a grand savant. Normally, each colony of blood orchids is led by a single grand savant, and another cannot evolve while one is present. Typically, a blood orchid savant ready to become a grand savant leaves the colony with a few followers and sets out to establish a new brood elsewhere.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Reaper \n'b' Large aberration (titanspawn), chaotic evil\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 22 (+6) INT: 13 (+1) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 17 (natural armor) Hit Points 207 (18d10 + 108) Speed 50 ft. Skills Acrobatics +6, Perception +6, Stealth +6, Survival +6 Condition Immunities frightened , unconscious Senses darkvision 60 ft., passive Perception 16 Languages Sylvan, Titan Speech Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Armor Spines . At the start of each of its turns, the blood reaper deals 5 (1d10) piercing damage to any creature grappling it. \n'b' Deadly Reflexes . The blood reaper gains two extra reactions per round that can be used only for opportunity attacks. \n'b' Keen Smell . The blood reaper has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Sleepless . A blood reaper does not need to sleep and can rest while remaining alert. Magic cannot put a blood reaper to sleep. \n'b' Standing Leap . The blood reaper\xe2\x80\x99s long jump is up to 50 feet and its high jump is up to 25 feet, with or without a running start. \n'b' Actions \n'b' Multiattack . The blood reaper makes five melee attacks : one bite attack and four claw attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) slashing damage. \n'b' Tactics \n'b' Blood reapers are solitary, fortunately. When encountered, they will try to attack as many targets as possible, and continue to attack without relenting. Enemies that fall are temporarily ignored as it focuses on those still fighting. But playing dead is only temporarily beneficial, as, once the combat is over, the reaper begins to feed. \n'b' Description \n'b' These nightmarish creatures resemble a foul union of humanoid, praying mantis, and perhaps some other insect. They are the color of dried blood and shadowy underbrush, their dark reddish-green armored exoskeletons covered in sharp spines. \n'b' Blood reapers stand 8 to 10 feet tall and weigh over 350 pounds. \n'b' Fearless Berserker . A blood reaper is a ferocious fighter that leaps into battle heedlessly, wounding as many foes as possible with its scythe-like claws. Blood reapers never willingly retreat from combat.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Sea Mutant Octopus \n'b' Medium aberration , chaotic evil\n'b' STATS STR: 4 (-3) DEX: 17 (+3) CON: 11 (+0) INT: 9 (-1) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 Hit Points 9 (2d8) Speed 15 ft., swim 30 ft. Skills Perception +3, Stealth +5 Senses darkvision 30 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Air Breather . The mutant octopus can stay out of water for an hour. If stays out of the water past its allowed time, it gains a level of exhaustion for each additional hour spent out of water. \n'b' Underwater Camouflage . The octopus has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b' Water Breathing . The octopus can breathe underwater. \n'b' Actions \n'b' Deadly Maw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage. \n'b' Tentacles . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can\xe2\x80\x99t use its tentacles on another target. \n'b' Ink Cloud (Recharges after a Short or Long Rest) . A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. \n'b' Tactics \n'b' Not as large as their more giant kindred, they often sneak into waterside villages after dark, climbing into open windows in search of tender flesh to grab and (eventually) eat.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Sea Mutant Reef Shark \n'b' Large aberration (titanspawn), chaotic evil\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 13 (+1) INT: 7 (-2) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 12 (natural armor) Hit Points 32 (5d10 + 5) Speed 0 ft., swim 40 ft. Skills Perception +3 Senses darkvision 30 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Pack Tactics . The shark has advantage on an attack roll against a creature if at least one of the shark\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Regeneration . The shark regains 10 hit points at the start of its turn if it has at least 1 hit point. \n'b' Water Breathing . The shark can breathe only underwater. \n'b' Actions \n'b' Multiattack . The shark makes a bite attack and a claws attack. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b' Tactics \n'b' Mutant reef sharks have clawed limbs instead of pectoral fins and use them to grab and hang onto their prey as they bite into it. Minor damage does not seem to trouble them and they heal quickly unless they are slain outright.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Tracker \n'b' Large monstrosity , lawful evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 95 (10d10 + 40) \n'b' Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 18 (+4) INT: 6 (\xe2\x80\x932) WIS: 16 (+3) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Survival +6 \n'b' Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15 \n'b' Languages understands one language but can\xe2\x80\x99t speak \n'b' Challenge 5 (1,800 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Master . The blood tracker can be bound to one other evil creature, a master, by eating the master\xe2\x80\x99s blood for 13 days. While the master is within 100 ft. of the blood tracker, the two can communicate telepathically. As an action, provided the blood tracker is within 300 f t. of the master, the master can use the tracker\xe2\x80\x99s senses until the start of the master\xe2\x80\x99s next turn. The master can\xe2\x80\x99t use its own senses during this time. \n'b' Blood Tracker . The blood tracker has advantage on Wisdom checks to track living creatures. If such a creature has lost any hit points , magic can\xe2\x80\x99t prevent the blood tracker from tracking the creature. \n'b' Keen Hearing and Smell . The blood tracker has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The blood tracker makes one bite attack and uses blood bay. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage and 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or fall prone . \n'b' Blood Bay . The blood tracker chooses one creature it can sense within 60 feet of it. That creature must make a DC 13 Wisdom saving throw with disadvantage if the creature is not at full hit points . On a failure, the creature takes 13 (3d8) thunder damage, or 19 (3d12) thunder damage if not at full hit points , and it becomes frightened until the end of the blood tracker\xe2\x80\x99s next turn. While frightened in this way, the creature\xe2\x80\x99s speed drops to 0. \n'b'\n'b' ABOUT \n'b' Tainted Blood . Vampires and blood mages can feed hunting dogs necromantically tainted blood and meat to create monstrous blood trackers. A blood tracker changes from a normal canine into a large and growth-ridden monster, its nose transformed into a star-shaped appendage, like that of a mole. The diet turns the dog into a murderous monster. \n'b' Blood Bound . Those who create and raise blood trackers can feed the creatures their blood. In doing so, a bond forms like the bond between a mage and a familiar. Only one creature can bind a blood tracker in this way. \n'b'\n'b' DC 15 Intelligence ( Nature ) : A blood tracker was once a normal dog, but a vampire or other being adept in blood magic altered it. \n'b' DC 15 Intelligence ( Arcana ) : Blood trackers are supernaturally gifted trackers. One might share a telepathic bond with the monster that created and trained it. The blood tracker\xe2\x80\x99s bite saps life force, and its bay rattles the innards and the senses.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Worm \n'b' Tiny beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 1 (1d2) Speed 1 ft.\n'b' STATS STR: 3 (-4) DEX: 3 (-4) CON: 10 (0) INT: 7 (-2) WIS: 10 (0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Senses passive Perception 10 Challenge 0 (10 XP if a victim overcomes infestation; 0 XP otherwise) \n'b' Special Traits \n'b'\n'b' Infestation . The bite of a blood worm carries with it thousands of tiny larvae. These spill into the victim\xe2\x80\x99s blood stream and within a few short rounds infect the whole body. The larvae attach onto the inner walls of veins and begin to chew their way through the flesh. Unless the victim succeeds at a DC 12 Constitution save, the larvae will begin breaking through the walls of veins in 1d4 days. When this happens the victim begins bleeding internally, suffering 1d12 points of damage in the first 24 hours after the breakthrough. Within 48 hours the victim begins bleeding from their eyes, mouth, nose and any tears or cuts on their body. Thereafter, the victim takes a further 1d12 points of damage each day as the victim begins internal hemorrhaging. A new save is allowed at the end of each long rest, ending the infection on a success. A cure disease spell, heal or any means of neutralizing poison will destroy the larvae and end the infection. Also, raising the victim\xe2\x80\x99s temperature to over 100 degrees for 1-4 hours kills the larvae and sweats them out. Dropping the victim in heated water, hot springs, etc usually achieves the desired result \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack . +2 to hit, one target, reach 5 ft. Hit : 1 piercing damage, plus infestation. Once latched on, the blood worm automatically deals an additional point of necrotic damage each round as it drains the victim\xe2\x80\x99s blood. After 8 (3d4) rounds it will drop off, engorged. \n'b'\n'b' About \n'b' Blood worms are small snake like worms, averaging 12-18 inches long and about 2 inches in diameter. They are white, segmented worms with a small aperture at one end for a mouth, lined with thousands of tiny teeth. \n'b' Cursed Fey Spawn . These are creatures born of the blood of evil fey. The poisoned blood of fallen faeries must spill into rich, vibrant soil in order for the worm to spawn. Once it does, so the worms propagate quickly, spreading over vast fields where they mature into large foot long worms. They are not able to move quickly or far so they generally take up residence where they spawn. They are mindless creatures, always hungry, unaffected by temperature or weather of any kind. \n'b' Blood worms are highly susceptible to fire and shy away from it, but they will strike as soon as the danger passes. \n'b' Infesters oF Blood . Blood worms lie in wait for victims to come to them. When any living creature moves within striking distance of a worm, roughly a foot, the worm strikes out attempting to bite the creature and latch on. Worms will continue to attack a victim no matter how many other worms have latched on. Frequently creatures who stumble into blood worm fields are attacked and after a few rounds stumble and fall exposing even more of their body to more worms. Also, these worms are not able to bite through armor of any kind, but will latch onto leather armor, shields, equipment, or anything else they strike. After one round they fall off to strike again. They can bite through clothing.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Blood Worm \n'b' Small monstrosity , neutral evil \n'b' Armor Class 10 Hit Points 3 (1d6) Speed 10 ft.\n'b' STATS STR: 4 (-3) DEX: 10 (+0) CON: 10 (+0) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities prone Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Infestation . The bite of a blood worm carries thousands of tiny larvae. With each successful bite, the blood worm injects the larvae into the victim\xe2\x80\x99s blood stream. Within a few short rounds, they infest the host creature\xe2\x80\x99s whole body. The larvae attach onto the inner walls of veins and begin to chew their way through the flesh. The larvae break through the veins\xe2\x80\x99 walls in 1d4 days. When this happens, the victim begins bleeding internally, suffering 1 point of necrotic damage every hour after the breech. Eventually, the victim begins bleeding from their eyes, mouth, nose, and from any sores or open wounds on their body. A lesser restoration or similar spell will kill the larvae and stop the infestation. A successful DC 15 Wisdom ( Medicine ) or Intelligence ( Nature ) check reveals that fever will kill the larvae, as well, and having the victim sit in very hot water or similar rising temperature for 1-4 hours will also clear the infestation. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 necrotic damage. The creature automatically latches onto the target, remaining attached until killed or otherwise removed. The creature automatically does 1 necrotic damage on its turn for each additional round it remains attached. If the worm can remain attached for 12 rounds, it becomes full, ceases draining blood, and crawls away. The target must also make a Constitution save (DC 10) from the initial bite or be subject to infestation.\n'b'\n'b' Ambush Predator . Blood worms lie in wait for victims to approach. When any living creature moves within striking distance of a worm, roughly a foot away, the worm strikes out, attempting to bite the creature and latch on. Worms continue to attack a victim no matter how many other worms have latched on. \n'b'\n'b' ABOUT \n'b' Unusual Reproduction . Blood worms can only reproduce by finding a host body for their larvae. Once they bite into a living creature, they attempt to insert their larvae into the creature. Even if the creature dies, it remains a viable food source for the larvae until they mature into blood worms and burrow out. \n'b' Fire Aversion . Blood worms have an unusual fear of fire. If a significant source of fire is present, they immediately gain the frightened condition with respect to the fire source.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Bloodboar \n'b'\n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 37 (5d10 + 10) Speed 50 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 14 (+2) INT: 2 (-4) WIS: 9 (-1) CHA: 5 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 9 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Charge . If the bloodboar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is standing on the ground, it must succeed on a DC 13 Strength saving throw or be forced\xc2\xa0 prone . \n'b' Relentless (Recharges after a Short or Long Rest) . If the boar takes 7 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Tusk . Melee Weapon Attack : +5 to hit, reach 5 ft.; one target. Hit : 10 (2d6 + 3) slashing damage. If the target is a living creature, it must succeed on a DC 13 Constitution saving throw or have its speed reduced by half until the bloodboar\xe2\x80\x99s next turn. \n'b' Battlesqueal (1/Day) . A bloodboar can let out a loud squeal, calling all nearby boars to attack. All boars that can hear the bloodboar\xe2\x80\x99s squeal gain advantage on their next attack .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Aboleth Behemoth \n'b' Family: Aboleth \n'b'\n'b' Gargantuan aberration , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 334 (18d20+136) Speed 20 ft., swim 80 ft.\n'b' STATS STR: 30 (+10) DEX: 10 (+0) CON: 25 (+7) INT: 10 (+0) WIS: 17 (+3) CHA: 19 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +15 Con +12 Wis +8 Skills Intimidate +14, Perception +8 Damage Resistances bludgeoning Damage Immunities cold, lightning Senses darkvision 120 ft., passive Perception 18 Languages Aquan, Deep Speech, Undercommon Challenge 16 (15,00 XP) \n'b' SPECIAL Traits \n'b'\n'b' Amphibious . The behemoth can breathe air and water. \n'b' Barbed Hide . A behemoth\xe2\x80\x99s hide is studded with black barbs the length of short swords. Any creature grappling or grappled by the behemoth must succeed on a DC 18 Dexterity save at the end of each of their rounds or take 7 (2d6) piercing damage. Creatures grappled by the behemoth make this save at disadvantage. Creatures that make a natural attack against the behemoth must attempt the save after each successful attack. \n'b' Innate Spellcasting . The behemoth\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17). The behemoth can innately cast the following spells without requiring components:\n'b'\n'b'\n'b' 3/day each (5th level) : call lightning, shatter \n'b' 2/day each : chain lightning \n'b'\n'b' Mucous Cloud . While underwater, the behemoth is surrounded by transformative mucus. A creature that touches the behemoth or that hits it with a melee attack while within 5 feet of it must make a DC 18 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. \n'b' Siege Monster . The behemoth deals double damage to objects, structures, and vehicles. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A behemoth can make three attacks: one with its gore and two with its tentacles. \n'b' Gore . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 21 (2d10+10) piercing damage. If the behemoth moves at least 20 ft. before making a gore attack , the damage increases to 32 (4d10+10) piercing. \n'b' Tentacle . Melee Weapon Attack : +15 to hit, reach 40 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or become diseased. The disease takes effect 1 minute after the failed save and can be removed by any magic that cures disease. After 1 minute, the diseased creature\xe2\x80\x99s skin becomes translucent and slimy, the creature can\xe2\x80\x99t regain hit points unless it is underwater, and the disease can be removed only by heal or other disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 7 (1d12) acid damage at the end of every 10 minutes unless moisture is applied to the skin. \n'b' Enslave (3/Day) . The behemoth targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be magically charmed until the behemoth dies or until the behemoth is on a different plane of existence from the target. The charmed target is under the behemoth\xe2\x80\x99s control and can\xe2\x80\x99t take reactions , and the behemoth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 7 days, the target can also repeat the saving throw when it is at least 1 mile away from the behemoth. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . An engulfer makes four attacks with its tentacles. \n'b' Tentacle . Melee Weapon Attack : +10 to hit, reach 20 ft., one target. Hit : 13 (2d6 + 6) bludgeoning damage and the target is grappled (DC 16 to escape). If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become diseased. The disease takes effect 1 minute after the failed save and can be removed by any magic that cures disease. After 1 minute, the diseased creature\xe2\x80\x99s skin becomes translucent and slimy, the creature can\xe2\x80\x99t regain hit points unless it is underwater, and the disease can be removed only by heal or other disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 7 (1d12) acid damage at the end of every 10 minutes unless moisture is applied to the skin. \n'b' Wing Crush . Whenever a creature attempts to escape the grapple incurred by its wings, the engulfer may use its reaction to deal 13 (2d6+6) bludgeoning damage to all creatures being grappled by its wings. \n'b' Enslave (3/Day) . The engulfer targets one creature it can see within 60 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically charmed until the engulfer dies or until the engulfer is on a different plane of existence from the target. The charmed target is under the engulfer\xe2\x80\x99s control and can\xe2\x80\x99t take reactions , and the engulfer and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 7 days, the target can also repeat the saving throw when it is at least 1 mile away from the engulfer. \n'b'\n'b' ABOUT \n'b' This horrifying aboleth boasts wide ray-like wings, an array of squirming tentacles, and rivulets of mucus that run in torrents down its massive body. \n'b' This massive aboleth rises like a living reef from the depths. Its slimy skin is broken by rows of sharp barbs. Above its trio of alien eyes sits a set of bull-like horns. \n'b' Behemoth aboleth are the result of a thousand years of experimentation, mutation, and hatred. Bred to devastate their masters\xe2\x80\x99 enemies above and below the waves, behemoth aboleth are terrifying to behold and often drive lesser opponents away before a battle begins. \n'b' Originally created to battle krakens, aboleths now also use them as siege engines against the walled cities of the air-breathing races. The behemoth aboleth themselves are instilled with a deep hatred of kraken, and attack them in preference to all other targets. \n'b' Behemoth aboleth try to set up a battlefield in their favor, using their spell-like abilities to confuse and scatter their foes. When there are no foes to battle, behemoth aboleth become massive beasts of burden, hauling great loads for their more intelligent kin. \n'b' The great creatures grow increasingly restless under these conditions, and may lash out in rage if they persist for too long. To prevent this, aboleth communities generally send behemoth aboleths on \xe2\x80\x9cpatrol\xe2\x80\x9d at least monthly, allowing them to vent their rage on any passing ships or large sea creatures.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Angel, Elpizo \n'b' Medium celestial , neutral good \n'b' Armor Class 15 (natural armor) Hit Points 38 (7d8+7) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 13 (+1) INT: 10 (+0) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +5 Skills Insight +4, Perception +4, Perform +5 Damage Resistances acid, cold, electricity, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded , charmed , deafened , demoralized, exhaustion , frightened Senses darkvision 60 ft.; passive Perception 15 Languages all Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Hope . An elpizo angel exudes a 30 ft. aura of hope. All creatures within the aura gain advantage on saving throws against spells or effects that cause the frightened or demoralized conditions. Additionally, if a creature begins their turn in the aura they may make an immediate saving throw to end such an effect prematurely (though without the advantage). \n'b' Bardic Inspiration . An elpizo has the bardic inspiration class ability of a 5th-level bard . \n'b' Innate Spellcasting . The elpizo\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13). The elpizo can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At Will : heroism \n'b' 3/day : calm emotions \n'b' 1/day : encouragement, good hope \n'b'\n'b' Limned in Light . An elpizo is limned in a glowing light that illuminates as a candle. This is always active while the elpizo is in their natural form. \n'b' Magic Resistance . The elpizo has advantage on saving throws against spells and other magical effects. \n'b' Versatile Performer . An elpizo adds half of its proficiency bonus to any ability checks for which they are not proficient. This equates to a +1 proficiency bonus added to such rolls. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elpizo makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4+1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This otherworldly figure has a kindly demeanor and a voice that fills one with hope. \n'b' An elpizo in their natural form looks like a humanoid of any race or gender but regardless has a kindly demeanor, a light glow illuminating them and brown songbird wings. \n'b' Hopebringers . Elpizo angels are bringers of hope in dark times. They bring stories of triumph, heroism and good deeds to those who need them, exactly when they need them. They are not the warriors of the angels, instead they support any who would face evil. Few come to the material plane at the behest of other angels or good deities to help those favored by their patron. They also may be called by goodaligned spellcasters and when they do, they prefer a tithe to benefit those less fortunate than them. This is a set amount of wealth determined by the angel when called. \n'b' Immortal Nature . The elpizo angel doesn\xe2\x80\x99t require food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Akhkeh \n'b' Large dragon , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 76 (9d10 + 27) Speed 30 ft., fly 80 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 8 (-1) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Senses darkvision 120 ft., passive Perception 15 Languages understands elvish but can\xe2\x80\x99t speak Proficiency Bonus +2 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The akhkeh doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Sight . The akhkeh has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The akhkeh makes two attacks: one with its beak and one with its claws. \n'b' Beak . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' This fantastical creature has a long serpentine body with four legs, feathered wings, and a horned bird\xe2\x80\x99s head. \n'b' Akhkeh are dragons sacred to Sutekh, used to draw chariots for those allies and forces that do not otherwise have means of flight, or when forces need to carry heavier equipment.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Bloodbonded \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 16 (studded leather, shield) Hit Points 66 (12d8+12) (or +24 if missing a leg) Speed 30 ft. (or 10 ft. if missing a leg)\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 13 (+1) INT: 15 (+2) WIS: 7 (-2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +3, Wis +0 Skills Deception +6, Persuasion , +6, Insight +0 Damage Resistances necrotic, radiant Damage Vulnerabilities psychic Condition Immunities charmed , frightened Senses passive Perception 8 Languages Celestial, Infernal, one national language Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Bloody Inspiration . As a bonus action, the bloodbonded can inspire an ally within 30 feet to an enraged state of bloodlust for one minute. These followers gain 5 temporary hp , resistance to bludgeoning, piercing, and slashing damage, and vulnerability to psychic damage. All attacks made by the bloodbonded followers are reckless, gaining advantage to hit enemies but granting enemies advantage to hit them in turn. \n'b' Resolute Followers . Allies of the bloodbonded within 60 feet of it have advantage on Charisma and Wisdom saving throws. \n'b'\n'b' ACTIONS \n'b'\n'b' Mace . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage. \n'b' Rage Bomb (2/Day) . As a bonus action, the bloodbonded can infuse one of its bloodbonded followers who is under the effects of Bloody Inspiration with a fatal fury. This magic causes the follower to foam bloodily at the mouth. If the follower is not slain before the start of the bloodbonded\xe2\x80\x99s next turn, the follower dies and explodes in a shower of superheated blood. Creatures within 10 ft. must make a DC 14 Dexterity saving throw, taking 12 (2d8+3) fire damage on a failure and taking half damage on a success. \n'b' Blood Boil . The bloodbonded targets a creature it can see within 60 feet and utters words of madness. The target must succeed on a DC 14 Constitution saving throw or take 9 (2d8) fire damage as its blood superheats. The bloodbonded must be able to speak to use this ability. \n'b'\n'b' REACTIONS \n'b'\n'b' Loyal Followers . When a bloodbonded would take damage from a melee or ranged attack it can see that targets only the bloodbonded, it can use its reaction to call on one of its followers within 5 feet to take the damage instead. \n'b'\n'b' ABOUT \n'b' A bloodbonded, at first glance, appears as an acolyte of an Arch Seraph whose vestments and robes are in disrepair. A closer look reveals a maimed body covered in pulsing red markings, generally missing an arm or even a leg. Angelic markings on the skin are replaced with nonsensical runes and patterns, meticulously scrawled in overlapping ways. \n'b' Sometimes, these cheated creatures become devotees of Venin, seeing in his tricks the power they sought in justice. Others are torn by their misplaced devotion, renouncing the dark acts and terrible deeds too late. They lose their humanity and the divine powers they were once the sacred (or profane) keepers of. \n'b' Manipulative Leaders . The bloodbonded are mad, twisted, and hungry for the power and direction. To regain that power, they promise other desperate souls happiness, power, or vengeance. They gather a cult of the gullible, desperate, or weak, dominating the common folk and making ever-greater demands on their lives and sanities. \n'b' Running on Empty . The power of the bloodbonded comes from their own lifeblood and the residue of power left there by the enchantments they willingly bore and so suddenly renounced. \n'b'\n'b' DC 10 Intelligence ( History ) : Bloodbonded are victims of their own foolish choices, worshiping false gods and then being driven mad by the ruse. \n'b' DC 15 Intelligence ( Arcana ) : Bloodbonded use their followers as weapons, even causing them to explode in a wave of fiery blood, which damages nearby creatures.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Bloodman \n'b' Medium aberration (shapechanger, titanspawn), neutral evil\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 18 (+4) INT: 5 (-3) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 Hit Points 59 (7d8 + 28) Speed 20 ft., swim 30 ft. Damage Resistances piercing and slashing attacks Senses blindsight 30 ft., darkvision 60 ft., passive Perception 10 Languages Titan Speech (can\xe2\x80\x99t speak) Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The bloodman can breathe air and water. \n'b' Create Spawn . Once during a short rest , a bloodman that has drained at least 25 hit points from other creatures with its Absorb Blood attack can spawn a new bloodman from its own body. The newly created bloodman emerges into an unoccupied space adjacent to the original bloodman, with 25 current hit points . A newly spawned bloodman cannot use Create Spawn until 24 hours have passed. \n'b' Keen Smell . The bloodman has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Shapechanger . The bloodman can use its action to assume a fluid state, becoming an ooze-like pool of ichor, or change back into its vaguely humanoid form. In its ooze form, the bloodman can\xe2\x80\x99t attack , but its swim speed increases to 40 feet and it gains resistance to all bludgeoning, piercing, and slashing damage. Otherwise, its statistics are the same in either form. \n'b'\n'b' Actions \n'b'\n'b' Absorb Blood . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) necrotic damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained . While it maintains this grapple, the bloodman doesn\xe2\x80\x99t attack . Instead, at the start of each of the bloodman\xe2\x80\x99s turns, the target loses 11 (2d10) hit points due to blood loss. The bloodman regains the same number of hit points . The bloodman can end the grapple itself by spending 5 feet of its movement. It does so after it drains at least 36 hit points of blood or once its current target dies. \n'b' Pool Form . A bloodman in either humanoid or ooze form may touch another willing bloodman and cause them both to merge their bodies together into a larger pool of ooze. Any number of bloodmen may join the pool by using an action to touch the pool; for every 4 bloodmen that merge in this way, the pool increases by one size , to a maximum of Gargantuan with 12 or more bloodmen. A merged bloodman pool\xe2\x80\x99s hit point total is equal to the sum of all members\xe2\x80\x99 current hit points . Otherwise, the pool\xe2\x80\x99s stats are the same as that of a bloodman in ooze form. A bloodman pool acts as a single unit on the initiative of the first bloodman to initiate Pool Form. When a bloodman leaves the pool on its turn (by using its movement), divide the pool\xe2\x80\x99s remaining hit points equally among all merged individuals, rounded down. Any bloodmen that leave the pool get one equal share of those hit points . Newly separated bloodmen all act on the same initiative as the pool. \n'b'\n'b' Tactics \n'b' Bloodmen often use their pool form in order to ambush an enemy. They especially prefer to lurk in places where a combat might occur and then attack in the middle of the fight. They are completely unconcerned about taking damage, as that will allow them to use their absorb blood feature and spawn more bloodmen eventually. \n'b' Description \n'b' The creatures known as bloodmen seem to be grotesque and pathetic imitations of life, but are dangerously hostile. Each is a vaguely humanoid mass of crimson gore with rudimentary limbs, its head little more than a round extrusion with vague holes where its eyes and mouth should be. A bloodman moves with an undulating gait, leaving a scarlet trail behind it. \n'b' Small animals are sufficient to keep a lone bloodman alive for a while, but a colony requires larger prey. \n'b' Communal Parasites . Bloodmen can also join together in groups, merging their forms together in a purely liquid state, appearing as an oily pool of dark, bloody fluid. They sometimes live in colonies, which gather together in several large pools, and they often travel together in this state.'} |