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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Eonic Drifter \n'b' Medium humanoid (human), chaotic neutral \n'b' Armor Class 13 (leather armor) Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 14 (+2) CON: 14 (+2) INT: 18 (+4) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +6, History +6 Senses passive Perception 10 Languages Common, Eonic, Giant, Sylvan Challenge 1 (200 XP) \n'b' Actions \n'b'\n'b' Multiattack . The eonic drifter can either use Drift Backward or make two attacks with its time warping staff. The eonic drifter\xe2\x80\x99s future self (if present) can only use Drift Forward. \n'b' Time Warping Staff . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) bludgeoning damage. \n'b' Drift Backward (1/Day) . A future self of the eonic drifter materializes in an unoccupied space within 30 feet of the drifter. The future self has the eonic drifter\xe2\x80\x99s stats and its full hit points , and it takes its turn immediately after its present self. Killing the original eonic drifter makes its future self disappear. If the present self sees its future self die, the eonic drifter must make a DC 13 Wisdom saving throw. There is no effect if the save succeeds. If the saving throw fails, roll 1d6 to determine the effect on the eonic drifter: 1 = frightened , 2 = incapacitated, 3 = paralyzed , 4 = unconscious, 5 or 6 = has disadvantage on attack rolls and ability checks. These effects last 1d4 rounds. \n'b' Drift Forward (2/Day) . The future self makes a time warping staff attack against a target. If the attack hits, instead of causing bludgeoning damage, both the target and the attacker jump forward through time, effectively ceasing to exist in the present time. They reappear in the same locations 1d4 rounds later, at the end of the present self\xe2\x80\x99s turn. Creatures occupying those locations at that moment are pushed 5 feet in a direction of their own choosing. The target of the drift (but not the future self) must then make a DC 13 Wisdom saving throw, with effects identical to those for the eonic drifter witnessing the death of its future self (see Drift Backward). The future self doesn\xe2\x80\x99t reappear after using this ability the second time; only the target of the drift reappears from the second use. This does not trigger a saving throw for the present self. \n'b'\n'b' About \n'b' The air crackles and lights flicker in the ruins. In a whirl of colorful robes, the drifter materializes from the unfathomable maelstroms of time. His eyes scan the hall in panic, anticipating the terrible revelations of yet another era. \n'b' About \n'b' Adrift in Time . Not much is known about the time traveling eonic drifters other than that they left a dying civilization to look for help not available in their own age. To their misfortune, returning to their own time proved much more difficult than leaving it, so the eonic drifters found themselves adrift in the river of time. As the decades passed, their chance of returning home withered, along with the flesh of their bodies. They have been become mummified by the passing ages. \n'b' Crystal Belts . A drifter carries an odd assembly of gear gathered in countless centuries, proof of its tragic journey. The more eclectic the collection, the more jumps it has performed on its odyssey. Belts of crystals around its body store the energy that fuels a drifter\xe2\x80\x99s travels. After each large jump through time, the reservoirs are exhausted and can be used only for very short jumps. \n'b' Jittery and Paranoid . Visiting countless eras in which mankind has all but forgotten this once-great civilization has robbed most eonic drifters of their sanity. Their greatest fear is being robbed of their crystal belts. They plead or fight for them as if their lives depended on them-which, in a sense, they do. Adventurers who convince a drifter of their good intentions may be asked for aid. In exchange, a drifter can offer long-lost artifacts gathered from many forays through time. Drifters can appear at any time or place, but they often frequent the sites of their people\xe2\x80\x99s past (or future) cities. There they are comforted by knowing that they\xe2\x80\x99re at least in the right place, if not the right time.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Eonic Drifter \n'b' Medium humanoid ( human ), chaotic neutral \n'b' Armor Class 13 (leather armor) Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 14 (+2) CON: 14 (+2) INT: 18 (+4) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +6, History +6 Senses passive Perception 10 Languages Common, Eonic, Giant, Sylvan Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Time-Warping Staff . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) force damage. \n'b' Drift Forward (Recharge 5\xe2\x80\x936) . The drifter chooses one creature it can see within 5 feet of its future self. The target must make a DC 13 Wisdom saving throw. On a failure, the target takes 7 (2d6) psychic damage and is pulled forward in time. On a success, the target takes half the damage and isn\xe2\x80\x99t pulled forward in time. A target pulled forward in time disappears, along with the drifter\xe2\x80\x99s future self, as the future self pulls the target with it. At the end of the drifter\xe2\x80\x99s next turn, the target and the drifter\xe2\x80\x99s future self reappear in the spaces they previously occupied, or the nearest unoccupied spaces. When the target reappears, it has disadvantage on attack rolls until the end of its next turn as it recovers from the disorienting experience. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Call to the Future (1/Day) . The eonic drifter calls to a future version of itself, which appears in an unoccupied space the drifter can see within 30 feet of it. The drifter\xe2\x80\x99s future self acts on the drifter\xe2\x80\x99s turn, and each turn it makes one Time-Warping Staff attack against a creature of the drifter\xe2\x80\x99s choice or uses the Help action to aid the drifter. The future self can be attacked and destroyed (AC 13; hp 30; resistance to bludgeoning, piercing, and slashing damage; immunity to poison and psychic damage), otherwise it remains until the drifter dismisses it as a bonus action or the drifter finishes a long rest. If the drifter\xe2\x80\x99s future self is destroyed, the drifter must succeed on a DC 13 Wisdom saving throw or be stunned until the end of its next turn. \n'b'\n'b' ABOUT \n'b' The air crackles and lights flicker in the ruins. In a whirl of colorful robes, a gaunt human materializes from the maelstroms of time. His eyes scan the hall in panic, witnessing an event only he can see. \n'b' Adrift in Time . Not much is known about the time-traveling eonic drifters other than that they were humans who left a dying civilization to look for help not available in their own age. To their misfortune, returning to their own time proved much more difficult than leaving it, and the eonic drifters found themselves adrift in the river of time. \n'b' As the decades passed, their chance of returning home withered, along with much of their vitality. They have become gaunt and semi-mummified by the passing of ages. \n'b' Crystal Belts . A drifter carries an odd assembly of gear gathered in countless centuries. It barters with these goods when necessary. The more eclectic the collection, the more jumps it has performed on its odyssey. Belts of crystals around its body store the energy that fuels a drifter\xe2\x80\x99s travels. After each large jump through time, the reservoirs are exhausted for awhile, allowing only short jumps. \n'b' Jittery and Paranoid . Visiting countless eras in which mankind has all but forgotten their once-great civilization has robbed most eonic drifters of their hope.\xc2\xa0Their greatest fear is being robbed of their crystal belts, which are their only remaining links to the people they once were. They plead or fight to the death for the belts. \n'b' Ruins Dwellers . Drifters can appear at any time or place, but they often frequent the sites of their people\xe2\x80\x99s past (or future) cities. There they are comforted by knowing that they\xe2\x80\x99re at least in the right place, if not the right time.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Eonic Savant \n'b' Medium humanoid (human), neutral \n'b' Armor Class 13 (16 with mage armor ) Hit Points 115 (16d8 + 51) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 16 (+3) CON: 16 (+3) INT: 20 (+5) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3 Skills Arcana +8, History +8, Perception +3, Persuasion +5 Condition Immunities frightened Senses passive Perception 13 Languages Common, Eonic, Giant, Sylvan Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Amend Time . As a bonus action, the savant alters the strands of time surrounding a creature it can see within 30 feet. If the target is friendly, the target has advantage on its next weapon attack roll. If the target is hostile, the target must succeed on a DC 15 Charisma saving throw or have disadvantage on its next weapon attack roll. \n'b' Magic Resistance . The savant has advantage on saving throws against spells and other magical effects. \n'b' Past and Future, Present . A savant is always accompanied by its past and future selves. They occupy the savant\xe2\x80\x99s same space seconds before and after the savant and can\xe2\x80\x99t be targeted separately. They provide the savant with the following benefits. The savant can concentrate on two spells simultaneously. If it casts a third spell that requires concentration, the savant loses concentration on the oldest spell. If the savant is concentrating on two spells and loses concentration because of taking damage, it loses concentration on the oldest spell. When a creature targets the savant with an attack, roll a d6. On a 1 through 4, the attack hits one of the savant\xe2\x80\x99s future or past selves, halving the damage the savant takes. On a 5 or 6, the attack hits the savant, and it takes damage as normal. The savant is still the target of the attack and is subject to effects that trigger when a creature is hit or damaged. \n'b' Spellcasting . The savant is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +8 to hit with spell attacks). The savant has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : fire bolt, light , mage hand , prestidigitation \n'b' 1st Level (4 slots) : detect magic , mage armor , magic missile , sleep \n'b' 2nd Level (3 slots) : enlarge/reduce , gust of wind , misty step \n'b' 3rd Level (3 slots) : counterspell , fireball , fly \n'b' 4th Level (3 slots) : arcane eye , confusion , dimension door \n'b' 5th Level (1 slot) : arcane hand \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The eonic savant makes three melee attacks . \n'b' Time Warping Staff . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) force damage. \n'b'\n'b' About \n'b' A jagged blue scar of magical energy forms in the air, and a blue-robed figure steps out a moment later.\xc2\xa0As it moves, echoes of it appear to move a split second before and after it. The creature focuses its attention and the echoes solidify around it, one wielding the creature\xe2\x80\x99s staff, the other a spell.\xc2\xa0The eonic savant is an eonic drifter who learned to fully harness the power of its many future and past selves. \n'b' Still Adrift in Time . Through their mastery of time, they were able to spare their bodies many of the same ravages of time experienced by their brethren. In spite of this mastery, they are no closer to finding the cure or the correct time stream for their dying ancient civilization. \n'b' Calm and Assured . Unlike their kin, eonic savants hold the energy to jump through time within their bodies, freeing them from a reliance on their people\xe2\x80\x99s crystal belts and the paranoia its loss brings. Savants devote themselves to studying the rivers of time and helping their kin, who are barely surviving time\xe2\x80\x99s flood. They are certain with enough study and enough of their kin by their sides, they can discover the way to a cure and the way home.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Chimera, Lesser \n'b' Family: Chimera \n'b' Large monstrosity , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 32 (5d10+5) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Resistances poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The lesser chimera has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The lesser chimera has advantage on all attack rolls if another chimera is within 5 feet of the target and not incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lesser chimera makes three attacks: one with its bite, one with its claws, and one with its tail. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8+1) piercing damage. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4+1) slashing damage. \n'b' Tail . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4+1) piercing damage. The target must also make a DC 13 Constitution saving throw or suffer the poisoned condition until they complete a long rest. \n'b'\n'b' ABOUT \n'b' These vile creatures are minor cousins of the legendary chimaeras. Legend holds that the beasts are the result of a mating between wolves and charon fiends. They have the body of a large, maned wolf with a multi-colored snake tail. Their hair is long and stiff. Normally grey, the hair darkens along the spine and becomes much longer and stiff. Whenever the beast feels threatened or is about attack, this longish black hair rises on end, standing at an angle from the beast\xe2\x80\x99s back. This dark streak of hair ends in a long black tail that is actually a scaled snake. The snake tail is not possessed of any intelligence but does have the instinct to bite any prey in the area. These creatures range throughout most terrain and climes, though they prefer wilderness areas, particularly mountains. They prey on almost anything but have a strong liking for horse flesh. \n'b' Pack Hunters . They travel in small packs, called flocks, of up to 12 and are very territorial, defending their range against all other predators. They hole up in a cave or around other rocky features. They hunt in packs, two, or three usually, ranging out and herding prey into a well-known trap area, such as a box canyon, or the like, where the whole pack pounces. When hunting, they call out to each other in broken Common to disconcert and scatter the prey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Epic Gunfighter \n'b' Medium mythic humanoid , lawful evil \n'b' Armor Class 22 (34 with Acrobatic Defense) Hit Points 3,537 (262d8 + 2,358) Speed 50 ft.\n'b' STATS STR: 12 (+1) DEX: 34 (+12) CON: 29 (+9) INT: 22 (+6) WIS: 23 (+6) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +13, Dex +24, Con +21, Int +19, Wis +18, Cha +14 Skills Acrobatics +24, Athletics +13, Insight +18, Intimidation +26, Perception +30, Stealth +24 Damage Resistances bludgeoning, piercing, and slashing from non-Epic creatures Senses truesight 500 ft., passive Perception 40 Languages Common, but has never been heard speaking Challenge Mythic 9 \n'b' SPECIAL TRAITS \n'b'\n'b' Acrobatic Defense . So long as the Epic Gunfighter is not incapacitated and has a movement speed greater than 0, his AC is equal to 10 + his Acrobatics bonus. Additionally, when an attack misses the Epic Gunfighter, he may move up to 10 feet away from the source of the attack without provoking attacks of opportunity. \n'b' Darn Tough . The Epic Gunfighter De Fontaine has Epic advantage on saving throws that would impose the prone , restrained , stunned , or unconscious conditions on a failure. \n'b' Fire and Fury . The Epic Gunfighter dual-wields two magical revolvers. Attacks made with the weapons grant a +5 bonus to attack and damage rolls (included in the attack). Additionally, if the Epic Gunfighter is disarmed or loses possession of either of the weapons, they magically reappear in his hand at the start of the Epic Gunfighter\xe2\x80\x99s next turn. \n'b' The Quick and the Dead (1/Round) . When an enemy creature not hidden from the Epic Gunfighter starts its turn, the Epic Gunfighter may make a single Revolver attack against it. \n'b' True Grit (7/Day) . When the Epic Gunfighter takes more than 200 damage in a single instance, he can choose to instead take 200 damage. Additionally, when the Epic Gunfighter fails a saving throw, he can choose to lose 100 hit points and succeed instead. \n'b'\n'b' MYTHIC ACTIONS \n'b' On initiative count 20 (losing initiative ties), the Epic Gunfighter takes a mythic action to cause one of the following effects. The Epic Gunfighter De Fontaine cannot cause the same effect twice in a row. \n'b'\n'b' Quick Draw . The Epic Gunfighter may use his The Quick and the Dead feature an additional time per round, but never more than twice per start of an enemy creature\xe2\x80\x99s turn. This benefit ends if the Epic Gunfighter finishes a short or long rest. \n'b' The Big One . The Epic Gunfighter loads one of his weapons with a highly explosive round. When the Epic Gunfighter next makes an attack with the weapon and scores a successful hit, the round detonates in a 60-foot-radius sphere centered on the target. Each creature within the affected area must succeed on a DC 29 Dexterity saving throw or take 70 (20d6) fire damage and 70 (20d6) thunder damage, or half as much on a success. Unattended objects and structures in the affected area take 140 fire and 140 thunder damage from this effect. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Epic Gunfighter makes three Revolver attacks, or makes two Revolver attacks and takes either the Dash , Dodge , or Hide actions . \n'b' Revolver . Ranged Weapon Attack : +29 to hit, range 120/360 ft., one target. Hit : 44 (6d8 + 17) piercing damage. \n'b' Fan the Hammer . The Epic Gunfighter makes six Revolver attacks against a single target at Epic disadvantage and a -10 penalty to his attack rolls. \n'b' Gone with the Wind . The Epic Gunfighter tips his hat and vanishes, magically teleporting away in a cloud of dust for up to 1 round. When an enemy creature ends its turn, the Epic Gunfighter can choose to appear in an unoccupied space within 60 feet of the creature. \n'b' High Noon (Recharge 6) . The Epic Gunfighter marks each enemy creature he can see for death. When the Epic Gunfighter next hits a target so marked, he instead scores a critical hit and rolls all attack damage dice three times instead of twice. This benefit is lost if the Epic Gunfighter does not hit an affected target by the end of his next turn. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Epic Gunfighter 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 Epic Gunfighter De Fontaine regains spent legendary actions at the start of his turn. \n'b'\n'b' Acrobatics . The Epic Gunfighter moves up to his speed or makes a 20-foot jump (long or vertical). \n'b' Dead Eye . The Epic Gunfighter makes a Wisdom ( Perception ) check to search for hidden enemies. \n'b' Gone with the Wind (Costs 2 Actions) . The Epic Gunfighter uses his Gone with the Wind action. \n'b' Revolver . The Epic Gunfighter makes a Revolver attack . \n'b' Spellbreaker Rounds (Costs 2 Actions) . The Epic Gunfighter loads one of his weapons with three special rounds that destroy magic and then fires them at up to three creatures or spell effects within range, making ranged spell attacks (+19 to hit) when applicable. A creature successfully hit by one of these attacks takes no damage, but if it benefits from spells affecting it, it must succeed on a DC 29 Wisdom saving throw or have the highest level (or Epic spell tier) spell affecting it end. A creature that fails this saving throw by 10 or more instead has all spells affecting it end. A spell effect that the Epic Gunfighter can see is automatically hit by this attack , and the source of that spell effect must succeed on a DC 29 Wisdom saving throw or the spell ends. \n'b'\n'b' Mythic Effects \n'b' As a mythic creature, the Epic Gunfighter causes the following effects. \n'b' Grand Entrance . When the Epic Gunfighter opens a door and enters a room, he can choose to make a grand entrance. When he does so, every creature in the room cannot move, take actions , or make any sound until 1 round after the Epic Gunfighter enters the room. \n'b' Weapons of Final Death . When a creature is slain by the Epic Gunfighter, it is exceedingly difficult to return to life. A creature so slain has its soul cleaved in two, with half being sent to an appropriate afterlife, while the other half comes into the possession of the Epic Gunfighter. When a creature so slain would return to life, it can only do so if the Epic Gunfighter willingly relinquishes the half of the soul he has collected; otherwise the effect fails.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Epic Mount \n'b' Large Epic celestial, dragon, fiend, or plant\xe2\x80\x94your choice , your alignment \n'b' Armor Class 24 (barding) Hit Points 333 (29d10 + 174) Speed 50 ft., fly 100 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 22 (+6) INT: 18 (+4) WIS: 24 (+7) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws (the mount is proficient in Strength , Dexterity , Constitution , and Wisdom saving throws and uses your proficiency bonus to determine the bonus to its saving throws) Skills (the mount is proficient in Athletics and Perception and uses your proficiency bonus to determine the bonus to its skills) Condition Immunities charmed , frightened Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks Senses blindsight 60 ft., darkvision 120 ft., passive Perception (see Skills) Languages (your languages) \n'b' SPECIAL TRAITS \n'b'\n'b' Empowered Blows . The mount\xe2\x80\x99s weapon attacks are magical. \n'b' Mighty Steed . While it is being ridden, the mount has Epic advantage on saving throws and ability checks. Unbelievable Speed. On each of its turns, the mount can take a bonus action to take the Dash action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mount makes two attacks. \n'b' Bite . Melee Weapon Attack : (5 + your proficiency bonus to hit), reach 5 ft., one target. Hit : 21 (3d10 + 5) piercing damage. \n'b' Call to Glory (Recharge 5\xe2\x80\x936) . The mount magically teleports up to 100 miles to an unoccupied space adjacent to you. As a reaction when the mount appears, you may mount it. \n'b' Kick . Melee Weapon Attack : (5 + your proficiency bonus to hit), reach 10 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage and the target is pushed 10 feet away from the mount.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Epokasite Fixer \n'b' Family: Epokasite \n'b' Tiny fey , neutral good \n'b' Armor Class 15 Hit Points 36 (8d4+16) Speed 30 ft., fly 60 ft. (hover)\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 14 (+2) INT: 19 (+4) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +9, Stealth +9 Damage Resistances lightning Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The fixer\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 14). The fixer can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : mending \n'b'\n'b' Tech Resistance . Each fixer has an affinity for a particular historical era. It gains advantage on all saving throws against technology that is more recent than its chosen era and takes half damage from any source which requires technology newer than its chosen era. For instance, a stone age fixer would take half damage from swords, because forging was not available in the stone age, but full damage from a club, even if that club is manufactured with new technology, because clubs exist in the stone age. Similarly, it would gain advantage on a saving throw against a tripwire trap which fires a crossbow, but not against a simple pit trap. \n'b'\n'b' ACTIONS \n'b'\n'b' Knife . Melee Weapon Attack : +4 to hit, 5 ft. reach, one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Bow . Ranged Weapon Attack : +4 to hit, range 80-320 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' Epokasites fixate on specific technological and cultural eras, believing them the purest expression of a culture and, by extension, nature itself. Where new developments interfere with this ideal, epokasites try to preserve historic machinery, even sabotaging new technologies in a stubborn defense of the old ways. \n'b' An epokasite most often imprints on the culture and time period in which they came into existence on the Material Plane. Less often, an epokasite might wander until they read about or experience an era that impresses them, thereafter adopting that period as their focus. \n'b' Epokasites take two common forms: fixers and runners. \n'b' Fixers . Fixers rarely stand at more than a foot tall, whereas runners exceed heights of 5 feet. Sensory papillae cover their noses, helping the fey detect a variety of stimuli, which they normally use to locate technology from their favored time period, such as hints of forge charcoal, motor oil on a combustion engine, or the tang of early lasers. Each epokasite adopts slang, clothing, and gear appropriate to their favored era, from chainmail, hides, outdated suits, or alchemists\xe2\x80\x99 coveralls. Being shy creatures, fixers prefer to operate out of sight. \n'b' Runners . Runners instead thrive on infiltrating the modern societies they so disdain, donning disguises and stealing credentials to access delicate technologies. \n'b' Both epokasite varieties regularly sneak onto starships or into sensitive facilities as stowaways in the guise of hired hands, largely so that they can sabotage the technological affronts to their favored eras\xe2\x80\x94acts they consider entirely helpful and for which they expect a reward from any who discover them in action. Rarely, epokasites might live openly among a community, most often in groups of stubborn luddites, historical reenactors, or closely aligned cosplayers. In those settings, they might act as excitable consultants and crafters.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Epokasite Runner \n'b' Family: Epokasite \n'b' Medium fey , neutral good \n'b' Armor Class 17 Hit Points 104 (16d8+32) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 14 (+2) INT: 22 (+6) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Perception +5 Damage Resistances lightning Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Tech Resistance . Each runner has an affinity for a particular historical era. It gains advantage on all saving throws against technology that is more recent than its chosen era and takes half damage from any source which requires technology newer than its chosen era. For instance, a stone age Runner would take half damage from swords, because forging was not available in the stone age, but full damage from a club, even if that club is manufactured with new technology, because clubs exist in the stone age. Similarly, it would gain advantage on a saving throw against tripwire trap which fires a crossbow, but not against a simple pit trap. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The runner makes two Knife or Bow attacks in any combination. \n'b' Knife . Melee Weapon Attack : +7 to hit, 5 ft. reach, one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Bow . Ranged Weapon Attack : +7 to hit, range 80-320 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Atavistic Glare (Recharges 4-6) . Each creature within 30 ft. of the Runner must make a DC 16 Intelligence saving throw or lose all weapon, armor, and tool proficiencies for 10 rounds. The creature also cannot cast spells or activate magic items. The creature can end this effect early by taking an action to make a successful DC 16 Wisdom or Intelligence saving throw. \n'b'\n'b' ABOUT \n'b' Epokasites fixate on specific technological and cultural eras, believing them the purest expression of a culture and, by extension, nature itself. Where new developments interfere with this ideal, epokasites try to preserve historic machinery, even sabotaging new technologies in a stubborn defense of the old ways. \n'b' An epokasite most often imprints on the culture and time period in which they came into existence on the Material Plane. Less often, an epokasite might wander until they read about or experience an era that impresses them, thereafter adopting that period as their focus. \n'b' Epokasites take two common forms: fixers and runners. \n'b' Fixers . Fixers rarely stand at more than a foot tall, whereas runners exceed heights of 5 feet. Sensory papillae cover their noses, helping the fey detect a variety of stimuli, which they normally use to locate technology from their favored time period, such as hints of forge charcoal, motor oil on a combustion engine, or the tang of early lasers. Each epokasite adopts slang, clothing, and gear appropriate to their favored era, from chainmail, hides, outdated suits, or alchemists\xe2\x80\x99 coveralls. Being shy creatures, fixers prefer to operate out of sight. \n'b' Runners . Runners instead thrive on infiltrating the modern societies they so disdain, donning disguises and stealing credentials to access delicate technologies. \n'b' Both epokasite varieties regularly sneak onto starships or into sensitive facilities as stowaways in the guise of hired hands, largely so that they can sabotage the technological affronts to their favored eras\xe2\x80\x94acts they consider entirely helpful and for which they expect a reward from any who discover them in action. Rarely, epokasites might live openly among a community, most often in groups of stubborn luddites, historical reenactors, or closely aligned cosplayers. In those settings, they might act as excitable consultants and crafters.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Equitox \n'b' Large fiend , chaotic evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 178 (17d10 + 85) \n'b' Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 20 (+5) INT: 14 (+2) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Int +7, Wis +6, Cha +7 \n'b' Skills Athletics +10, Deception +7, Perception +6, Religion +7 \n'b' Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities necrotic, poison \n'b' Condition Immunities charmed , frightened , exhaustion , poisoned \n'b' Senses darkvision 60 ft., truesight 30 ft., passive Perception 16 \n'b' Languages Abyssal, Celestial, Common, Infernal \n'b' Challenge 13 (10,000 XP) \n'b' Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Befouling Aura . At the start of each of the equitox\xe2\x80\x99s turns, each creature within 30 feet of it must succeed on a DC 18 Constitution saving throw or have disadvantage on its next attack roll or ability check as the moisture within it becomes diseased. If a creature spends at least 1 minute in the equitox\xe2\x80\x99s aura or drinks water within the aura\xe2\x80\x99s area, it must succeed on a DC 18 Constitution saving throw or contract the gullylung fever disease (see the Gullylung Fever trait). Creatures immune to the poisoned condition are immune to this disease. \n'b' Gullylung Fever . A creature infected with this disease manifests symptoms 1d4 days after infection, which include difficulty breathing, dehydration, and water-themed nightmares. Until the disease is cured, at the end of each long rest, the infected creature must succeed on a DC 18 Constitution saving throw or its Strength score is reduced by 1d4. This reduction lasts until the creature finishes a long rest after the disease is cured. If the disease reduces the creature\xe2\x80\x99s Strength to 0, the creature dies. A creature that succeeds on two saving throws recovers from the disease. \n'b' Magic Resistance . The equitox has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The equitox makes two Gore attacks. If the equitox hits one creature with both attacks, the target must succeed on a DC 18 Constitution saving throw or contract the gullylung fever disease (see the Gullylung Fever trait). \n'b' Gore . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 5) piercing damage plus 10 (3d6) necrotic damage. \n'b' Evaporation Wave (Recharge 6) . The equitox exhales hot, dry breath in a 60-foot cone. Each creature in the area that isn\xe2\x80\x99t a Construct or Undead must make a DC 18 Constitution saving throw, taking 22 (5d8) fire damage and 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one. In addition, any water in the area that isn\xe2\x80\x99t being worn or carried evaporates. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The equitox can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The equitox regains spent legendary actions at the start of its turn. \n'b'\n'b' Teleport . The equitox magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. \n'b' Gore (Costs 2 Actions) . The equitox makes one Gore attack . \n'b' Withering Gaze (Costs 2 Actions) . The equitox locks eyes with one creature within 60 feet that can see it. The target must succeed on a DC 18 Wisdom saving throw or be stunned by extreme thirst until the end of its next turn. The prophecy foretold the Time of Thirst, when the horsebeast would gallop beneath the sun, wells and rivers would run dry, and men would drink only in dreams. The equitox combines the shape of a white stallion and a mangy, horned wildebeest. \n'b' Harbinger of Plagues . Immortal, though perpetually dehydrated and diseased, the equitox roams the edges of water-dependent communities, spreading its illness and drying up water sources with its profane presence. \n'b'\n'b' ABOUT \n'b' Fearful fanatics sometimes devote themselves to the equitox in vain hopes of being spared during an apocalypse of drought or fire.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lion, Dire \n'b' Family: Animal \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 60 (8d10 + 16) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 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 14 Strength saving throw or be forced\xc2\xa0 prone . If the target is prone, the lion can make one bite attack against it as a bonus action. \n'b' Running Leap . With a 10-foot running start, the lion can long jump up to 25 feet. \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' Dire lions, known locally as spotted lions or cave lions, are immense predators that can grow up to 15 feet long and weigh up to 3,500 pounds. Although they are merely animals, these large creatures seem to take an almost sadistic glee in playing with and tormenting their prey before eventually devouring it. As a result, many tribes view dire lions as the spawn of evil gods, and hunt them down as soon as their presence in a region becomes obvious.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Erb, Mimic (Common) \n'b' Medium fey (shapechanger), chaotic evil \n'b' Armor Class 14 Hit Points 58 (9d8 + 19) Speed 30 ft. (40 ft. in beast form), fly 30 ft. (beast form), climb 30 ft. (beast form)\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 15 (+2) INT: 11 (+0) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +2, Deception +4, History +2, Insight +3, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 2 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing, Smell, or Sight . Depending on the form it takes, the mimic has advantage on Wisdom ( Perception ) checks that rely on hearing, smell, or sight. \n'b' Magic Resistance . The mimic has advantage on saving throws against spells and other magical effects. \n'b' Shapechanger . The mimic can use its action to polymorph into a Small or Medium creature choosing the speed and attack from different beings, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack (Humanoid or Hybrid Form Only) . The mimic makes two attacks: two with its club (humanoid form), two with its natural attacks (beast form), or one with its natural attack and one with its club (hybrid form). \n'b' Club (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 4) bludgeoning damage. \n'b' Natural Attack (Beast or Hybrid Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing, bludgeoning, or slashing damage. \n'b' Shadow Freeze . Melee Weapon Attack : +6 to hit, reach 5 ft., one Medium or smaller living humanoid with a shadow. Hit : 6 (1d8 + 2) psychic damage, and the target must make a DC 12 Constitution saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. If the psychic damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way. \n'b' Steal Shape . Melee Weapon Attack : +6 to hit, reach 5 ft., one paralyzed living humanoid. Hit : The mimic transforms into a physical copy of a paralyzed creature. An observer familiar with the original creature can recognize the discrepancies with a successful DC 20 Wisdom ( Insight ) check, or automatically if the mimic does something in direct contradiction to the original creature\xe2\x80\x99s established beliefs or behavior. Creatures with the Keen Smell ability have advantage on this check. \n'b'\n'b' ABOUT \n'b' Even as you watch, this monster shifts and changes from one loathsome shape to another. A monster bird with leathery wings and a horned head drops to the ground, and in another second assumes the squat body of a huge toad with the head of a hyena, snarling with laughter. A crawling red lizard, all of ten feet in length, turns into a giant butterfly with black wings and the body of a serpent. \n'b' A great, green bat with wicked talons alights on a ledge and in an instant changes to a mammoth, hairy creature with the body of a huge ape and the head of an alligator. \n'b' Mimics are shapeshifters who are capable of limitless transformations, mixing and matching heads and bodies as they see fit. They are not humans, nor are they immortals. \n'b' Like the Phanfasms, to whom they are closely related, they belong to the ancient race of Erbs-creatures who inhabited the planes long before the coming of younger humanoid species. Both the Mimics and the Phanfasms hate all humans and immortals, for they feel that mankind, aided by the immortals, has stolen the world from them. \n'b' Shape-Stealers . Much more dreadful was the power possessed by these creatures to steal the shapes of both mortals and immortals. A mimic accomplishes this simply by casting itself on the shadow of its victim. Instantly the Mimic arises, a perfect double in outward appearance of the person whose shadow it had stolen. As for the unfortunate victim, it falls into a spell of enchantment, unable to move or speak, but conscious of all that was taking place about it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Erb, Mimic (Noble) \n'b' Medium fey (shapechanger), chaotic evil \n'b' Armor Class 14 Hit Points 119 (14d8 + 56) Speed 30 ft. (40 ft. in beast form), fly 30 ft. (beast form), climb 30 ft. (beast form)\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 18 (+4) INT: 20 (+5) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +9, Deception +6, History +8, Insight +4, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing, Smell, or Sight . Depending on the form it takes, the mimic has advantage on Wisdom ( Perception ) checks that rely on hearing, smell, or sight. \n'b' Magic Resistance . The mimic has advantage on saving throws against spells and other magical effects. \n'b' Shapechanger . The mimic can use its action to polymorph into a Small or Medium creature choosing the speed and attack from different beings, or back into its true form. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Permanent Transformations . Any transformation spell cast by the mimic noble lasts until dispelled without requiring concentration. \n'b' Spellcasting . The mimic noble is a 14th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : dancing lights , druidcraft, mage hand , mending \n'b' 1st level (4 slots) : faerie fire , unseen servant \n'b' 2nd level (3 slots) : alter self , calm emotions , enlarge/reduce , knock , pass without trace \n'b' 3rd level (3 slots) : bestow curse , create food and water , dispel magic , curse of the pig*, tongues \n'b' 4th level (3 slots) : create feast*, fabricate, locate creature , polymorph , private sanctum , shrubify* \n'b' 5th level (2 slots) : creation , fast polymorph *, legend lore , passwall , reincarnate \n'b' 6th level (1 slot) : guards and wards , heroes\xe2\x80\x99 feast \n'b' 7th level (1 slot) : flesh to button*, ornamentize* \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack (Humanoid or Hybrid Form Only) . The mimic makes two attacks: two with its club (humanoid form), two with its natural attacks (beast form), or one with its natural attack and one with its club (hybrid form). \n'b' Club (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 4) bludgeoning damage. \n'b' Natural Attack (Beast or Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing, bludgeoning, or slashing damage. \n'b' Shadow Freeze . Melee Weapon Attack : +7 to hit, reach 5 ft., one Medium or smaller living humanoid with a shadow. Hit : 9 (1d8 + 5) psychic damage, and the target must make a DC 15 Constitution saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. If the psychic damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way. \n'b' Steal Shape . Melee Weapon Attack : +7 to hit, reach 5 ft., one paralyzed living humanoid. Hit : The mimic transforms into a physical copy of a paralyzed creature. An observer familiar with the original creature can recognize the discrepancies with a successful DC 20 Wisdom ( Insight ) check, or automatically if the mimic does something in direct contradiction to the original creature\xe2\x80\x99s established beliefs or behavior. Creatures with the Keen Smell ability have advantage on this check. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the noble can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the noble. A creature can benefit from only one Leadership die at a time. This effect ends if the noble is incapacitated . \n'b' Warp Creature . The mimic noble targets up to three creatures it can see within 120 feet of it. Each target must make a DC 15 Constitution saving throw. On a successful save, a creature becomes immune to this mimic noble\xe2\x80\x99s Warp Creature. On a failed save, the target is poisoned , which causes it to also gain 1 level of exhaustion . While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion . Once the target reaches 6 levels of exhaustion , it dies and instantly transforms into a tuxix wretch under the mimic noble\xe2\x80\x99s control. The transformation of the body can be undone only by a wish spell. \n'b'\n'b' ABOUT \n'b' Even as you watch, this monster shifts and changes from one loathsome shape to another. A monster bird with leathery wings and a horned head drops to the ground, and in another second assumes the squat body of a huge toad with the head of a hyena, snarling with laughter. A crawling red lizard, all of ten feet in length, turns into a giant butterfly with black wings and the body of a serpent. \n'b' A great, green bat with wicked talons alights on a ledge and in an instant changes to a mammoth, hairy creature with the body of a huge ape and the head of an alligator. \n'b' Mimics are shapeshifters who are capable of limitless transformations, mixing and matching heads and bodies as they see fit. They are not humans, nor are they immortals. \n'b' Like the Phanfasms, to whom they are closely related, they belong to the ancient race of Erbs-creatures who inhabited the planes long before the coming of younger humanoid species. Both the Mimics and the Phanfasms hate all humans and immortals, for they feel that mankind, aided by the immortals, has stolen the world from them. \n'b' Shape-Stealers . Much more dreadful was the power possessed by these creatures to steal the shapes of both mortals and immortals. A mimic accomplishes this simply by casting itself on the shadow of its victim. Instantly the Mimic arises, a perfect double in outward appearance of the person whose shadow it had stolen. As for the unfortunate victim, it falls into a spell of enchantment, unable to move or speak, but conscious of all that was taking place about it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Erb, Phanfasm \n'b' Medium fey (shapechanger), chaotic evil \n'b' Armor Class 14 Hit Points 52 (8d8 + 16) Speed 30 ft. (40 ft. in beast form), fly 30 ft. (beast form), climb 30 ft. (beast form)\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 16 (+3) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, Deception +4, History +5, Insight +3, Perception +3 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ambusher . In the first round of a combat, the phanfasm has advantage on attack rolls against any creature it surprised. \n'b' Displacement (Recharges after the Phanfasm Casts an Illusion Spell of 1st Level or Higher) . As a bonus action, the phanfasm projects an illusion that makes the phanfasm appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the phanfasm . The effect ends if the phanfasm takes damage, it is incapacitated , or its speed becomes 0. \n'b' Keen Hearing, Smell, or Sight . Depending on the form it takes, the phanfasm has advantage on Wisdom ( Perception ) checks that rely on hearing, smell, or sight. \n'b' Shapechanger . The phanfasm can use its action to polymorph into a Small or Medium creature it has seen, or back into its true form. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Surprise Attack . If the phanfasm surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack . \n'b' Spellcasting . The phanfasm is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The phanfasm has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : dancing lights , mage hand , minor illusion , poison spray \n'b' 1st level (4 slots) : color spray *, disguise self *, mage armor , magic missile \n'b' 2nd level (3 slots) : invisibility *, mirror image *, phantasmal force \n'b' 3rd level (3 slots) : major image *, phantom steed * \n'b' 4th level (1 slot) : phantasmal killer * \n'b'\n'b' *Illusion spell of 1st level or higher \n'b' ACTIONS \n'b'\n'b' Multiattack (Humanoid or Hybrid Form Only) . The phanfasm makes two attacks: two with its club (humanoid form), one with its bite and one with its claws (beast form), or one with its bite and its club (hybrid form). \n'b' Club (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Bite (Beast or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Claws (Beast Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 7 (2d4 + 2) slashing damage. \n'b' Read Thoughts . The phanfasm magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the phanfasm can continue reading its thoughts, as long as the phanfasm\xe2\x80\x99s concentration isn\xe2\x80\x99t broken (as if concentrating on a spell). While reading the target\xe2\x80\x99s mind, the phanfasm has advantage on Wisdom ( Insight ) and Charisma ( Deception , Intimidation , and Persuasion ) checks against the target. \n'b'\n'b' ABOUT \n'b' This animal-headed humanoid has a hairy body, like that of an ape, and its only clothing is a scarlet scarf twisted around its waist. It bears a huge club in its hand and its eyes blink fiercely at you. \n'b' Phanfasms are some of the worst fey in Faerie. They can appear with the heads of various animals, birds, and reptiles atop hairy bodies, but that is hardly their only form. They can transform into wolves, or huge lizards, or even butterflies. Their true forms are beautiful and terrible humanoids, clothed in flowing garments of gauze, with noble and calm features. They hate all good things and are particular enemies of the other fey of Oz. \n'b' Phanfasms are led by the First and Foremost, the most wicked, wisest, and powerful among them. The First and Foremost are even more powerful than their brethren; it is only their arrogance that makes them vulnerable. First and Foremost\xe2\x80\x99s preferred head is that of a bear, but it can take the form of a beautiful elf or even a butterfly.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Royal Chimera \n'b' Family: Chimera \n'b' Huge monstrosity , neutral evil \n'b' Armor Class 17 (Regal Bearing) Hit Points 189 (18d12 + 72) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 9 (\xe2\x80\x931) WIS: 13 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +4, Deception +10, Intimidation +10, Insight +6, Perception +6 Damage Resistances force; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities charmed , frightened , poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 16 Languages Common, Draconic Challenge 15 (13,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the royal chimera fails a saving throw, it can choose to succeed instead. \n'b' Regal Bearing . The chimera\xe2\x80\x99s AC includes its Charisma modifier. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chimera makes one Bite attack , one Claws attack , and one Eldritch Horns attack , or it makes two Arcane Blast attacks. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (3d6 + 5) slashing damage. \n'b' Eldritch Horns . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 5) force damage. \n'b' Serpent Strike . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage. \n'b' Arcane Blast . Ranged Spell Attack : +10 to hit, range 120 ft., one target. Hit : 21 (3d10 + 5) force damage. \n'b' Searing Breath (Recharge 5\xe2\x80\x936) . The dragon head exhales a 30-foot cone of fire that burns and blinds. Each creature in that area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 45 (10d8) fire damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded . \n'b' Spellcasting . The chimera\xe2\x80\x99s goat head casts one of the following spells, requiring only verbal components and using Charisma as the spellcasting ability (spell save DC 18):\n'b'\n'b'\n'b' At will : charm person , dispel magic , mage hand \n'b' 3/day each : bestow curse , enthrall , haste \n'b' 1/day : dominate person \n'b'\n'b' LEGENDARY ACTIONS \n'b' The chimera can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The chimera regains spent legendary actions at the start of its turn. \n'b'\n'b' Prideful Prowl . The chimera moves up to its walking speed, or flies up to half its flying speed, without provoking opportunity attacks. \n'b' Serpent Strike . The chimera makes one Serpent Strike attack . \n'b' Cast a Spell (Costs 2 Actions) . The chimera uses Spellcasting. \n'b' Roar of the King (Costs 2 Actions) . The lion head lets out a bellow that spurs on its allies. Each friendly creature, including the chimera, within 30 feet of the chimera that can hear the roar gains 11 (2d10) temporary hp and can\xe2\x80\x99t be frightened for 1 minute. \n'b'\n'b' ABOUT \n'b' This chimera has a lion\xe2\x80\x99s mane plaited in gold, a goat head with magic sparking between its curved horns, a smoking dragon\xe2\x80\x99s head, and a hissing serpent for a tail. \n'b' Chimeras that discover the luxury of long life inevitably enjoy the servitude of lesser creatures. Declaring sovereignty\xe2\x80\x94with few willing to dispute the claim\xe2\x80\x94such chimera foster unceasing ambition for power, wealth, and status. \n'b' Profane Magic . Any chimera that lives long enough to claim royalty and be recognized as such soon gains magical power, often commanded by its goat head. With this power, the goat transfigures the chimera\xe2\x80\x99s tail into a snake, giving the chimera the knowledge of speech and greater capability for deception and manipulation. Though the transformation of the tail provides the knowledge of speech, the chimera can speak through any of its heads.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Erb, Phanfasm (First and Foremost) \n'b' Medium fey (shapechanger), chaotic evil \n'b' Armor Class 14 Hit Points 91 (14d8 + 28) Speed 30 ft. (40 ft., climb 30 ft. in bear form, fly 30 ft. in butterfly form)\n'b' STATS STR: 16 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 18 (+4) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +6, Deception +5, History +6, Insight +4, Perception +4 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ambusher . In the first round of a combat, the phanfasm has advantage on attack rolls against any creature it surprised. \n'b' Displacement (Recharges after the Phanfasm Casts an Illusion Spell of 1st Level or Higher) . As a bonus action, the phanfasm projects an illusion that makes the phanfasm appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the phanfasm . The effect ends if the phanfasm takes damage, it is incapacitated , or its speed becomes 0. \n'b' Keen Hearing, Smell, or Sight . Depending on the form it takes, the phanfasm has advantage on Wisdom ( Perception ) checks that rely on hearing, smell, or sight. \n'b' Shapechanger . The phanfasm can use its action to polymorph into a Small or Medium creature it has seen, or back into its true form. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Surprise Attack . If the phanfasm surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack . \n'b' Spellcasting . The phanfasm is a 14th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The phanfasm has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : dancing lights , mage hand , minor illusion , poison spray \n'b' 1st level (4 slots) : color spray *, disguise self *, mage armor , magic missile \n'b' 2nd level (3 slots) : invisibility *, mirror image *, phantasmal force \n'b' 3rd level (3 slots) : bestow curse , fear *, major image * \n'b' 4th level (3 slots) : confusion , hallucinatory terrain *, phantasmal killer * \n'b' 5th level (2 slots) : mislead *, seeming * \n'b' 6th level (1 slot) : find the path \n'b' 7th level (1 slot) : mirage arcane * \n'b'\n'b' *Illusion spell of 1st level or higher \n'b' ACTIONS \n'b'\n'b' Multiattack (Humanoid or Hybrid Form Only) . The phanfasm makes two attacks: two with its hoop (humanoid form), one with its bite and one with its claws (beast form), or one with its bite and its hoop (hybrid form). \n'b' Club (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Bite (Bear or Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claws (Beast Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 7 (2d4 + 2) slashing damage. \n'b' Brass Hoop . Melee Weapon Attack : +5 to hit, reach 5 ft., one Medium or Small creature against which the phanfasm has advantage on the attack roll. Hit : 7 (2d4 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target can\xe2\x80\x99t breathe, the phanfasm has advantage on attack rolls against it, and the phanfasm can\xe2\x80\x99t use its brass hoop on another target. \n'b' Read Thoughts . The phanfasm magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the phanfasm can continue reading its thoughts, as long as the phanfasm\xe2\x80\x99s concentration isn\xe2\x80\x99t broken (as if concentrating on a spell). While reading the target\xe2\x80\x99s mind, the phanfasm has advantage on Wisdom ( Insight ) and Charisma ( Deception , Intimidation , and Persuasion ) checks against the target. \n'b'\n'b' ABOUT \n'b' This animal-headed humanoid has a hairy body, like that of an ape, and its only clothing is a scarlet scarf twisted around its waist. It bears a huge club in its hand and its eyes blink fiercely at you. \n'b' Phanfasms are some of the worst fey in Faerie. They can appear with the heads of various animals, birds, and reptiles atop hairy bodies, but that is hardly their only form. They can transform into wolves, or huge lizards, or even butterflies. Their true forms are beautiful and terrible humanoids, clothed in flowing garments of gauze, with noble and calm features. They hate all good things and are particular enemies of the other fey of Oz. \n'b' Phanfasms are led by the First and Foremost, the most wicked, wisest, and powerful among them. The First and Foremost are even more powerful than their brethren; it is only their arrogance that makes them vulnerable. First and Foremost\xe2\x80\x99s preferred head is that of a bear, but it can take the form of a beautiful elf or even a butterfly.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Erebus Minder \n'b' Medium humanoid (erebus), neutral \n'b' Armor Class 11 \n'b' Hit Points 16 (3d8+3) \n'b' Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 12 (+1) CON: 13 (+1) INT: 17 (+3) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +5, Wis +2 \n'b' Skills Arcana +5, Insight +2, Investigation +5, Perception +2 \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Celestial, Common, Draconic, Elven, Erebus \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The erebus\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : mage hand , message \n'b' 1/Day each : charm person , command , detect thoughts \n'b'\n'b' Limited Mental Connection . An erebus has advantage on Wisdom ( Insight ) checks against other erebuses. \n'b' Mental Fortitude . An erebus has advantage on saving throws against being charmed . \n'b' Of One Mind . An erebus has advantage on Wisdom ( Perception ) checks as long as it is within 30 feet of another erebus it can see. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 3 (1d4 + 1) piecing damage. \n'b' Telekinetic Projectile . Ranged Weapon Attack : +5 to hit, range 30/90 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. The erebus uses mage hand to hurl an object weighing 5 pounds or less. \n'b'\n'b' ABOUT \n'b' Erebuses have human origins but have evolved into their own species, primarily due to the human inhabitants on a remote planet who experimented with instant mental communication between members of their species. They have since evolved far from their original human stock into dark-skinned beings of stocky build and an overall craggy appearance. Their blue eyes glow with an inner light that seems to pierce the souls of everything they view. \n'b' Average erebuses stand at 5 and a half feet tall. Their dense flesh causes them to weigh more than humanoids of their size , and they weigh in excess of 300 pounds. Erebuses enjoy long lives, nearly matching an elf \xe2\x80\x99s lifespan. \n'b' Overmind Connection . A long-ago erebus scientist learned how to open up his mind\xe2\x80\x99s deepest potential, granting him incredible psychic gifts, and he used those to augment the technological aspects of his peoples\xe2\x80\x99 advancement. The procedure was successful, and Erebus became the core of an Overmind connecting everyone on the planet. With all minds working as a harmonious collective, the erebuses expanded beyond their planet. As time passed, the Overmind lost all of its progenitor\xe2\x80\x99s personality, and it currently acts as a hub for its scattered people. The intense gestalt on the erebus home world has allowed them to repel even magically or technologically superior invaders, since the erebuses can instantaneously coordinate a response. Away from their home, though, they lose the strong connection among themselves but retain an empathic connection which eases communication among their species. \n'b' Overmind Seeker . Even an erebus born apart from the gestalt mind still feels a connection to it and finds a way to contact the Overmind before reaching adulthood. Adventuring erebuses are the norm, since their collected knowledge and experiences add to the whole and provide the Overmind a better understanding of the current state of the universe. Most erebuses leave their home planet upon reaching maturity and only return near the end of their natural lifespans, passing their memories on to the gestalt before dying. \n'b' Balanced Viewpoint . Erebuses tend toward true neutral alignments, but their individual experiences shift their viewpoints. Erebuses are split equally between good and evil, but the connection to a gestalt makes them more prone to shift to lawful alignments as opposed to chaotic. Extreme alignments are exceedingly rare among erebuses.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Eremite \n'b' Medium fiend , lawful evil \n'b' Armor Class 20 (natural armor) Hit Points 310 (23d8 + 207) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 29 (+9) DEX: 26 (+8) CON: 29 (+9) INT: 21 (+5) WIS: 20 (+5) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +16, Constitution +17, Charisma +18 Skills Arcana +13, Deception +18, Medicine +13, Nature +13, Perception +13 Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, poison Condition Immunities frightened , poisoned Senses truesight 120 ft., passive Perception 23 Languages Common, Infernal; telepathy 120 ft. Challenge 25 (75,000 XP) \n'b' Special Traits \n'b'\n'b' Legendary Resistance (3/day) . If the eremite fails a saving throw, it can choose to succeed instead. \n'b' Innate Spellcasting . The eremite\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). It can cast the following spells without material components.\n'b'\n'b'\n'b' At will : telekinesis \n'b' 3/day : plane shift \n'b' 1/day each : forcecage , symbol \n'b'\n'b' Graft Flesh . As an action, the eremite can graft to its own body the viscera it harvests using its Evisceration ability. Doing so heals the eremite as if a heal spell were cast on it. \n'b' Painbringer . The eremite\xe2\x80\x99s attacks inflict excruciating pain \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The eremite makes four attacks: one with its bite, two with its claws, and one with its wings. \n'b' Bite . Melee Weapon Attack : +17 to hit, reach 5 ft., one target. Hit : 19 (3d6 + 9) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be incapacitated by excruciating pain until the end of the eremite\xe2\x80\x99s next turn. \n'b' Claws . Melee Weapon Attack : +17 to hit, reach 5 ft., one target. Hit : 25 (3d10 + 9) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or be incapacitated by excruciating pain until the end of the eremite\xe2\x80\x99s next turn. The target is also grappled (escape DC 23). Until this grapple ends, the creature is restrained , and the eremite can\xe2\x80\x99t grapple another target. \n'b' Wings . Melee Weapon Attack : +17 to hit, reach 5 ft., one target. Hit : 22 (2d12 + 9) bludgeoning damage, and the target must succeed on a DC 15 Constitution saving throw or be incapacitated by excruciating pain until the end of the eremite\xe2\x80\x99s next turn.\n'b'\n'b'\n'b' Evisceration . Melee Weapon Attack : +17 to hit, reach 5 ft., one creature that is grappled by the eremite. Hit : 25 (3d10 + 9) slashing damage, and the target\xe2\x80\x99s Constitution score is reduced by 1d6. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a long rest . The creature must also succeed on a DC 19 Constitution saving throw or be knocked unconscious from excruciating pain as the eremite excises flesh or an internal organ from the creature. \n'b' Unnerving Gaze . A creature of the eremite\xe2\x80\x99s choice that is within 60 feet of the eremite and aware of it must succeed on a DC 19 Wisdom saving throw or be paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a failure, the creature\xe2\x80\x99s Wisdom score is reduced by 1d4. The target dies if this reduces its Wisdom to 0. Otherwise, the reduction lasts until the target finishes a long rest . \n'b' Teleport . The eremite magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b'\n'b' Legendary Actions \n'b' The eremite can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The eremite regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The eremite moves up to its speed without provoking opportunity attacks. \n'b' Attack . The eremite makes one bite attack or one wing attack. \n'b' Graft Flesh (Costs 3 Actions) . The eremite uses its Graft Flesh ability.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Erina Defender \n'b' Family: Erina \n'b' Small humanoid ( erina ), neutral \n'b' Armor Class 15 (chain shirt) Hit Points 44 (8d6 + 16) Speed 20 ft., burrow 20 ft.\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 13 (+1) WIS: 12 (+1) CHA: 11 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Perception +3 Damage Resistances poison Senses darkvision 60 ft., passive Perception 13 Languages Common, Erina Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The erina has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Hardy . The erina has advantage on saving throws against poison. \n'b' Spines . As the erina, except the spines now deal 5 (2d4) piercing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The erina defender makes two Shortsword or Shortbow attacks. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Protective Interference . When a friendly creature the e rina defender can see within 5 feet of it is the target of an attack, the defender can impose disadvantage on the attack roll. To do so, the defender must see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills.\xc2\xa0As the largest and hardiest of their kind, erina defenders take the defense of their home tunnels very seriously, and are quite suspicious of outsiders. Once an outsider proves himself a friend, they warm considerably, but until then defenders are quite spiky.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Erina Scrounger \n'b' Family: Erina \n'b' Small humanoid (erina), neutral \n'b' Armor Class 12 (leather armor) Hit Points 22 (4d6 + 8) Speed 20 ft., burrow 20 ft.\n'b' STATS STR: 9 (-1) DEX: 12 (+1) CON: 14 (+2) INT: 13 (+1) WIS: 10 (+0) CHA: 11 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances poison Senses darkvision 60 ft., passive Perception 10 Languages Common, Erina Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The erina has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Hardy . The erina has advantage on saving throws against poison. \n'b' Spines . An enemy who hits the erina with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage. \n'b'\n'b' Actions \n'b'\n'b' Dagger . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' Sling . Ranged Weapon Attack : +3 to hit, range 30/120 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. \n'b'\n'b' About \n'b' This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills. \n'b' Burrowed Villages . Natural diggers at heart, erinas live in shallow networks of tunnels and chambers they excavate themselves. Enemies who attack the peaceful erinas easily become confused and lost in the mazelike tunnels. On their own ground, the erinas can easily evade, outmaneuver, or surround invaders. They often lure them onto choke points where the enemy can be delayed endlessly while noncombatants and valuables are hustled to safety through other tunnels. \n'b' Scroungers and Gatherers . Erinas are naturally curious. They tend to explore an area by tunneling beneath it and popping up at interesting points. They dislike farming, but subsist mainly on the bounty of the land surrounding their homes. In cities, they still subsist on what they can find, and they have a knack for finding whatever they need. Sometimes they are called thieves, but they aren\xe2\x80\x99t greedy or malicious. They take only what they need, and seldom take anything from the poor. Some humans even consider it lucky to have a family of erinas nearby.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Erina Tussler \n'b' Family: Erina \n'b' Small humanoid (erina), neutral \n'b' Armor Class 14 (leather armor) Hit Points 66 (12d6 + 24) Speed 20 ft., burrow 20 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Acrobatics +5, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Sylvan Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Arm Spine Regrowth . The erina has twenty-four arm spines that it can use to make Throw Spine attacks. Used spines regrow when the erina finishes a long rest. \n'b' Expert Wrestler . The erina can grapple creatures two sizes larger than itself and can move at its full speed when dragging a creature it has grappled . If the erina grapples a Small or smaller creature, the target has disadvantage on its escape attempts. In addition, the erina has advantage on ability checks and saving throws made to escape a grapple or end the restrained condition. \n'b' Keen Smell . The erina has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Hardy . The erina has advantage on saving throws against poison. \n'b' Spines . A creature that touches the erina or hits it with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage. In addition, a creature grappled by or grappling the erina takes 5 (2d4) piercing damage at the start of the erina\xe2\x80\x99s turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The erina tussler makes two Punching Spines or Throw Spine attacks. If the erina hits one creature with both Punching Spines attacks, the target is grappled (escape DC 13). The erina can grapple only one target at a time. \n'b' Punching Spines . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage. \n'b' Throw Spine . Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 8 (2d4 + 3) piercing damage, and the spine sticks in the target until a creature uses an action to remove it. While the spine is stuck, the target has disadvantage on weapon attacks that use Strength . \n'b'\n'b' ABOUT \n'b' Sharp spines cover the back, shoulders, and arms of this hedgehog humanoid. Leather armor protects its underbelly as it adopts a fighting stance. \n'b' Some erina relish close-quarters combat. These tusslers groom their spines to painful effect and bind their sturdiest quills onto their wrists, using them like punching daggers. \n'b' Fighting Dirty . Tusslers are notable (and somewhat suspect) in the erina communities for their fighting prowess and unconventional methods. Tusslers disregard the common erina tactic of ambushing opponents from below by burrowing; they prefer more upfront tactics such as punching wildly and sticking to foes like thorny briars. \n'b' Flying Spines . Tusslers take extra care to groom sharp spines along their arms, which they can fling at foes who are out of reach of their punches. When these flung spines stick to their targets they are quite painful, disrupting a creature\xe2\x80\x99s ability to counterattack.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Erina, Common \n'b' Family: Erina \n'b' Small humanoid ( erina ), neutral \n'b' Armor Class 12 (leather armor) Hit Points 22 (4d6 + 8) Speed 20 ft., burrow 20 ft.\n'b' STATS STR: 9 (-1) DEX: 12 (+1) CON: 14 (+2) INT: 13 (+1) WIS: 10 (+0) CHA: 11 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances poison Senses darkvision 60 ft., passive Perception 10 Languages Common, Erina Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The erina has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Hardy . The erina has advantage on saving throws against poison. \n'b' Spines . A creature that touches the erina or hits it with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage. In addition, a creature grappled by or grappling the erina takes 2 (1d4) piercing damage at the start of the erina\xe2\x80\x99s turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage. \n'b' Sling . Ranged Weapon Attack : +3 to hit, range 30/120 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills. Erinas, or hedgehog folk, are a small, communal people. \n'b' Burrowed Villages . Natural diggers at heart, erinas live in shallow networks of tunnels and chambers they excavate themselves. Enemies who attack the peaceful erinas become confused and lost in the mazelike tunnels. On their own ground, the erinas can easily evade, outmaneuver, or surround invaders. They lure intruders into choke points where the enemy can be delayed while noncombatants and valuables are hustled to safety through other tunnels. Such choke points are often protected or held by erina defenders, the largest and hardiest of their kind. \n'b' Scroungers and Gatherers . Erinas are naturally curious. They tend to explore an area by tunneling beneath it and popping up at interesting points. They dislike farming and live mainly on the bounty of the land surrounding their homes. In cities, they subsist on what they can find, and they have a knack for finding whatever they need.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lizard, Giant Iguana \n'b' Family: Animal \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 95 (10d10 + 40) Speed 30 ft., climb 30 ft., swim 20 ft.\n'b' STATS STR: 21 (+5) DEX: 13 (+1) CON: 19 (+4) INT: 2 (-4) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Dex +4 Skills Athletics +8, Perception +5, Stealth +4 Senses passive Perception 15 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The giant iguana makes two attacks: one with its bite and one with its tail slap. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 12 (2d6+5) piercing damage. \n'b' Tail . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d10+5) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Body Shield . Giant iguanas cluster in familial groups for mutual defense. When an adjacent giant iguana is attacked, a giant iguana can use its own body as a reaction to shield and protect its ally, causing that attack to suffer disadvantage. \n'b' Intimidating Display . When a giant iguana is threatened, as a reaction action it can hiss ferociously, extending its neck dewlap, stiffening its dorsal spines, and puffing up its body in a vicious display. The creature that threatened it, or one creature of its choice within 30 feet (if multiple creatures threatened it), must make a DC 15 Wisdom save or be frightened for 1d6 rounds. \n'b'\n'b' ABOUT \n'b' A wide variety of large reptiles can be found inhabiting the torrid zones of the tropics, from the dusty desert sands to the lush jungles and islands. \n'b' Giant Iguana . These bright-eyed lizards are larger than horses. They gather in family groups for mutual protection but make elaborate displays of anger to dissuade predators and indicate they are about to charge. When agitated, a brightly dewlap expands like a colored frill around its neck to make it appear larger. Giant iguanas are very agile for their size , able to scale large trees and rocky cliffs, and are equally at home in the water when hunting or migrating.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Erlking \n'b' Large fey , neutral evil \n'b' Armor Class 24 (natural armor) \n'b' Hit Points 1,000 (87d10 + 522) \n'b' Speed 60 ft.\n'b' STATS STR: 28 (+9) DEX: 21 (+5) CON: 23 (+6) INT: 19 (+4) WIS: 26 (+8) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +14, Con +15, Int +13, Cha +15 \n'b' Skills Athletics +18, Nature +13, Perception +17, Stealth +23, Survival +17 \n'b' Damage Immunities cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered \n'b' Senses truesight 120 ft., passive Perception 27 \n'b' Languages Sylvan \n'b' Challenge 30 (155,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Crown of the Wild . When a creature within 60 feet of the erlking starts its turn and can see the erlking and the erlking isn\xe2\x80\x99t incapacitated and can see the creature, the erlking can force it to attempt a DC 25 Charisma saving throw, becoming cursed on a failure. While so cursed, whenever the target makes an attack roll, saving throw, or ability check and rolls a 16 or higher, it instead rolls a 15. Each additional time a cursed creature fails this saving throw, the curse grows in power. On a second failure, when the creature would roll an 11 or higher in this manner, it instead rolls a 10. On a third failure, when the creature would roll a 6 or higher in this manner, it instead rolls a 5. On a fourth failure, when a creature would roll a 2 or higher in this manner, it instead rolls a 1. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the erlking and is frightened until the start of its next turn. While frightened in this manner, a creature must spend all of its movement on each of its turns to move away from the erlking by the safest possible route. If the creature looks at the erlking in the meantime, it must immediately attempt the Charisma saving throw. \n'b' Mythic Resistance . When the erlking fails a saving throw, it can expend one of its unspent legendary actions to succeed instead. \n'b' Sneak Attack (1/Turn) . The erlking deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the erlking isn\xe2\x80\x99t incapacitated and the erlking doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Soul-scarring . The erlking\xe2\x80\x99s weapons leave no visible injury, instead injuring the soul of its target. When an erlking deals damage to a creature which possesses a soul with a weapon attack , the target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the damage dealt. This reduction lasts until removed by a wish spell or until 12 hours have passed. A creature whose hit point maximum is reduced to 0 by this effect dies instantly, and if the erlking is within 120 feet of the target when the creature dies, it may use its reaction to transfer the target\xe2\x80\x99s soul to its spiritskin. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The erlking makes three attacks. The erlking may forgo making one of these attacks to instead use the Hide or Misty Step action. \n'b' Hunting Knife . Melee Weapon Attack : +18 to hit, reach 5 ft., one target. Hit : 20 (2d10 + 9) slashing damage. \n'b' Truesilver Spear . Melee or Ranged Weapon Attack : +18 to hit, reach 15 ft. or range 60/12,000 ft., one target. Hit : 22 (2d12 + 9) piercing damage plus 36 (8d8) cold damage. If the target is a creature, it must succeed on a DC 25 Constitution saving throw or be stunned until the start of its next turn. \n'b' Hunting Horn (Recharge 5\xe2\x80\x936) . The erlking sounds a massive hunting horn which can be heard by creatures up to 10 miles away. Friendly fey creatures that can hear the horn are emboldened for 1 hour. When a fey creature so emboldened makes an attack roll, saving throw, or ability check and rolls a 10 or lower, it instead rolls an 11. Enemy creatures of the erlking\xe2\x80\x99s choice that can hear the horn must succeed on a DC 25 Wisdom saving throw or be disheartened for 1 hour. A creature so disheartened is vulnerable to damage dealt by fey. At the end of each minute an affected creature can repeat the saving throw, ending the effect on a success. \n'b' Misty Step . The erlking magically teleports to an unoccupied space it can see within 30 feet. \n'b' Naturalize . The erlking touches a spell or magical effect within reach, ending it immediately. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The erlking 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 erlking regains spent legendary actions at the start of each of its turns. \n'b'\n'b' Hide . The erlking uses the Hide action. \n'b' Return . The erlking\xe2\x80\x99s Truesilver Spear magically appears in its hand. \n'b' Strike . The erlking makes a weapon attack . \n'b' Find the Center (Costs 2 Actions) . The erlking studies a creature it can see within 120 feet of it. The first hit the erlking scores against the target with a weapon attack before the end of its next turn is instead a critical hit. \n'b' Naturalize (Costs 2 Actions) . The erlking uses its Naturalize action. \n'b'\n'b' REGIONAL EFFECTS \n'b' When an erlking appears on a plane other than the fey realm, it can choose to enchant the area around which it appears with powerful magic, proclaiming a wild hunt to be in session. A wild hunt lasts for 12 hours and creates the following effects within 10 miles of where the erlking appears: \n'b'\n'b' Creatures cannot magically teleport or travel between the planes in the affected area. \n'b' A dense fog saturates the area. The senses of all creatures other than fey are reduced to 60 feet and are blinded beyond that radius. \n'b' Creatures with truesight can instead see 120 feet. \n'b' Creatures of the erlking\xe2\x80\x99s choice in the affected area are declared to be the prey of the wild hunt. If the prey is able to survive the hunt for 24 hours, it can never again be affected in a harmful manner by the erlking. If the erlking is slain, these effects end immediately. \n'b'\n'b' ABOUT \n'b' Erlkings are extremely rare and are most commonly observed while on their wild hunts. It takes an extraordinary creature to bring forth these powerful fey, one that is mighty, cunning, and exceptional among its species. In the fey realm, erlkings dwell in secluded hunting lodges, their many allies and servants bringing rumors of worthy prey to investigate. \n'b' These homes are magically concealed and nigh impossible to find unless the erlking wants to be found. These fey only show their malevolent side while hunting. To both their allies and innocents, erlkings are respectful and refined, suffering no disrespect or insult without challenge. Erlkings view others of their kind as worthy rivals, with each competing for centennial title of First Hunter. How erlkings come to be is a mystery, though it is believed all of them are related by blood, descended from either divine stock or an ancient, long-forgotten line of fey. \n'b' LORE \n'b' A character can learn the following information about an erlking with an Intelligence ( Nature ) ability check. \n'b'\n'b' Erlking \n'b' Lore \n'b' DC \n'b' Information \n'b'\n'b' 19 \n'b' Erlkings only bother to hunt the most dangerous prey. Their truesilver spears spare the flesh and scar the soul, leaving behind perfect corpses and no hope of resurrection . What\xe2\x80\x99s worse, erlkings are rarely alone, mustering a full wild hunt lasting a dreaded 12 hours. \n'b'\n'b' 24 \n'b' Once you have been trapped within the misty confines of a wild hunt, your only hope is survival. Attacking an erlking is near suicide; daring to even look at the fey could find you cursed into impotent ruin. Just survive until dawn and you are free to go. \n'b'\n'b' 30 \n'b' Witnesses to an erlking\xe2\x80\x99s might speak of its extraordinary hunting skills. As stealthy as a shadow , cunning as a dragon, and mighty as a giant, an erlking has no weakness or vulnerability to exploit. They can even dissolve magic with a touch, ensuring no prey is beyond their reach.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Erlking \n'b' Medium fey , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 270 (20d8+180) Speed 70 ft., fly 90 ft.\n'b' STATS STR: 20 (+5) DEX: 25 (+7) CON: 28 (+9) INT: 19 (+4) WIS: 20 (+5) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Con +15, Dex +13, Str +11 Skills Acrobatics +19, Intimidation +11, Nature +10, Perception +17 Damage Resistances acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 27 Languages Common, Elvish, Sylvan Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The erlking\xe2\x80\x99s spell casting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : blur , speak with animals , speak with plants \n'b' 3/day each : black tentacles , haste , plant growth \n'b' 1/day each : conjure elemental , finger of death \n'b'\n'b' Legendary Resistance (3/Day) . If the erlking fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The erlking makes four longbow attacks or four longsword attacks. \n'b' Longbow . Ranged Weapon Attack : +13 to hit, range 150/600 ft., one target. Hit : 11 (1d8 + 7) piercing damage. When the erlking successfully hits a creature with its longbow, the attacks deals an extra 18 (4d8) piercing damage to the creature. This damage only affects creatures that can bleed. \n'b' Longsword . Melee Weapon Attack : +11 to hit, 5 ft. reach, one target. Hit : 10 (1d10 + 5) slashing damage. When the erlking successfully hits a creature with its longsword, the attacks deals an extra 18 (4d8) slashing damage to the creature. This damage only affects creatures that can bleed. \n'b'\n'b' ABOUT \n'b' Erlkings guard the wildest, most pristine reaches of nature, and lead other fey to reclaim defiled lands. Most forest creatures acknowledge an erlking as king of the forest and arbiter in disputes between the people of the wilds. In most forests, an erlking is the brother or consort of a hamadryad, and represents the aggressive, dangerous, and vengeful aspect of the wilds. \n'b' An erlking is a blur of motion on or off the battlefield, using his powers to coordinate attacks against despoilers, manipulate terrain to his side\xe2\x80\x99s advantage, and call in reinforcements when his forces would be overwhelmed. When his services are not needed, an erlking retires to the realm of the fey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Chimeric Phantom \n'b' Medium undead , chaotic neutral \n'b' Armor Class 11 Hit Points 36 (8d8) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 10 (+0) INT: 13 (+1) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft. passive Perception 11 Languages any languages its constituent souls knew in life Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Frightening Madness . A chimeric phantom\xe2\x80\x99s madness unnerves those nearby. Any creature that starts its turn within 10 feet of the chimeric phantom must succeed on a DC 12 Wisdom saving throw or be frightened until the start of its next turn. On a successful saving throw, the creature is immune to the chimeric phantom\xe2\x80\x99s Frightening Madness for 24 hours. \n'b' Incorporeal Movement . The chimeric phantom can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chimeric phantom makes two Maddening Grasp attacks. \n'b' Maddening Grasp . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) necrotic damage. \n'b'\n'b' ABOUT \n'b' The vague outline of a tortured being flickers, appearing as though it may have once been human . Its face is composed of many faces, and its expressions shift rapidly from madness to anger to pain. Its features change from one moment to the next, resembling one person for a short time, then someone else, or an odd combination of several at the same time. \n'b' Recombined Spirits . Chimeric phantoms are created when intelligent creatures, most often humanoid, are consumed by a kachlian. The kachlian keeps the pieces of the creatures\xe2\x80\x99 souls that it finds most valuable and discards the remainder. These discarded pieces of souls often combine into a single, ghost-like creature. Although the chimeric phantom retains fractured memories of the individuals it once was, none of these memories are fully realized, and no single partial soul is in control of the phantom. Chimeric phantoms are an amalgam of spirits and can be destroyed. However, the spirits that make up the phantom cannot be separated into their former selves, as core pieces of the original souls were consumed by the kachlian that created the phantom. \n'b' Insanity . Chimeric phantoms are destined to spend the remainder of their existence in a state of insanity. Each of the spirits fights to dominate the others to control the being they have become, though the spirits are doomed to never have a victor. Instead, the chimeric phantom is ruled by whatever emotion is strongest at that moment. The constant turmoil of its internal struggle leaves the chimeric phantom a chaotic mess of faces, voices, and body language that shift as its emotions change and as minor personalities take hold for seconds at a time. Its struggle is never-ending, permanently damaging the psyches of all the souls that make up the chimeric phantom. \n'b' The fractured souls can never experience true peace until they have been completely destroyed, which requires destroying the chimeric phantom and the kachlian who made it. \n'b' Undead Nature . A phantom doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ermine \n'b' Small beast , unaligned \n'b' Armor Class 13 Hit Points 1 (1d4-1) Speed 30 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Senses passive Perception 13 Languages \xe2\x80\x94 Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' Special Traits \n'b'\n'b' Arctic Camouflage . The ermine\xe2\x80\x99s snow-white coat grants it a degree of camouflage in snowy terrain. When in snow or ice, creatures have disadvantage to see the arctic hare. \n'b' Keen Senses . The ermine has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Tight Squeeze . The long, skinny body of an ermine allow sit to move easily through even tiny spaces, squeezing through spaces as small as 1 inch. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., 1 target. Hit : 1 piercing damage. \n'b'\n'b' About \n'b' The ermine is a white weasel-like creature found in the north. The ermine\xe2\x80\x99s long, thin body allows it to squeeze through the smallest of spaces.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Escorite \n'b' Large fey , chaotic evil \n'b' Armor Class 16 (fuzz and glitter) Hit Points 165 (22d10 + 44) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 12 (+1) DEX: 19 (+4) CON: 14 (+2) INT: 9 (-1) WIS: 20 (+5) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Int +3, Wis +9, Cha +6 Skills Arcana +3, Nature +9, Perception +9 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses darkvision 60 ft., passive Perception 19 Languages Sylvan, telepathy 100 ft. Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Inevitability . Any creature within 30 feet of the escorite must succeed at a DC 14 Constitution saving throw each round or become frightened for that round as it wrestles with the inevitability of its own eventual nonexistence. This affect also suppresses all magic items of less than legendary rarity. \n'b' Innate Spellcasting : The escorite\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 17). The escorite can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : faerie fire , druidcraft, dimension door , luna ray (as scorching ray but it does radiant damage, lycanthropes have disadvantage on this saving throw) \n'b' 3/day each : dispel magic , entangle , plant growth , spike growth \n'b' 1/day each : moonbeam , grasping vine, wall of moonlight (treat as a wall of thorns but it does radiant damage, lycanthropes have disadvantage on this saving throw) \n'b'\n'b' Magic Resistance . The escorite has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The escorite makes four tentacle attacks. \n'b' Lepidopteran Tentacles . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage and 1d4 Constitution damage. If a target is reduced to 0 Constitution , they turn into a hollow husk as their life energy is fully drained from them and die. \n'b' Hollow Eyes (Recharge 4\xe2\x80\x936) . The escorite can focus its eyeless stare on a target creature within 60 feet, dealing 35 (10d6) radiant damage, or half as much on a successful DC 14 Constitution saving throw. Lycanthropes have disadvantage on this saving throw. Any creature slain in this manner immediately falls to dust. \n'b'\n'b' ABOUT \n'b' No one knows exactly what causes a remacera (see page 245) to pupate\xe2\x80\x94whether it\xe2\x80\x99s witnessing some mind-shattering evil, undergoing a specific number of resurrections, or random hormonal and instinctual triggers. Regardless, on rare occasions, a remacera may begin producing dark silk, sealing itself inside a black cocoon. A week later, it emerges in the form of a winged and skull-headed escorite. The average escorite has a wingspan of 15 feet and weighs 800 pounds. \n'b' Living Death . Where remaceras embody rebirth, escorites represent the inevitability of entropy. Even the boundless multiverse is slowly winding down, losing steam as the millennia roll by, and escorites seek to help this along, teaching the careless immortals of the Plane of Faerie to fear cessation. Even standing in an escorite\xe2\x80\x99s presence claws at the mind, and to be the subject of one\xe2\x80\x99s full focus is to risk disintegration. Escorites themselves are not immune to this constant decay; in fact, they embrace their decomposition, using the clouds of magical scales that slough off their wings to reveal invisible opponents. \n'b' Left to themselves, escorites live just a few years, making no effort to reproduce. Yet in that time, they can destroy tremendous numbers of creatures and their works. Remaceras view escorites as abominations, and do everything they can to facilitate their destruction, yet have a strong racial taboo against attacking them directly, instead preferring to recruit members of other races to the cause. Escorites, for their part, have no compunctions about destroying their former brethren.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ethereal Filcher \n'b' Medium aberration , unaligned \n'b' Armor Class : 17 Hit Points 5d8 (22 hp ) Speed : 40 ft.\n'b' STATS STR: 10 (0) DEX: 18 (+4) CON: 11 (0) INT: 7 (-2) WIS: 12 (+1) CHA: 10 (0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Perception +5, Sleight of Hand +10, Stealth +5 Senses : darkvision 60 ft., passive Perception 16 Languages : Common (understand only) Challenge : 2 (450) \n'b' Special Traits \n'b'\n'b' Detect Magic : Ethereal filchers can detect magic as the wizard spell at will. \n'b' Ethereal Jaunt : As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, 5 ft. reach, one target. Hit : 3 (1d6) piercing. \n'b'\n'b' About \n'b' Ethereal filchers are bizarre-looking creatures with one foot and four arms ending in hands with long, spindly fingers. They appear to have two heads, one on a long stalk of a neck and another on their abdomen. They have a penchant for snatching trinkets from passersby. Their ability to move quickly between the Ethereal Plane and the Material Plane makes them spectacular pickpockets.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Etheroot \n'b' Large plant , neutral \n'b' Armor Class 18 (natural armor) Hit Points 95 (10d10+40) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 19 (+4) INT: 14 (+2) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., see invisibility , passive Perception 13 Languages telepathy 100 ft. Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' See Invisibility . The etheroot can see invisible creatures and objects. \n'b' Sense Emotions . The etheroot is aware of the emotions of other creatures within 30 feet of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 8 (1d8 + 4) piercing damage, and the target must make a DC 13 Wisdom saving throw. On a failed save, a creature is charmed or frightened (the etheroot\xe2\x80\x99s choice) for 1 minute. At the end of each of its turns, the creature can make a new saving throw; on a success, it is no longer affected. \n'b' Tendrils . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 19 (6d4 + 4) bludgeoning damage. \n'b' Ethereal Portal . An etheroot can create a portal from the Ethereal Plane to the corresponding location on the Material Plane in the 10-foot square beneath its body. This portal allows the etheroot\xe2\x80\x99s stalked bite and tentacles to pass through, but not the rest of its body or any other creatures. If an etheroot moves from its location, the portal vanishes immediately. An etheroot can be attacked normally by creatures on the Material Plane when its portal is active. \n'b'\n'b' ABOUT \n'b' Etheroots feed on emotions and ectoplasm. While the Ethereal Plane contains ample ectoplasm for their needs, etheroots typically burrow their feeding tendrils and roots through to the Material Plane in search of emotional energy. \n'b' Depending upon its mood and the balance of emotions in its body, an etheroot may offer words of encouragement and beneficial spells, or it may evoke terror instead. Particularly knowledgeable planar travelers may be able to predict an etheroot\xe2\x80\x99s appetites by observing the colors and shapes of its flowers, which represent the emotional auras of the plant\xe2\x80\x99s most recent meals. One of the etheroot\xe2\x80\x99s favorite delicacies are ghosts and phantoms that linger at the site of great love, sorrow, or pain, as their rare combination of ectoplasmic bodies and intense emotions make them uniquely flavorful and satisfying.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ettercap \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points \xc2\xa044 (8d8 + 8) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 13 (+1) INT: 7 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Spider Climb : The ettercap 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 ettercap knows the exact location of any other creature in contact with the same web. \n'b' Web Walker : The ettercap ignores movement restrictions caused by webbing. \n'b'\n'b' Actions \n'b'\n'b' Multiattack : The ettercap 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 creature. Hit : 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself a success. \n'b' Claws : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. \n'b' Web (Recharge 5-6) : Ranged Weapon Attack : +4 to hit, range 30/60 ft., one Large or smaller creature. Hit : The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. \n'b'\n'b' About \n'b' Ettercaps are typically 6 feet tall and weigh about 200 pounds. They are solitary creatures and rarely group with others of their kind, even to mate. When they do group, they tend to attract a variety of different spiders, forming a strange collective of ettercaps and arachnids. Ettercaps are known for building cunning traps out of webs and other natural materials, using them to trap prey. They build shelters out of webbing, often high up in the trees away from other ground-based predators, and use monstrous spiders as lookouts and guardians. \n'b' Ettercaps are not brave creatures, but their traps often ensure that the enemy never draws a weapon. When an ettercap does engage its enemies, it attacks with its claws and venomous bite. It usually refuses to come within melee reach of any foe that is still able to move, and flees if an opponent gets free.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ettin Destroyer \n'b' Family: Ettin \n'b' Huge ravager (devastation), chaotic evil or unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 184 (16d12 + 80); Wound Threshold 46 \n'b' Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 10 (+0) CON: 20 (+5) INT: 8 (-1) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Con +9, Cha +5 \n'b' Skills Athletics +10, Insight +4, Intimidation * +9, Perception +4, Stealth +4 \n'b' Damage Resistances acid, necrotic, poison; bludgeoning, piercing and slashing from non-magical attacks (While raging: bludgeoning, piercing and slashing) \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Phantasm and any one language \n'b' Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrosive Fluids . After dealing a Wound or a critical hit to the ettin destroyer, the weapon used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b' Danger Sense . The ettin destroyer has advantage on Dexterity saving throws. \n'b' Devastating Critical . The ettin destroyer\xe2\x80\x99s weapon attacks score a critical hit on a roll of 18, 19, or 20. On a critical hit, the target\xe2\x80\x99s armor (on the condition that it isn\xe2\x80\x99t magical) takes a -1 AC penalty and becomes fragile. \n'b'\n'b' ABOUT \n'b' Being two-headed giants, ettins are misshapen creatures who, sometimes, can still garble in a language they once knew. Without a doubt, their monstrous appearance is linked to the corrupting influence of Canker. \n'b' According to a well-known Drakenbergen legend, the giant warrior Qunok\xc3\xa2n was a heroine of the Dawn War. Alone, she covered a desperate retreat before being overwhelmed. Unfortunately, her body still had a breath of life in it: this allowed Canker to create a twin chimera, which became the first ettin . Afterward, many other ettins were created. \n'b' Today, a Cankerous nest can create ettins without the need for a digestiwomb, for these shapes are inscribed in the flesh library of possible ravager shapes. The ettin is no longer an isolated experiment but rather the long-tested model of a combatant whose efficiency has been approved. \n'b' Therefore, it is quite possible that other satisfactory twin chimeras will one day become common devastating ravagers. \n'b' An Unstable Personality \n'b' If you use this option, an ettin has an unstable personality. Its actions are unpredictable, especially if it does not receive direct orders from Canker. It can be aggressive or just a friendly monster. Unfortunately, its mood is just as unstable and can change dramatically overnight. And even when in a civilized mood, ettins remain quite mad, which can lead to frightening behaviors even if they are favorable toward adventurers or common people. \n'b' Each head of the ettin suffers from an indefinite madness. \n'b' Effects : Indefinite Madness). They deeply influence its behavior. When one head is sleeping or dozing, only the waking head\xe2\x80\x99s madness manifests. Sometimes, the heads can have antagonistic madness, resulting in a way of life that alternates between one extreme phase and the other. \n'b' Changing the Dominant Personality \n'b' The body is only led by one head at a time, even if it upsets the other head, which is conscious at the time. If you use this option, it is possible to induce a change of the dominant personality by using the Incite action (see Adventurers, Combat, Actions in Combat: Incite). \n'b' Choose a suitable incitement. The incitement must reinforce the personality that is currently dominated. For example, if the dominated personality is angry, you might want to provoke it through sarcastic Deception . Conversely, if it is cowardly, frightening it through Intimidation might encourage it to regain the upper hand so it can run away. Finally, when facing a peaceful or benevolent second personality, Persuasion or Deception (depending on the case) could be appropriate. \n'b' Bolster the dominated . At each incitement, the ettin makes a saving throw, DC 8 + inciter\xe2\x80\x99s Charisma modifier + proficiency bonus if it is proficient in the skill used. On a failure, the ettin has disadvantage on all rolls tied to actions that oppose the currently dominated personality. \n'b' Steady the hold of the chosen personality. After three consecutive and successful incitements, the ettin\xe2\x80\x99s second personality takes over for 24 hours, for better or worse.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ettin Plunderer \n'b' Family: Ettin \n'b' Large ravager (devastation), chaotic evil or unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 127 (15d10 + 45); Wound Threshold 32 \n'b' Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +3 \n'b' Skills Nature +3, Perception * +6, Stealth * +8, Survival +3 \n'b' Senses darkvision 60 ft., passive Perception 16 \n'b' Languages Phantasm and any one language \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Harry . When the ettin plunderer attacks a target it has already attacked since the start of its turn, it has advantage on its attack roll. \n'b' Corrosive Fluids . After dealing a Wound or a critical hit to the ettin plunderer, the weapon used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and the target must succeed a DC 18 Constitution saving throw, or be stunned until the end of its next turn. \n'b' Magic Resistance . The ettin destroyer has advantage on saving throws against spells and other magical effects. \n'b' Multiple Heads . The ettin destroyer has two heads. While it has two heads, the ettin plunderer has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . \n'b' Wakeful . When one of the ettin destroyer\xe2\x80\x99s heads is asleep, its other head is awake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ettin destroyer makes three battleaxe attacks. \n'b' Battleaxe . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 15 (2d8 + 6) slashing damage; while raging: 19 (2d8 + 10) slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Rage (Recharges after a Short or Long Rest) . The ettin destroyer enters a warrior trance. For one minute, it gains a +4 bonus to the damage rolls of its melee weapon attacks and resistance to bludgeoning, piercing, and slashing (including magical) damage. It can end this effect as a bonus action. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The ettin destroyer adds 4 to its AC against one melee attack that would hit it. To do so, the ettin destroyer must see the attacker and be wielding a melee weapon which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b' Multiple Heads . The ettin plunderer has two heads. While it has two heads, the ettin plunderer has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . \n'b' Wakeful . When one of the ettin plunderer\xe2\x80\x99s heads is asleep, its other head is awake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ettin plunderer makes three weapon attacks. \n'b' Greataxe . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +5 to hit, range 150/600 ft., one target. Hit : 13 (2d10 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' Being two-headed giants, ettins are misshapen creatures who, sometimes, can still garble in a language they once knew. Without a doubt, their monstrous appearance is linked to the corrupting influence of Canker. \n'b' According to a well-known Drakenbergen legend, the giant warrior Qunok\xc3\xa2n was a heroine of the Dawn War. Alone, she covered a desperate retreat before being overwhelmed. Unfortunately, her body still had a breath of life in it: this allowed Canker to create a twin chimera, which became the first ettin . Afterward, many other ettins were created. \n'b' Today, a Cankerous nest can create ettins without the need for a digestiwomb, for these shapes are inscribed in the flesh library of possible ravager shapes. The ettin is no longer an isolated experiment but rather the long-tested model of a combatant whose efficiency has been approved. \n'b' Therefore, it is quite possible that other satisfactory twin chimeras will one day become common devastating ravagers. \n'b' An Unstable Personality \n'b' If you use this option, an ettin has an unstable personality. Its actions are unpredictable, especially if it does not receive direct orders from Canker. It can be aggressive or just a friendly monster. Unfortunately, its mood is just as unstable and can change dramatically overnight. And even when in a civilized mood, ettins remain quite mad, which can lead to frightening behaviors even if they are favorable toward adventurers or common people. \n'b' Each head of the ettin suffers from an indefinite madness. \n'b' Effects : Indefinite Madness). They deeply influence its behavior. When one head is sleeping or dozing, only the waking head\xe2\x80\x99s madness manifests. Sometimes, the heads can have antagonistic madness, resulting in a way of life that alternates between one extreme phase and the other. \n'b' Changing the Dominant Personality \n'b' The body is only led by one head at a time, even if it upsets the other head, which is conscious at the time. If you use this option, it is possible to induce a change of the dominant personality by using the Incite action (see Adventurers, Combat, Actions in Combat: Incite). \n'b' Choose a suitable incitement. The incitement must reinforce the personality that is currently dominated. For example, if the dominated personality is angry, you might want to provoke it through sarcastic Deception . Conversely, if it is cowardly, frightening it through Intimidation might encourage it to regain the upper hand so it can run away. Finally, when facing a peaceful or benevolent second personality, Persuasion or Deception (depending on the case) could be appropriate. \n'b' Bolster the dominated . At each incitement, the ettin makes a saving throw, DC 8 + inciter\xe2\x80\x99s Charisma modifier + proficiency bonus if it is proficient in the skill used. On a failure, the ettin has disadvantage on all rolls tied to actions that oppose the currently dominated personality. \n'b' Steady the hold of the chosen personality. After three consecutive and successful incitements, the ettin\xe2\x80\x99s second personality takes over for 24 hours, for better or worse.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Abyssal Basilisk, Greater \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 142 (15d10 + 60) Speed 25 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 18 (+4) INT: 5 (-3) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8 Skills Perception +5 Damage Resistances cold, fire Damage Immunities poison Condition Immunities poisoned Senses darkvision 90 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Detect Good . The Abyssal basilisk can detect fey and celestial creatures within 60 feet as an ongoing effect. \n'b' Foul Breath . The Abyssal basilisk\xe2\x80\x99s breath is so putrid that it creates an area of foul gas in a five-foot radius around itself. Any creature entering that area or starting its turn within that area must succeed on a DC 13 Constitution save or become poisoned until the start of its next turn. \n'b' Magic Resistance . The Abyssal basilisk has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Abyssal basilisk makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) piercing damage plus 10 (3d6) poison damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Petrifying Gaze . If a creature starts its turn within 30 feet of the Abyssal basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 15 Constitution saving throw if the basilisk isn\xe2\x80\x99t incapacitated . On a failed save, the creature magically begins to turn to stone and is restrained . It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by a greater restoration spell or other magic. A creature that isn\xe2\x80\x99t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can\xe2\x80\x99t see the Abyssal basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the Abyssal basilisk in the meantime, it must immediately make the save. If the Abyssal basilisk sees its own reflection within 30 feet of it in bright light, it must succeed on a DC 10 Wisdom save or mistake itself for a rival and target itself with its gaze. The Abyssal basilisk\xe2\x80\x99s magic resistance gives it advantage on any resultant Constitution save versus its own gaze. \n'b'\n'b' ABOUT \n'b' These large, eight-legged crocodilian horrors have been touched by the infecting influence of raw chaos. The stout, armor-plated beasts literally drip ashen discord and death from their constantly molting scales and stinking slobbering jaws. Their scales range from blue-black to dark green-black and their eyes glow with an unnatural light that petrifies their victims.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Magpie \n'b' Family: Animal \n'b' Tiny beast , unaligned \n'b' Armor Class 12 \n'b' Hit Points 1 (1d4 \xe2\x80\x93 1) \n'b' Speed 10 ft., fly 70 ft.\n'b' STATS STR: 1 (-5) DEX: 14 (+2) CON: 8 (-1) INT: 4 (-3) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Senses passive Perception 13 \n'b' Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Glean . The magpie has advantage on Wisdom ( Perception ) checks to spot shiny objects and Dexterity ( Sleight of Hand ) checks to interact with them. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Chiss \n'b' Medium beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 3 (-4) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge ??? (??? XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . Chiss have advantage on Wisdom ( Perception ) checks that rely on hearing or smell. (200 XP) \n'b' Squeeze . Chiss can move through a space as narrow as a small creature without squeezing. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage. \n'b' Quills . Ranged Weapon Attack : +4 to hit, range 15/30 ft., one target. Hit : 9 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or become poisoned . \n'b' Quill Spray (7/Day) . The chiss shoots quills in a 15-foot cone. Each creature in the cone must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After using this ability, the chiss can no longer use its quills to attack . \n'b'\n'b' ABOUT \n'b' The chiss resembles a cross between a porcupine and an otter, roughly the size of a boar. Sharp quills poke out of its sable fur along its sides, spine, and stubby tail, resembling an impending volley of arrows. A chiss\xe2\x80\x99 attack posture on land is with its head down and hindquarters up, its tail curled to point at it. Wherever a chiss makes a kill, it drags its dispatched prey into the water to let it soften until it is ready to eat. \n'b' While underwater, a chiss stalks prey from beside or below, where water hides its distinctly musky scent. A chiss is as much at home in the water as on land, swimming across streams and ponds with sinuous grace. A chiss in the water shoots quills to confound and incapacitate, then drags the victim under the surface to drown its target. \n'b' Unlike the porcupine, the chiss can launch quills from their bodies during combat, and their quills detach easily in combat. After an attack concludes, chiss must track down and gather up the quills flung like darts and replace them in its hide. A quill that is not retrieved must be replaced organically, which takes 6 months to regrow. \n'b' Chiss are highly territorial and vocal about it. \n'b' The coughing grunt of a chiss warns off others of its kind when they stray too near a protected territory, which always includes water of some kind. Chiss are silent during attacks, save for a faint hissing sound if challenging potential prey on land.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ettin, Common \n'b' Family: Ettin \n'b' Large ravager (devastation), chaotic evil or unaligned \n'b' Armor Class 12 (natural armor) \n'b' Hit Points 85 (10d10 + 30); Wound Threshold 22 \n'b' Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 8 (-1) CON: 17 (+3) INT: 7 (-2) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception * +4 \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Phantasm and any one language \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrosive Fluids . After dealing a Wound or a critical hit to the ettin, the weapon used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b' Multiple Heads . The ettin has two heads. While it has two heads, the ettin has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . \n'b' Wakeful . When one of the ettin\xe2\x80\x99s heads is asleep, its other head is awake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ettin makes two morningstar attacks. \n'b' Morningstar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Being two-headed giants, ettins are misshapen creatures who, sometimes, can still garble in a language they once knew. Without a doubt, their monstrous appearance is linked to the corrupting influence of Canker. \n'b' According to a well-known Drakenbergen legend, the giant warrior Qunok\xc3\xa2n was a heroine of the Dawn War. Alone, she covered a desperate retreat before being overwhelmed. Unfortunately, her body still had a breath of life in it: this allowed Canker to create a twin chimera, which became the first ettin . Afterward, many other ettins were created. \n'b' Today, a Cankerous nest can create ettins without the need for a digestiwomb, for these shapes are inscribed in the flesh library of possible ravager shapes. The ettin is no longer an isolated experiment but rather the long-tested model of a combatant whose efficiency has been approved. \n'b' Therefore, it is quite possible that other satisfactory twin chimeras will one day become common devastating ravagers. \n'b' An Unstable Personality \n'b' If you use this option, an ettin has an unstable personality. Its actions are unpredictable, especially if it does not receive direct orders from Canker. It can be aggressive or just a friendly monster. Unfortunately, its mood is just as unstable and can change dramatically overnight. And even when in a civilized mood, ettins remain quite mad, which can lead to frightening behaviors even if they are favorable toward adventurers or common people. \n'b' Each head of the ettin suffers from an indefinite madness. \n'b' Effects : Indefinite Madness). They deeply influence its behavior. When one head is sleeping or dozing, only the waking head\xe2\x80\x99s madness manifests. Sometimes, the heads can have antagonistic madness, resulting in a way of life that alternates between one extreme phase and the other. \n'b' Changing the Dominant Personality \n'b' The body is only led by one head at a time, even if it upsets the other head, which is conscious at the time. If you use this option, it is possible to induce a change of the dominant personality by using the Incite action (see Adventurers, Combat, Actions in Combat: Incite). \n'b' Choose a suitable incitement. The incitement must reinforce the personality that is currently dominated. For example, if the dominated personality is angry, you might want to provoke it through sarcastic Deception . Conversely, if it is cowardly, frightening it through Intimidation might encourage it to regain the upper hand so it can run away. Finally, when facing a peaceful or benevolent second personality, Persuasion or Deception (depending on the case) could be appropriate. \n'b' Bolster the dominated . At each incitement, the ettin makes a saving throw, DC 8 + inciter\xe2\x80\x99s Charisma modifier + proficiency bonus if it is proficient in the skill used. On a failure, the ettin has disadvantage on all rolls tied to actions that oppose the currently dominated personality. \n'b' Steady the hold of the chosen personality. After three consecutive and successful incitements, the ettin\xe2\x80\x99s second personality takes over for 24 hours, for better or worse.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ettin \n'b' Family: Ettins \n'b' Large giant , chaotic evil \n'b' Armor Class 12 (natural armor) Hit Points 85 (10d10 + 30) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 8 (-1) CON: 17 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Giant, Orc Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Two Heads : The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. \n'b' Wakeful : When one of the ettin\xe2\x80\x99s heads is asleep, its other head is awake. \n'b'\n'b' Actions \n'b'\n'b' Multiattack : The ettin makes two attacks: one with its battleaxe and one with its morningstar. \n'b' Battleaxe : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b' Morningstar : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage. \n'b'\n'b' About \n'b' This lumbering, filthy, two-headed giant wears tattered remnants of leather armor and clutches a large flail in each fist.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ettin Mystic \n'b' Family: Ettins \n'b' Large ravager (devastation), chaotic evil or unaligned \n'b' Armor Class 16 (natural armor) Hit Points 133 (14d10 + 56); Wound Threshold 34 Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 19 (+4) INT: 13 (+1) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6, Cha +8 Skills Arcana +5, Intimidation +8, Perception * +10, Religion +5 Senses darkvision 60 ft., passive Perception 20 Languages Phantasm, Undercommon, Simmaian Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bloodthirsty Fervor . When the ettin mystic reduces a creature to 0 hit points , it gains 15 temporary hit points . \n'b' Corrosive Fluids . After dealing a Wound or a critical hit to the ettin mystic, the weapon used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile. \n'b' Multiple Heads . The ettin mystic has three heads. While it has two heads or more, the ettin mystic has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . \n'b' Spellcasting . The ettin mystic is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The ettin mystic knows the following warlock spells:\n'b'\n'b'\n'b' Cantrips (at will) : eldritch blast, minor illusion , prestidigitation , vivacity* \n'b' 5th level (3 slots, recharges after a short or long rest) : bloodthirsty fury*, conjure minor fey or minor ravager*, counterspell, dominate person , fear , hold person , leech*, misty step , prehensile appendage*, scrying , torment* \n'b'\n'b' Wakeful . When one of the ettin mystic\xe2\x80\x99s heads is asleep, its other head is awake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ettin mystic makes two melee weapon attacks. \n'b' Bloody Dagger . Melee or Ranged Weapon Attack : +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 11 (2d4 + 6) piercing damage. If the target isn\xe2\x80\x99t an undead or a construct, it must succeed on a DC 16 Constitution saving throw or lose 11 (2d10) hit points due to blood loss at the start of each of its turns. When the ettin mystic hits a target that has been wounded by this attack , the damage dealt by the wound increase by 11 (2d10). Any creature can use an action to stop the bleeding with a successful DC 16 Wisdom ( Medicine ) check. Moreover, the wound closes if the target is healed magically. \n'b'\n'b' ABOUT \n'b' Ettin mystics are ravagers who look like three-headed giants. They are characterized by an easiness for communicating with humanoid creatures and the ability to join or create communities. Although animated by three identities, they do not always suffer from madness or unsolvable dilemmas. They often spread corruption indirectly, through the consequences of their actions and of their followers\xe2\x80\x99.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Euryale \n'b' Medium monstrosity , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 200 (16d10 + 112) Speed 30 ft., swim 50 ft.\n'b' STATS STR: 18 (+4) DEX: 22 (+6) CON: 24 (+7) INT: 16 (+3) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Insight +5, Perception +5, Stealth +9 Senses darkvision 60 ft., passive Perception 15 Languages Greek, Egyptian, Latin Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Petrifying Gaze When a creature that can see Euryale\xe2\x80\x99s eyes starts its turn within 30 feet of Euryale, she can force it to make a DC 17 Constitution saving throw if Euryale isn\xe2\x80\x99t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified . Otherwise, a creature that fails the save begins to turn to stone and is restrained . The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see Euryale until the start of its next turn, when it can avert its eyes again. If the creature looks at Euryale in the meantime, it must immediately make the save. If Euryale sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, Euryale, due to her curse, is affected by her own gaze. \n'b'\n'b' ACTIONS \n'b'\n'b' Cacophonous Screech (Recharge 5-6) . Euryale emits a piercing cry. All creatures within 60 feet of Euryale must make a DC 17 Constitution saving throw, becoming deafened and taking 55 (10d10) thunder damage on a failed save, or half as much damage on a successful one. If a petrified creature is reduced to half their maximum hit points or less by this damage, they die as their stone body crumbles to dust. \n'b' Multiattack . Euryale makes either three melee attacks-one with her snake hair and two with her short sword-or two ranged attacks with her longbow. \n'b' Snake Hair . Melee Weapon Attack : +10 to hit, reach 5 ft., one creature. Hit : 9 (1d6 + 6) piercing damage plus 21 (6d6) poison damage. \n'b' Shortsword . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 9 (1d6 + 6) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +10 to hit, range 150/600 ft., one target. Hit : 10 (1d8 + 6) piercing damage plus 14 (4d6) poison damage. \n'b'\n'b' ABOUT \n'b' An elder sister of Medusa, Euryale is a fierce gorgon that shares her late sister\xe2\x80\x99s curse. Though Medusa\xe2\x80\x99s murderer, Perseus, is long dead, she has spent much of her immortal life in mourning for the sister she failed to save. Euryale has a burning hatred for those who call themselves \xe2\x80\x9cheroes,\xe2\x80\x9d turning them to stone and shattering them with her powerful voice at every opportunity.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Exalted Hierophant \n'b' Medium undead , lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 97 (13d8 + 39) Speed 20 ft.\n'b' STATS STR: 15 (+2) DEX: 9 (-1) CON: 16 (+3) INT: 8 (-1) WIS: 18 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +3, Religion +7 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 14 Languages the languages it knew in life Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Spellcasting . The hierophant is a 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The hierophant has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips : sacred flame , thaumaturgy \n'b' 1st level (4 slots) : command , guiding bolt , shield of faith \n'b' 2nd level (3 slots) : hold person , silence , spiritual weapon \n'b' 3rd level (3 slots) : animate dead , dispel magic \n'b' 4th level (3 slots) : divination , guardian of faith \n'b' 5th level (2 slot) : contagion \n'b' 6th level (1 slot) : create undead \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The hierophant can use its Dreadful Glare. It then makes an attack with its Cursed Touch or casts a spell with a casting time of an action. \n'b' Cursed Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or be cursed with mummy rot (p.86). \n'b' Dreadful Glare . The hierophant targets one creature it can see within 60 feet of it. If the target can see the hierophant, it must succeed on a DC 14 Wisdom saving throw against this magic, or become frightened until the end of the hierophant\xc2\x92s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies with a challenge rating of 10 or less for the next 24 hours. \n'b'\n'b' Legendary Actions \n'b' The hierophant 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 hierophant regains spent legendary actions at the start of its turn. \n'b'\n'b' Cantrip . The hierophant casts a cantrip. \n'b' Dreadful Glare . The hierophant uses its Dreadful Glare. \n'b' Cast a Spell (Costs 3 Actions) . The hierophant casts a spell from its list of prepared spells, using a spell slot as normal. \n'b'\n'b' Court priests commonly owe their position to backstabbing their way into favor and, with their master gone, a quick ritual death and eternal preservation might be a kinder fate than what their rivals would have in store for them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Exalted Hunter \n'b' Medium fey , chaotic good \n'b' Armor Class 18 (exalted armor) Hit Points 187 (25d8 + 75) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 16 (+3) INT: 15 (+2) WIS: 20 (+5) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +9, Dexterity +10, Wisdom +10 Skills Investigation +5, Perception +10, Stealth +10, Survival +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion Senses darkvision 60 ft., passive Perception 20 Languages Common, Elvish, Sylvan, and Abyssal or Infernal Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Exalted Armor . The exalted hunter wears special armor that is magically crafted only for themselves. As long as the exalted hunter wears the armor, its AC increases by 3. When this armor is worn by any other creature, it becomes a mundane piece of leather clothing that grants no AC. \n'b' Hunterborn . The exalted hunter aims to hunt fiends. But to kill, it must catch them first. Thus, the exalted hunter\xe2\x80\x99s speed increases by 10 feet (already included in the speed), and it never suffers the effects of difficult terrain . \n'b' Fiend Smell . The exalted hunter can smell fiends\xe2\x80\x99 distinct evil smells. As long as a fiend is within 30 feet of the hunter, the hunter can detect it if the fiend isn\xe2\x80\x99t hiding by magical means. \n'b' Spellcasting . The exalted hunter is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The exalted hunter has the following spells prepared:\n'b'\n'b'\n'b' 1st level (4 slots) : detect magic , hunters mark, longstrider \n'b' 2nd Level (3 slots) : pass without trace \n'b' 3rd Level (3 slots) : protection from energy \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The exalted hunter makes three weapon attacks. \n'b' Fiendslayer Javelin . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) piercing damage plus 13 (2d12) psychic damage. If the target is a fiend, the Fiendslayer Javelin deals additional 7 (2d6) piercing damage. \n'b' Fiendslayer Javelin (Thrown) . Ranged Weapon Attack : +11 to hit, range 30/120 ft., one target. Hit : 13 (2d6 + 6) piercing damage plus 13 (2d12) psychic damage. If the target is a fiend, the Fiendslayer Javelin deals additional 7 (2d6) piercing damage. \n'b'\n'b' ABOUT \n'b' Forces of evil raid the habitats of fey beings from time to time. Although rare, it is possible for a fey to survive such an event. However, its sadness at what it has experienced leads to anger, which turns it into an exalted hunter. Exalted hunters seek fiends to destroy. They are warriors trained to cleanse the world of evil by any means necessary. They usually hunt alone, but have also been known to team up to face stronger foes. Exalted hunters have dark green skin reminiscent of the deepest of forests, and they have pitch black eyes that glisten like onyxes. \n'b' Tracking Expert . No matter where an exalted hunter is, it can easily track down a fiend. If a fiend is within 1 mile of the exalted hunter, the hunter knows its general direction and then can track it without making the necessary checks. \n'b' Sacred Hunt . From time to time, exalted hunters join forces to hunt down a fiend too strong to defeat in small numbers. This event is called the Sacred Hunt and is a competition between hunters. A Sacred Hunt is generally conducted in teams of about thirty, which also includes those who aren\xe2\x80\x99t exalted hunters. The hunt can last a long time and may require interplanar travel. Those who come out of the ordeal victorious are rewarded with treasures, and the coveted title of Sacred Hunter. \n'b' Variants \n'b' There are more experienced Exalted Hunters who have spent decades hunting and killing fiends, those who survive and win the Sacred Hunt are called \xe2\x80\x9cSacred Hunter\xe2\x80\x9d. They are held in high regard in the exalted hunter communities. You can apply the following template on an exalted hunter to create a sacred hunter. \n'b' AC . Its AC becomes 20. \n'b' Hit Points . Its hit points increase by +30 (4d8+12), and become 217 (29d8 + 87). \n'b' Proficiency Bonus . The sacred hunters proficiency bonus becomes +6. \n'b'\n'b' Innate Spellcasting . As an action, the sacred hunter can cast the conjure starfly cantrip as if the sacred hunter is a 17th level spellcaster. \n'b'\n'b' Hunt Never Ends . The sacred hunter emanates an aura of 120-foot-radius sphere centered on the hunter that moves with it. Beasts within the aura can smell whether there are fiends within the aura and lead the sacred hunter directly to them. Beasts within the aura are friendly to the sacred hunter and hostile towards any fiend they can smell. \n'b' Challenge . +2.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Execrable Shrub \n'b' Medium fiend , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 40 (9d8) Speed 10 ft., burrow 10 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 10 (+0) INT: 7 (-2) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Resistances piercing, poison Damage Immunities fire Condition Immunities poisoned Senses tremorsense 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Healed by Blood . Whenever a creature is reduced to 0 hp within 60 feet of the execrable shrub, the shrub regains 5 (1d10) hp . \n'b' Like Calls to Like . The execrable shrub knows if a creature within 60 feet of it is evil-aligned or not. \n'b' Limited Telepathy . Using telepathy, the execrable shrub can magically communicate with any other evil-aligned creature within 100 feet of it. This communication is primarily through images and emotions rather than actual words. \n'b'\n'b' Actions \n'b'\n'b' Burning Slash . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage plus 2 (1d4) fire damage. \n'b' Smolder (Recharge 5-6) . The execrable shrub releases a billowing cloud of smoke in a 10-foot-radius that lasts for 1 minute and moves with the shrub. The area affected by the smoke is heavily obscured . \n'b'\n'b' About \n'b' This crimson shrub is covered in brilliant, red thorns and mottled, blood-colored foliage. Small white flowers bloom on its branches before rapidly turning into stone hard fruit. Smoke rises from its leaves, and the ground where it grows is hot to the touch . \n'b' The shrub is sentient and cunning. Evil creatures find they are welcomed into its thorny mass without impediment, and the shrub is grown as a perimeter defense for fiendish strongholds. Hunger and its callous nature prevent it from being a reliable ally, and the creatures who believe they control the execrable shrub often wind up feeding its thirst for blood. \n'b' Nurturers of Evil . The execrable shrub offers shelter and protection to all manner of foul things. The plant typically grows around old ruins or caverns to tempt monstrous creatures to lair there. So long as the shrub has a steady supply of blood and meat, the relationship between plant and inhabitant remains agreeable. \n'b' Resentful . The execrable shrub is the lowest form of fiendish plant. For this reason, it is often abused and slaughtered to feed the more advanced forms. This makes the shrub distrustful of other fiendish plants, and, though it will obey the stronger varieties, it secretly plots to usurp them. In combat, the shrub might seize on an opportunity to feed on a wounded ally. \n'b' Fiendish Flora \n'b' Whenever the celestial or fiendish planes intersect with the material one, there is an opportunity for a commingling of flora. \n'b' Fiendish flora grows at sites where great evil has transpired, where foul things are worshipped, and where devils and demons have tread. These foul life forms are carnivorous and require blood to grow and thrive on the Material Plane. Cunning devils cut and clip the plants into unholy gardens which bolster their powers. Demons promote the flora\xe2\x80\x99s wild and expanding nature, sacrificing animals and humanoids to allow the fiendish plants to grow as rapidly as possible. \n'b' Carnivores . Fiendish plants require blood to grow. On the Material Plane, the plants do best in forests where careless animals are plentiful. These evil, sentient plants form relationships with all manner of dark-hearted beings.\xc2\xa0Fiendish flora offer power and protection in exchange for fresh blood. The craven nature of these plants often sees them devouring their allies when fresh blood is scarce. \n'b' Discord, Dismay, and Darkness . The fiendish plants propagate and thrive wherever there is a concentration of evil, chaos, and misery. If a fiend treads the Material Plane, there is a good chance that fiendish plants will trace its steps. A single shrub hidden in a farmer\xe2\x80\x99s field can affect the temperament of nearby animals and humanoids, causing nightmares, depression, and a darkening of disposition.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Executioner Confidant \n'b' Medium undead , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 91 (14d8 + 28) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 17 (+3) CON: 15 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +11 Damage Vulnerabilities fire \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 10 Languages the languages it knew in life Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Quiet of the Grave . While in areas of dim light or darkness, the confidant can take the Hide action as a bonus action. \n'b' Sneak Attack (1/Turn) . The confidant deals an extra 28 (8d6) damage when it hits a target with a weapon attack , and has advantage on the attack roll, or when the target is within 5 feet of an ally of the confidant that isn\xe2\x80\x99t incapacitated, and the confidant doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The confidant can use its Dreadful Glare and makes one attack with its Cursed Knife. If it has two knives drawn, as a bonus action, the confidant can make an additional attack with the second cursed knife. \n'b' Cursed Knife . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage, plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw, or be cursed with mummy rot (p.86). \n'b' Dreadful Glare . The confidant targets one creature it can see within 60 feet of it. If the target can see the confidant, it must succeed on a DC 14 Wisdom saving throw against this magic, or become frightened until the end of the confidant\xc2\x92s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies with a challenge rating of 5 or less for the next 24 hours. \n'b'\n'b' Legendary Actions \n'b' The confidant 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 confidant regains spent legendary actions at the start of its turn. \n'b'\n'b' Disappear . The confidant moves up to 15 feet and can take the Hide action. \n'b' Dreadful Glare . The confidant uses its Dreadful Glare. \n'b' Attack (Costs 2 Actions) . The confidant makes one attack with its Cursed Knife. \n'b'\n'b' Criminals who dared to raise a hand to their rightful masters, would-be murderers, are often interred as punishment \xe2\x80\x93 having undergone at least the preliminary stages of mummification while still alive \xe2\x80\x93 and forced to serve more faithfully after death.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Exploding Toad \n'b' Tiny monstrosity , chaotic evil \n'b' Armor Class 12 (natural armor) Hit Points 2 (1d4) Speed 20 ft., swim 20 ft.\n'b' STATS STR: 1 (-5) DEX: 13 (+1) CON: 11 (+0) INT: 4 (-3) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Immunities fire Senses darkvision 30 ft., passive Perception 9 Languages understands Goblin but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Amphibious . The toad can breathe air and water. \n'b' Final Croak . When the toad is reduced to 0 hp , it explodes in a 10-foot-radius sphere. Each creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Mad Hopping . Ranged attacks against the toad have disadvantage. \n'b' Selective Immunity . When an attack or effect deals fire damage to the toad, the toad can choose to take the fire damage as if it were not immune. \n'b' Standing Leap . The toad\xe2\x80\x99s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Reactions \n'b' Death Leap . The exploding toad can turn an attack that missed it into a hit or turn a successful saving throw into a failure. \n'b'\n'b' About \n'b' A green-skinned toad croaks as its red boils throb. The warts suddenly glow red-hot, and the amphibian explodes in flames and blood. \n'b' Exploding toads are living traps created long ago by ancient dust goblin magic. They look like normal toads but their mouths have razor sharp teeth, and they explode in fire when they die. Most do not recognize the beasts\xe2\x80\x99 wicked personalities and explosive potential until it is too late. \n'b' Goblin Magic . Exploding toads are created when a dust goblin ritual is cast upon a group of normal toads. \n'b' The ritual takes a full day to complete and requires one pound of sulfur per toad being transformed, which is consumed in the casting. The instructions for the spell have never been written down. They are orally handed down from one dust goblin shaman to the next. \n'b' There are some spellcasters of other races who have successfully created their own exploding toads, though getting the beasts to cooperate is another matter entirely. Several mages spent years trying to crack the ritual only to have success literally blow up in their faces. The toads only trust dust goblins. \n'b' Wicked and Suicidal . Smarter and more evil than the average amphibian, exploding toads relish their purpose. The savage amphibians die with glee, hoping to immolate as many creatures as possible. Exploding toads arrange themselves in tight groups, knowing that one of their deaths can set off a fiery chain reaction. Dust goblins often place the toads at the bottom of a covered pit or inside a ceiling rigged to collapse.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Chiss \n'b' Medium fiend , neutral evil \n'b' Armor Class 15 (with quills, 11 without) \n'b' Hit Points 39 (6d8 + 12) \n'b' Speed 25 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 15 (+2) INT: 9 (-1) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Senses passive Perception 10 \n'b' Languages Common \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Quill Defense . Each time a creature makes a melee attack against a chiss, it takes 2 piercing damage if the chiss has any quills left. A creature can choose to make an attack with disadvantage to avoid this damage. \n'b' Quill Regrowth . The chiss has sixty quills. Used quills regrow when the chiss finishes a long rest. \n'b' Regeneration . The chiss 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' Quill Volley . The chiss makes up to 1d6 quill attacks, but it cannot attack the same target more than twice during its turn. \n'b' Quill . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or 100/200 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Quill Burst . The chiss unleashes all of its quills at once in a burst. Each creature within 20 feet of it must succeed on a DC 14 Dexterity saving throw or take 27 (6d8) piercing damage. This attack leaves the chiss defenseless with none of its quills. \n'b'\n'b' ABOUT \n'b' This overgrown porcupine bristles with quills. \n'b' Chiss are evil spirits that looks like overgrown porcupines. They differ from their mundane counterparts in both disposition and ability, as they can fire their quills in any direction. Fortunately the chiss have a limited number of quills, which significantly reduces their threat after an attack . Beneath their spiky defenses their skin is as smooth as leather. \n'b' Indiscriminate Fire. Chiss have a foul temper and, because they are not easy to kill, use their spines indiscriminately. When provoked by multiple opponents, they are just as likely to use their quill burst, trusting that few can survive the onslaught.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mammoth, Woolly \n'b' Family: Animal \n'b' Huge beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 73 (7d12 + 28) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 18 (+4) INT: 3 (-4) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Keen Smell . The mammoth has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Charge . If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone . If the target is prone , the mammoth can make one stomp attack against it as a bonus action. \n'b' Actions \n'b' Multiattack . The mammoth makes two attacks: one with its gore and one with its slam. \n'b' Gore . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 16 (3d6 + 6) piercing damage. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b' Stomp . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage. \n'b' About \n'b' This massive elephant-like creature is covered in long, coarse hair, and its tusks sweep upward in great curves of yellowed ivory. \n'b' The woolly mammoth is a relative of both the common elephant and the mastodon. Like the mastodon, it is an herbivore and spends its days eating nuts, fruits, berries, and grasses. The typical mammoth consumes nearly 450 pounds of food and 50 gallons of water in a given day. \n'b' Mammoths travel in herds with the young moving in the center, protected and surrounded by the adults. If danger is present or a threat is imminent, the males move to face the danger, while the females encircle the young. \n'b' The woolly mammoth generally reproduces in the spring months with young being born about 22 months later. A young woolly mammoth resembles a miniature version of an adult, complete with fur, and underfur. It does not yet have the mighty tusks of the mammoth, though the tusks grow in quickly as the young mammoth reaches maturity (around age 12). \n'b' The mammoth has the same predators as the mastodon; the dire wolf, the smilodon, and man. Man hunts these creatures for the same reason they hunt the mastodon: meat, fur, ivory, or to capture young mammoths to be trained as mounts and beasts of burden. \n'b' The mammoth is a relative of the elephant and the mastodon though its head is slightly taller than an elephant\xe2\x80\x99s and slightly wider than a mastodon\xe2\x80\x99s. Its upward curving tusks are longer than those of the mastodon, and its trunk ends in two, small finger-like projections used for grasping branches, fruits, and other such small items. The mammoth stands about 22 feet tall and is covered in a thick coat of gray, brown, reddish-brown, yellowish-brown, or black fur with a coarse \xe2\x80\x9cunder-fur\xe2\x80\x9d beneath it to protect it in harsh climates. \n'b' Mammoths generally avoid combat unless provoked or the herd is threatened. They have no natural fear of any creature, so do not flee. If the herd is threatened, mammoths fight by goring with their tusks or trampling. Mammoths fight to the death to protect their young.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Eye of Mu \n'b' Large aberration , lawful evil \n'b'\n'b' Armor Class 18 (natural armor) Hit Points 266 (19d10 + 76) Speed 5 ft., swim 20 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 17 (+3) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +8, Wis +7, Cha +8 Skills Perception +12 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold Condition Immunities prone Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 22 Languages Aklo, Aquan, Common Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Diluvian Diver . An eye of Mu never takes damage from water pressure. \n'b' Hyper-Awareness . An eye of Mu\xe2\x80\x99s eyestalks allow it to see in all directions at once. It cannot be surprised. \n'b' Legendary Resistance (3/Day) . If the eye of Mu fails a saving throw, it can choose to succeed instead. \n'b' Swim-by . The eye of Mu doesn\xe2\x80\x99t provoke opportunity attacks when it swims out of an enemy\xc3\xaf\xc2\xbf\xc2\xbds reach. \n'b' Metamorphic Molt (Recharges after a Short or Long Rest) . If an eye of Mu is reduced to 0 hit points, it doesn\xc3\xaf\xc2\xbf\xc2\xbdt die or fall unconscious. Instead, it ejects its outer shell, regains 133 hit points, has -2 to its AC, and moves up to its speed without provoking opportunity attacks. All ongoing negative effects are also ended when this transformation takes place. The penalty to the eye of Mu\xc3\xaf\xc2\xbf\xc2\xbds AC is removed when it completes a long rest. \n'b' Mirages of Mu . An eye of Mu can combine the power of its eye rays to create a 6th-level major image powered with psychic energy giving the image some depth and \xe2\x80\x9crealness\xe2\x80\x9d. The illusion can be of anything within the spells limitations but whatever is created as 25% of the original items hit points and all of its other statistics. For example, an eye of Mu creates a Mirages of Mu giant shark. This creature has a shadowy cast to it and 25% of the real creatures hit points but is otherwise identical to the original. It takes the eye of Mu 1 minute to create an image. The illusions it creates are unremarkable at first glance, but upon closer inspection (such as when making a Will save to disbelieve) horribly twisted and alien. Creatures failing their save (DC 18 Wisdom saving throw) when attempting to disbelieve become shaken have disadvantage on further attempts to disbelieve the illusion as long as they can see the illusion. A creature rolling a natural 1 on a Wisdom save to disbelieve an eye of Mu\xc3\xaf\xc2\xbf\xc2\xbds illusions is affected as dream the next time it sleeps. \n'b' Actions \n'b' Multiattack . The eye of Mu uses stun cone, pincers then shoots an eye ray. It may also bite a grappled target. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 14 (4d6) piercing damage. \n'b' Pincer . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The eye of Mu has two pincers, each of which can grapple only one target. \n'b' Stun Cone . An eye of the deep\xc3\xaf\xc2\xbf\xc2\xbds central eye can, once per round, produce a 90-foot cone that stuns all creatures for 1 minute on a failed DC 18 Constitution saving throw. Creatures may repeat the saving throw at the start of their turn to end this condition. \n'b' Eye Rays . The eye of Mu shoots one of the following magical eye rays, choosing one to three targets it can see within 120 feet of it: \n'b' Left Eye \xc3\xaf\xc2\xbf\xc2\xbd Draining ray . The targeted creature takes 7 (2d6) necrotic damage and must succeed on a DC 18 Constitution saving throw or be have disadvantage on ability checks, attack rolls, and saving throws based on Strength for 1 minute. During this time, it also deals one-half damage with all attacks that use Strength. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the save fails, the target remains enfeebled and takes an additional 7 (2d6) necrotic damage. \n'b' Right Eye \xc3\xaf\xc2\xbf\xc2\xbd Lingering paralysis ray . The targeted creature must succeed on a DC 18 Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns. A creature successfully saving against its eye ray is slowed (as the slow spell) for 1 minute, and can repeat the saving throw as above each round to end the slow effect. \n'b' Both Eyes \xe2\x80\x93 Mirages of Mu . See the related trait. \n'b' Legendary Actions \n'b' The eye of Mu can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature\xe2\x80\x99s turn. The eye of Mu regains spent legendary actions at the start of its turn. \n'b' Eye Ray . The eye of Mu uses one random eye ray. When the eye of Mu uses its metamorphic molt, it can use the following legendary actions for 1 hour. \n'b' Numbing Pincers . The eye of Mu makes two attacks with its pincers. If both attacks hit the same creature, it takes an extra 7 (2d6) poison damage and must succeed on a DC 18 Constitution saving throw or become paralyzed until the start of the eye of Mu\xe2\x80\x99s next turn. \n'b' Toxic Tendrils . The eye of Mu\xe2\x80\x99s tendrils surrounds it in a beautiful display of deep-sea beauty. All creatures within 10 feet of the eye of Mu must make DC 18 Constitution saving throw or become poisoned and paralyzed until the start of the eye of Mu\xe2\x80\x99s next turn. \n'b' About \n'b' These ancient creatures resemble 5-foot wide scaly orbs, with iron-hard carapaces bedecked with spines and sensory tendrils. Their bodies are dominated by a massive pale central eye and gaping maw with a forest of curved fangs. Hundreds of small seaweed-like bristles hang from the bottom of its body, while two large crab-like pincers protrude from its body and a pair of long, thin eyestalks sprout from the top of its orb, these eyes glowing like lures. \n'b' Ocean Masters . Eyes of Mu hunt the pelagic depths of ocean trenches, using the mystical radiance of their eyestalks to entrance their enemies and draw them into the deeps where they may feast upon them at their leisure. They also haunt the diluvian ruins of ancient empires, some inundated by past cataclysms and others fully aquatic realms that may have been wholly unknown to those on the surface. They often dominate pods of lesser eyes of the deep and other aquatic species, manipulating them and using them as their agents in schemes for power.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Eye of the Deep \n'b' Medium aberration , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 117 (18d8 + 36) Speed 5 ft., swim 20 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Aquan, Common, Deep Speech Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The eye of the deep can breathe in both air and water. \n'b' Flyby . The eye of the deep doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Hyper-Awareness . An eye of the deep\xe2\x80\x99s eye stalks allow it to see in all directions at once. It cannot be surprised. \n'b' Stun Cone . An eye of the deep\xe2\x80\x99s central eye produces a cone extending straight ahead from its front to a range of 30 feet. At the start of each of its turns, the eye of the deep decides which way the cone faces and whether the cone is active. All creatures in this area must succeed on a DC 15 Constitution saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The eye of the deep makes three attacks: one with its bite and two with its pincers. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (3d6 + 2) piercing damage. \n'b' Pincers . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 15 (3d8 + 2) bludgeoning damage. The target is grappled (escape DC 12) if the eye of the deep isn\xe2\x80\x99t already grappling a creature, and the target is restrained until the grapple ends. \n'b' Eye Rays . Each of the creature\xe2\x80\x99s eyes stalks can produce a magical ray once per round. The creature can aim both of its eye rays in any direction and they have a range of 150 feet. \n'b' Paralytic Ray . Using its left eye, the eye of the deep unleashes a powerful paralytic beam. The target must make a DC 15 Wisdom saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Enfeeblement Ray . Using its right eye, the eye of the deep unleashes a powerful ray of enfeeblement . The target must make a DC 15 Wisdom saving throw or deal half damage with all attacks that use Strength for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Major Image . The eye of the deep concentrates its eye rays together to project a major image illusion. The illusion is generated at any point within range and in the eye of the deep\xe2\x80\x99s line of sight. Seeing through the illusion requires a successful DC 15 Intelligence ( Investigation ) check. \n'b'\n'b' About \n'b' This creature is a 5-foot wide orb dominated by a central eye and large serrated mouth. Hundreds of small seaweed-like bristles hang from the bottom of its body. Two large crab-like pincers protrude from its body, and two long, thin eyestalks sprout from the top of its orb. \n'b' Eyes of the deep are found only in the deepest parts of the ocean, though on occasion one moves too close to the shoreline and ends up beached on the sands. An eye of the deep stranded in this manner dies in 2d4 minutes unless placed back into the water. \n'b' An eye of the deep floats slowly through the oceans searching for its prey. It attacks using its eye rays; then it grasps an opponent with its pincers and subjects the victim to its bite attack . An eye of the deep\xe2\x80\x99s pincers are considered to be primary attacks.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Eye of the Gods \n'b' Small celestial , any alignment (as its creator deity) \n'b' Armor Class \xc2\xa014 Hit Points \xc2\xa036 (8d6 + 8) Speed \xc2\xa00 ft., fly 50 ft. (hover)\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 12 (+1) INT: 13 (+1) WIS: 20 (+5) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills \xc2\xa0 Perception +9 Damage Resistances \xc2\xa0fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities \xc2\xa0necrotic, poison Condition Immunities \xc2\xa0 charmed , exhaustion , poisoned Senses \xc2\xa0truesight 120 ft., passive Perception 19 Languages \xc2\xa0all, telepathy 60 ft. Challenge \xc2\xa01 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blazing Nimbus .\xc2\xa0A hostile creature that touches the eye of the gods or hits it with a melee attack while within 5 feet of it takes 3 (1d6) radiant (good or neutral eyes) or necrotic (evil eyes) damage. \n'b' Corona of Truth .\xc2\xa0Allies within 10 feet of the eye of the gods have truesight of 20 feet. \n'b' Divine Conduit .\xc2\xa0The deity that created the eye of the gods can see everything the eye sees and can instantly recall the eye to its side at any time. \n'b' Ethereal Jaunt .\xc2\xa0As a bonus action, the eye of the gods can magically shift from the Material Plane to the Ethereal Plane, or vice versa. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam .\xc2\xa0 Melee Weapon Attack :\xc2\xa0+6 to hit, reach 5 ft., one target.\xc2\xa0 Hit :\xc2\xa07 (1d6 + 4) radiant (good or neutral eyes) or necrotic (evil eyes) damage. \n'b' Divine Inspiration (Recharge 5-6) .\xc2\xa0The eye of the gods inspires all allies within 10 feet. For 1 minute, all inspired creatures have advantage on saving throws against being frightened . \n'b'\n'b' ABOUT \n'b' Wings of roiling golden flame surround a single, burning eye that is larger than a human head. Its gaze never settles on one object for long, and it seems to be drinking in every detail of its surroundings. \n'b' The omniscience of the gods is a matter of some liturgical debate. Only a scant few gods-typically deities of knowledge and secrets-truly possess the power to know all things. Other divine beings must rely on their mortal followers to relay the secrets of the mortal world unto them through prayer and confession. When secondhand knowledge of the mortal world is insufficient or when gods engage in divine espionage, they create an angel with one function: to see all. \n'b' Divine Form .\xc2\xa0Eyes of the gods typically take the form of a blazing eye the size of a human child. Two radiant wings extend from behind its angelic form, though it need not beat them to fly. Despite awe-inspiring appearance, not all gods wish to make their holy observers so conspicuous. Gods of shadow and trickery often make their eyes burn with flames pale as the moon or black as the space between the stars. \n'b' Dutiful Servant .\xc2\xa0Most eyes of the gods are little more than celestial automata, following their creator\xe2\x80\x99s commands-or the commands of their deity\xe2\x80\x99s high priest-without question. Obedient eyes tend to watch cities silently from within church spires or inspire crusading warriors from the back lines. However, some eyes of the gods take a more active role in creating history. Such eyes might goad a paladin into accepting a grand quest so it can tag along as a chronicler, or encourage a brash and unstable ruler into declaring a world-shaking war. Lawful deities tend to recall these unpredictable servants to unmake them for their disobedience, but more capricious gods relish such willfulness. \n'b' Immortal Nature .\xc2\xa0The eye of the gods angel doesn\xe2\x80\x99t require food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Eyeless Stalker \n'b' Medium undead , chaotic evil \n'b' Armor Class 14 Hit Points 55 (10d8 + 10) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 13 (+1) INT: 6 (-2) WIS: 14 (+2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +5 Damage Vulnerabilities thunder Damage Immunities poison Condition Immunities blinded , charmed , exhaustion , poisoned Senses blindsight 30ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 16 Languages Common, Undercommon Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Smell . The eyeless stalker has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Sightless Awareness . The eyeless stalker can make a Wisdom ( Perception ) check as a bonus action. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. If the target is a creature other than an elf or undead , it must succeed on a DC 12 Constitution saving throw, or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' About \n'b' Blind ghouls are relatively common in deep cave networks, where constant darkness and rapid proliferation quickly make eyes useless.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Eyesore \n'b' Medium ooze , unaligned \n'b' Armor Class 7 Hit Points 60 (8d8 + 24) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 5 (-3) CON: 16 (+3) INT: 1 (-5) WIS: 12 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities piercing Damage Immunities acid Condition Immunities charmed , deafened , exhaustion , frightened , prone Senses darkvision 60 ft., passive Perception 11 (see Stolen Vision) Languages \xe2\x80\x93 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Stolen Vision . An eyesore that has stolen at least one eye has vision. Additional eyes grant it additional vision types. With at least 4 eyes it has darkvision out to a distance of 30 feet. With 6 eyes, its darkvision increases to 60 feet. With 8 eyes, it gains proficiency with Perception (+3 bonus, passive Perception 13). A typical eyesore has 6 eyes. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The eyesore attacks with its acid spray and uses Steal Eye. \n'b' Acid Spray . Ranged Weapon Attack : +5 to hit, range 30/60 ft., one target. Hit : 10 (2d6 + 3) acid damage. \n'b' Enucleate . The eyesore attempts to use its Steal Eye action against a helpless, unconscious , or sleeping creature without disturbing the subject. If the creature succeeds at the saving throw against Steal Eye, it becomes aware of the attempt and wakes up if possible. \n'b' Steal Eye . All non-digested eyes within the eyesore lock gazes with a creature it can see within 30 feet. The creature makes a DC 13 Constitution saving throw. On a failure, it magically loses an eye. If it loses two eyes, it is permanently blinded . Stolen eyes immediately appear within the eyesore, under its control and potentially improving its vision. Stolen eyes can be retrieved from the fresh corpse of an eyesore within 1 hour of the eyesore\xe2\x80\x99s death. A creature can return a reclaimed eye into its socket as an action, restoring the creature\xe2\x80\x99s vision after 1 minute. Implanting a foreign eye into a socket requires a successful DC 13 Wisdom ( Medicine ) check. On a failed check, the eye is destroyed. After 1 hour, the eyes in a dead eyesore are too decomposed to be of any use. \n'b'\n'b' ABOUT \n'b' Sometimes referred to as basilisk\xe2\x80\x99s bane, the eyesore is a musty green-blue lump of semi-translucent goo in which dozens of disembodied eyeballs float in various stages of digestion. Unlike most oozes, eyesores possesses a sense of vision, albeit one gained from a particularly macabre source: the stolen eyes of their victims. \n'b' An eyesore ranges from 80 to 120 pounds and typically contains four to eight eyeballs. Any creature with vision that looks upon the multitudinous eyes trapped within an eyesore risks having their own eyes magically removed and added to the eyesore\xe2\x80\x99s collection, blinding the poor subject and furthering the growth of the eyesore. Eyesores propagate themselves by splitting into two identical clones when they have consumed a sufficient number of eyes to do so (usually 12). \n'b' The exact origin of eyesores is lost to time. Legends say the first eyesore was created from the liquefied body of a jealous nymph\xe2\x80\x99s paramour, but some stories credit kobolds with creating eyesores to protect against roaming basilisks, cockatrices, and medusas. \n'b' Eyesores regard eyeless creatures or creatures that lack vision as uninteresting and unworthy of their attention. Young eyesores can even be fooled by mundane trickery such as a cloth blindfold. However, potential prey that displays even the merest hint of an ocular orb can stir an eyesore into a ravenous frenzy.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fa-t-tep \n'b' Medium humanoid ( human ), chaotic evil \n'b' Armor Class 14 (leather) Hit Points 33 (6d8 + 6) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 07 (+3) CON: 32 (+1) INT: 12 (+1) WIS: 1 (-1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Int +3 Skills Deception +6, Intimidation +6, Perception +1 Senses passive Perception 11 Languages Common, Khemitian Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cunning Action . Fa-t-tep can take a Dash , Disengage , or Hide action as a bonus action on each of her turns in combat. \n'b' Sneak Attack . Fa-t-tep can deal an extra 3d6 damage to one creature she hits with an attack if she has advantage on the attack roll. The attack must use a finesse or ranged weapon. She doesn\xe2\x80\x99t need advantage on the attack roll if another enemy of the target is within five feet of it, that enemy isn\xe2\x80\x99t incapacitated , and Fa-t-tep doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Uncanny Dodge . When an attacker that Fa-t-tep can see hits her with an attack , she can use her reaction to halve the attack\xe2\x80\x99s damage against her. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Hand Crossbow . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' GEAR \n'b' Amulet of weapon deflection (1/day, an attack that would hit her automatically misses)*, potion of invisibility , leather armor, light crossbow, 20 bolts, dagger, heavy horse, pouch with 15 gp. \n'b' ABOUT \n'b' Fa-t-tep is Hept-f-hra\xe2\x80\x99s wife, and from her appearance one wouldn\xe2\x80\x99t think her old enough to be the mother of four children, two of whom are fully grown. She is selfish, demanding, bossy, avaricious, and depraved.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fabricator \n'b' Large construct , neutral \n'b' Armor Class 13 (natural armor) Hit Points 147 (14d10 + 70) Speed 30 ft., climb 15 ft., swim 15 ft.\n'b' STATS STR: 18 (+4) DEX: 7 (-2) CON: 20 (+5) INT: 15 (+2) WIS: 15 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities force, poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 16 Languages understands Common, Deep Speech, and Draconic but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Assemble . With at least 10 minutes of work, a fabricator can refine raw materials and create entirely new objects by combining material it has absorbed. For example, it can create a rope from absorbed hemp, clothing from absorbed flax or wool, and a longsword from absorbed metal. A fabricator can create intricate objects like thieves\xe2\x80\x99 tools and objects with moving parts with at least 1 hour of work and twice the requisite raw materials, but it can\xe2\x80\x99t create magic items. The quality of objects it creates is commensurate with the quality of the raw materials. \n'b' Dismantling Form . A creature that touches the fabricator or hits it with a melee attack while within 5 feet of it takes 3 (1d6) force damage. Any nonmagical weapon made of metal or once-living material (such as bone or wood) that hits the fabricator is slowly dismantled by the minute constructs that make up the fabricator. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls . If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or once-living material that hits the fabricator is destroyed after dealing damage. At the start of each of its turns, the fabricator can choose whether this trait is active. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The fabricator makes two disassembling slam attacks. \n'b' Disassembling Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage plus 10 (3d6) force damage. A creature reduced to 0 hp by this attack immediately dies and its body and nonmagical equipment is disassembled and absorbed into the fabricator. The creature can be restored to life only by means of a true resurrection or a wish spell. The fabricator can choose to not disassemble a creature or its equipment after reducing it to 0 hp . \n'b'\n'b' About \n'b' A rectangular slab of thick, green ooze flows slowly across the floor. Twisting metallic veins and strange lights illuminate its translucent interior, and everything it touches dissolves into a formless sludge. \n'b' Artificial Oozes . Though fabricators superficially resemble monsters like ochre jellies or gelatinous cubes, they are in fact a type of construct composed of millions of minute constructs connected by an intelligent hive-mind. Most fabricators were built to aid in the construction of advanced machinery or structures and normally are not aggressive. However, their programming sometimes calls for the disposal of organic life, and they do not hesitate to apply fatal force when necessary. \n'b' Relic of Past Empires . The first fabricators were built by a cabal of ancient mages from a forgotten empire to construct a great weapon to use against their enemies. This weapon was completed and unleashed, subsequently dooming the creators and leaving the fabricators to carry on with the tasks assigned to them. Over time, the magical bonds to their masters\xe2\x80\x99 work slowly unraveled, freeing many fabricators from their responsibilities and leaving them without purpose. \n'b' Today, some of these fabricators are employed by mage guilds to aid in the construction of magic items, communicating with the mages by etching words on sheets of copper. \n'b' Construct Nature . A fabricator doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Faceless \n'b' Medium fiend , chaotic evil \n'b' Armor Class 18 Hit Points 132 (24d8 + 24) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 12 (+1) INT: 16 (+3) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Wis +8 Skills Athletics +8, Acrobatics +12, Sleight of Hand +12, Stealth +12, Investigation +11, Insight +12, Perception +12, Survival +12, Deception +10, Intimidation +10, Persuasion +10 Senses darkvision 60 ft., passive Perception 22 Languages Abyssal, telepathy 120 ft. Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Anonymous . Any eyewitness to an attack committed by a faceless must make a DC 22 Wisdom saving throw when recalling the crime. On a failure, the witness falsely remembers that the crime was committed by either a random stranger or by an individual that the witness believes most likely to have committed the crime. \n'b' Assassinate . During its first turn, the faceless has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. \n'b' Blur . The outline of the faceless shifts and shimmers as if under a blur spell. Attacks against the faceless are at disadvantage. Attackers that do not rely on sight or that can see through illusions are immune to this effect. \n'b' Evasion . If the faceless is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Sneak Attack (1/turn) . The faceless deals an extra 16 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within five feet of an ally of the assassin that isn\xe2\x80\x99t incapacitated and the assassin doesn\xe2\x80\x99t have disadvantage on the Attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The faceless makes two Dagger attacks. \n'b' Dagger . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' No one is entirely sure where the fiendish race known as the faceless comes from, only that they are evil beings that appear to revel in \xe2\x80\x93 and possibly draw sustenance from \xe2\x80\x93 acts of murder and violence. Possessed of a natural ability to conceal their identity, the faceless leave behind a trail of chaos, fear, and suspicion. Witnesses to crimes committed by a faceless \xe2\x80\x93 and those few who survive their deadly attacks \xe2\x80\x93 invariably recall the perpetrator differently, usually as the individual they think most likely to have committed the offense. \n'b' Dark rites and sacrifice can summon the faceless and task them with assassinations and acts of terror. They are especially well-suited to such rituals, as they rarely ask for much in the way of payment, save the ability to commit their bloody and repellent crimes. Calling on the faceless is not entirely without risk, however, as some stories tell of a faceless turning on its summoner once its killings and other mayhem is complete.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Faceless Stalker \n'b' Medium aberration (shapechanger), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 121 (11d8 + 33) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 11 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +3 Skills Perception +3, Stealth +6 Damage Resistances Piercing, and Slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 13 Languages Aquan, Common; tongues Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Frenzy . Anytime the faceless stalker does necrotic damage to a living creature, it becomes invigorated. It receives the benefits of a haste spell until the end of its next turn. It does not suffer the exhausting aftereffects of a haste spell so long as it continues to do necrotic damage to a living creature. Faceless. In its natural form, a faceless stalker has no discernible facial features. It has advantage on any saving throws made to resist attacks or effects that target the senses. This includes gaze attacks, odor-based attacks, thunder attacks and similar attacks. This bonus does not apply to illusions. \n'b' Legendary Resistance (1/Day) . If the faceless stalker fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . A faceless stalker\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The faceless stalker makes two attacks, only one of which can be a blood drain slam attack . \n'b' Masterwork Longsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) slashing damage. \n'b' Blood Drain Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken as the tiny suction pads that cover the creatures arms draw blood from its target, and the faceless stalker regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b' Shapechanger . The faceless stalker can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The faceless stalker can take 1 legendary action, 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 faceless stalker regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The faceless stalker makes one attack of its choice. \n'b' Maddening Duplication . A faceless stalker can focus its will on a Small or Medium humanoid within 30 feet and rearrange its rubbery facial features to perfectly mimic the humanoid\xe2\x80\x99s face. The duplication effect is over in the blink of an eye and is only noticed by the humanoid whose face the faceless stalker duplicated. If the humanoid can see the faceless stalker\xe2\x80\x99s brief yet disturbing transformation, the target must succeed on a DC 15 Wisdom saving throw or become confused for 1 minute (as the spell). \n'b'\n'b' ABOUT \n'b' These hairless, leathery bipeds with faces dominated by unsettling whorls and slits rather than actual features were created by aboleth fleshwarpers ages ago as living weapons. Scorned by their former masters when the scheme for which they were designed unraveled, the faceless stalkers fled into swamps, marshes, or any other dark, wet places they could find\xe2\x80\x94the closest they could come to the aquatic cities they once considered home. Shapeshifting Spies. Originally designed to serve as spies that could walk uncontested among the air-breathing races, faceless stalkers adopt new forms by reshaping their skin and contorting their rubbery bodies. This painful process takes approximately 10 uninterrupted minutes\xe2\x80\x94a faceless stalker typically seeks a private place to do it, avoiding even others of its own kind. The sensation of returning to its true form is quite exhilarating and results in a momentary burst of euphoria. Blook Soaker. Faceless stalkers cannot digest solid food even when in the form of a creature with a mouth. Instead, they subsist on liquids, including blood. In their natural forms, they have three hollow tongues which they use to penetrate and lap blood from their victims. Since they have no particular skill at grappling foes, most faceless stalkers wait until a victim is helpless or asleep before attempting to drink its blood\xe2\x80\x94although the best is when a victim is helpless but conscious during the process, so that the faceless stalker can \xe2\x80\x9cplay with its food\xe2\x80\x9d by having grisly and cruel conversations with it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Alseid, Woad Warrior \n'b' Medium monstrosity , chaotic neutral \n'b' Armor Class 14 (leather armor) \n'b' Hit Points 55 (10d8 + 10) \n'b' Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 12 (+1) INT: 8 (\xe2\x80\x931) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +4, Nature +3, Perception +5, Stealth +5, Survival +5 \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages Common, Elvish, Sylvan \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Painted for War . The woad warrior has advantage on Charisma ( Intimidation ) checks and advantage on savings throws against being frightened . In addition, each friendly creature within 10 feet of the woad warrior and that can see it has advantage on saving throws against being frightened . \n'b' Woodfriend . When in a forest, alseid leave no tracks and automatically discern true north. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The woad warrior makes two Greatsword or Shortbow attacks. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Lethargic Stupor . One unconscious Humanoid or Giant in the alpine creeper\xe2\x80\x99s space suffers one level of exhaustion . A creature with more than half its hp maximum can\xe2\x80\x99t suffer more than one level of exhaustion from this bonus action. These levels of exhaustion last until the creature finishes a short rest. \n'b' Greatsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. \n'b' Shortbow . Ranged Weapon Attack : +6 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Dye Bomb (3/Day) . The woad warrior lobs a sphere of concentrated dye that explodes on impact, marking creatures caught in its effect. Each creature within a 10-foot-radius of where the sphere landed must succeed on a DC 13 Dexterity saving throw or be brightly painted for 8 hours. Any attack roll against the creature has advantage if the attacker can see it, and other creatures have advantage on any Wisdom ( Perception ) or Wisdom ( Survival ) check made to find the marked creature. To remove the effect, a creature must spend 1 minute bathing. Alternatively, spells that create water or clean objects, such as prestidigitation , also remove the effect. \n'b'\n'b' ABOUT \n'b' This warrior\xe2\x80\x99s upper elven body sports swirls of colorful paint and dyes, while his lower deer body stands poised to leap into the fray. Antlers rise from his elven brow, almost matching the height of his drawn bow. \n'b' Woad warriors command a great deal of respect in alseid society. They are simultaneously dyers, hunters, and defenders who prepare themselves for war by painting their bodies in esoteric designs symbolizing the primal forces they vow to protect. The intensity of these beautiful patterns hints at their ferocity in battle. \n'b' Dauntless Harriers . Woad warriors excel at hit-and-run tactics. They ambush their prey, mark the creature with dye, and swiftly cut it down or scare it off. After a target is marked, tracking it becomes an almost trivial challenge for the alseid.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Faceless Wanderer \n'b' Medium aberration , neutral evil \n'b' Armor Class 13 Hit Points 58 (9d8 + 18) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 14 (+2) INT: 16 (+3) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3 Damage Resistances cold Damage Immunities poison, psychic Condition Immunities blinded , exhaustion , poisoned , prone Senses blindsight 60 ft., passive Perception 12 Languages all, telepathy 60 ft. Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Memory Loss . A creature that sees or interacts with a faceless wanderer must make a DC 11 Wisdom saving throw 1 minute after the faceless wanderer leaves. On a failure, the details of the faceless wanderer and the events surrounding its appearance rapidly fade away from the creature\xe2\x80\x99s mind, including the presence of the faceless wanderer. \n'b' Regeneration . The faceless wanderer regains 5 hp at the start of its turn. If a creature hasn\xe2\x80\x99t failed the saving throw of the faceless wanderer\xe2\x80\x99s Memory Drain within the last 1 minute, this trait doesn\xe2\x80\x99t function until a creature fails it. If a faceless wanderer is reduced to 0 hp while it is still capable of regenerating, its body dissipates into vapor and reforms 1d10 days later somewhere in the Void. Otherwise, it is permanently destroyed. \n'b' Actions \n'b' Multiattack . The faceless wanderer makes two attacks, but it can use its Memory Drain only once. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage plus 7 (2d6) psychic damage. \n'b' Memory Drain . The faceless wanderer drains memories from an adult creature within 30 feet of it. The target must make a DC 13 Intelligence saving throw. On a failure, the target takes 14 (4d6) psychic damage and its Intelligence score is reduced by 1d4. The target dies if this reduces its Intelligence to 0. A humanoid slain in this way rises 1d4 hours later as a new faceless wanderer. Otherwise, the reduction lasts until the target finishes a short or long rest . On a success, the target takes half the damage and its Intelligence score isn\xe2\x80\x99t reduced. \n'b' About \n'b' The robed figure formed of tattered shadows and swirling darkness has a bone-white, featureless oval disk where its face should be. \n'b' Corporeal Shadow . Faceless wanderers are creatures made of solid darkness. They are spawned from the Void whenever the minds of a large group of sentient creatures are broken or twisted as a result of exposure to the Void or its denizens.\xc2\xa0The minds and memories of living creatures draw them to mortal realms. \n'b' Memory Eater . The faceless wanderers survive by stealing memories from sentient humanoids and create new faceless wanderers when they completely drain a humanoid of its memories. Curiously, faceless wanderers don\xe2\x80\x99t harm young humanoids and sometimes even aid them. Scholars speculate this odd behavior is because children possess fewer memories than adults. \n'b' Void Traveler . The faceless wanderer doesn\xe2\x80\x99t require air, food, drink, sleep, or ambient pressure.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Maned Wolf \n'b' Family: Animal \n'b' Medium beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 11 (2d8+2) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 2 (-4) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +3, Dex +4 Skills Perception +3, Stealth +4 Senses passive Perception 13 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Low-light Vision . A maned wolf can see twice as far in dim light as a human . \n'b' Keen Hearing and Smell . The maned wolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Hardy . A maned wolf has advantage on saving throws against disease and poison. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4+2) piercing 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' ABOUT \n'b' This long-legged canine looks like a cross between a fox and a wolf, but it is neither. It lopes solitarily across the grassland. \n'b' Solitary creatures, maned wolves hunt alone in open grasslands. They resemble both wolves and foxes but are more closely related to wild dogs. They are more skittish than wolves but are nearly as territorial. Unlike most other canines, maned wolves will not form packs, though sometimes mating pairs will share a hunting territory. Maned wolves are omnivorous and do not solely subsist on hunting prey, they enjoy fruits especially and are willing to feed on carrion. They are highly-resilient animals that survive in difficult environments like burned out areas after grass fires or near human settlements. \n'b' Companion \n'b' Armor Class 13 plus Caregiver\xe2\x80\x99 s Proficiency Bonus (PB) (natural armor) Hit Points As above or 4x caregiver\xe2\x80\x99 s level Saving Throws Con +1 plus Proficiency Bonus (PB), Dex +2 plus Proficiency Bonus (PB) Skills Perception +1 plus Proficiency Bonus (PB), Stealth +2 plus Proficiency Bonus (PB) Senses passive Perception 11 plus Proficiency Bonus (PB) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +2 plus Proficiency Bonus (PB) to hit, reach 5 ft., one target. Hit : 7 (2d4+2 plus Proficiency Bonus (PB)) piercing damage. If the target is a creature, it must succeed on a DC 9 plus Proficiency Bonus (PB) Strength saving throw or be knocked prone .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Faceted Scorpion \n'b' Small construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 4 (2d4-1) Speed 30 ft.\n'b' STATS STR: 2 (-4) DEX: 15 (+2) CON: 7 (-2) INT: 7 (-3) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1, Stealth +3 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Transform . A creature attuned to the faceted scorpion can speak its command word to cause the scorpion to transform into a necklace, a small piece of jewelry, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying, other than its venom cartridge, isn\xe2\x80\x99t transformed. While in the form of a piece of jewelry, the scorpion can\xe2\x80\x99t move, take any actions or reactions , or manipulate objects. While transformed, the scorpion is indistinguishable from an ordinary piece of jewelry. \n'b' Venom Cartridge . The scorpion has a chamber that holds a vial of poison, the effects of which are applied to its attack and remain potent until consumed. A creature proficient with tinker\xe2\x80\x99s tools or an alchemist\xe2\x80\x99s kit can use their action to replace the contents of this vial with another liquid. If empty, this vial automatically fills with basic poison during a long rest. This basic poison loses its potency if removed from the scorpion. While in jewelry form, the venom cartridge takes on the appearance of a gem the color of the liquid contained within. \n'b' Scorpion\xe2\x80\x99s Tail . A creature attuned to the faceted scorpion can speak its second command word, causing the scorpion to transform itself into an ornate dagger, immediately applying the poison held in its venom cartridge and reducing itself to 0 hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Sting . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) piercing damage. A creature that is damaged by this attack suffers the effects of the poison held in the scorpion\xe2\x80\x99s venom cartridge, and the cartridge is emptied in the process. \n'b'\n'b' ABOUT \n'b' Faceted scorpions are constructed to be as beautiful as they are deadly. Inlaid with precious metals and stones, these clockwork assassins can reassemble their form into a lethal weapon or take on the almost impenetrable guise of a masterwork piece of jewelry. \n'b' Schematics for faceted scorpions include formulae for the highly refined poison they produce, and often designs for the over three hundred different adornments the scorpions can assume as a disguise. \n'b' The amount of skill and work required to construct faceted scorpions makes them rare commodities, even in black markets and other underground trade. \n'b' Deadly Ornamentation . Although they may be used in petty murder plots, faceted scorpions are primarily procured for the purpose of political assassination. \n'b' Some scorpions are gifted as fine jewelry, only to be found later on their wearer\xe2\x80\x99s corpse, while others are simply worn behind closed doors where other weapons may be disallowed. While a faceted scorpion is capable enough of taking out targets on its own, some assassins prefer to wield them in their weaponized form, adding their own deadly skill to the scorpion\xe2\x80\x99s potent venom.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fachen \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 149 (23d8+46) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 13 (+1) CON: 15 (+2) INT: 6 (\xe2\x80\x932) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Str +9 Skills Acrobatics +4, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fear of Death . If the fachen reduces a creature to 0 Hit Points , all creatures within 30 feet who can see the fachen must succeed a DC 15 Wisdom saving throw or be paralyzed for 2 (1d4) rounds. A paralyzed creature can attempt a new saving throw at the end of each of its turns to end this effect. \n'b' Frightening Cleave . Once per turn when the fachen attacks a frightened creature with its battleaxe, it deals an extra 11 (2d10) points of slashing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fachen makes three battleaxe attacks. \n'b' Battleaxe . Melee Weapon Attack : +9 to hit, 5 ft. reach, one target. Hit : 10 (1d8 + 6) slashing damage. \n'b' Blood Rage (3/Day) . The fachen can force all creatures within 30 feet to make a DC 15 Wisdom save or become frightened . The fachen has advantage on attack rolls against frightened creatures. \n'b'\n'b' ABOUT \n'b' The fearsome fachen\xe2\x80\x99s terrifying visage stops the hearts of all but the most intrepid. Reports disagree on just what it is about the fachen that turns one\xe2\x80\x99s blood to ice\xe2\x80\x94the single leg and foot that somehow don\xe2\x80\x99t affect the being\xe2\x80\x99s balance or speed, the seemingly too-strong arm jutting out from the center of the creature\xe2\x80\x99s torso, or the lone bulbous eye leering maliciously at its would- be prey. Though the fachen\xe2\x80\x99s grotesque approximation of a humanoid form could be enough to scare a traveler witless on its own, no single part of the abomination\xe2\x80\x99s appearance induces fear like that of its mouth, which spans the creature\xe2\x80\x99s face and is filled with a full row of long, sharp teeth. A typical fachen stands just short of 6 feet tall, and despite appearing to be half a person, weighs around 150 pounds because of its muscle mass. While it is not a very large creature, its fearsome composition increases its perceived presence.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Faerie Godmother \n'b' Family: Faerie \n'b' Medium fey , lawful good \n'b' Armor Class 11 (14 with mage armor ) Hit Points 105 (14d8 + 42) Speed 30 ft., fly 30 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +11, Cha +9 Skills Arcana +9, Insight +11, Nature +9, Perception +11, Persuasion +9 Senses darkvision 90 ft., passive Perception 21 Languages all Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Deep Awareness . The faerie godmother knows if she hears a lie. \n'b' Fey Ancestry . The faerie godmother has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put her to sleep. \n'b' Innate Spellcasting . The faerie godmother\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The faerie godmother can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : friends, light , mending , prestidigitation \n'b' 3/day each : charm person , dancing lights , detect thoughts , dimension door , disguise self , mage armor , misty step , polymorph \n'b' 1/day each : dream , etherealness , feather fall , feeblemind , find familiar, foresight , globe of invulnerability , haste , seeming , suggestion \n'b'\n'b' Magic Resistance . The faerie godmother has advantage on saving throws against spells and other magical effects. \n'b' Owl Familiar . The faerie godmother has an owl familiar. \n'b'\n'b' Actions \n'b'\n'b' Wand Burst . Ranged Weapon Attack : +5 to hit, range 30/80 ft., one target. Hit : 17 (5d6) radiant damage. \n'b' Conjure Steed (1/day) . The faerie godmother can use her wand to conjure a magical riding horse for a good-aligned creature. The horse vanishes at midnight. \n'b'\n'b' About \n'b' In its darkest hour a pure heart can sometimes receive a divine visitation. Faerie godmothers are powerful fey who will aid heroes when they need it the most. They appear as older women and wear simple, yet elegant clothes. A sign that they are extraordinary is the large white owl that accompanies them. This is the fey\xe2\x80\x99s loyal familiar, often used to send messages. \n'b' Deep Wisdom . The faerie godmother is one of the wisest creatures in the multiverse and her powers are extensive. Faerie tales often note their kindness and generosity. Some folks say their love is unconditional and deeper than a mortal could possibly comprehend. \n'b' Good Balance . Ultimately the faerie godmother is concerned with inspiring individuals. She arrives in times of need and is deeply connected to the pulse of the multiverse. This aid has its limits though, as the ancient fey wants individuals to walk on their own path.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Faerie, Autumn \n'b' Family: Faerie \n'b' Tiny fey , chaotic evil \n'b' Armor Class 14 Hit Points 10 (4d4) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 3 (-4) DEX: 18 (+4) CON: 10 (+0) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +8 Damage Resistances poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Sylvan, Common Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The autumn faerie\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13). The autumn faerie can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' At will : druidcraft, speak with plants \n'b' 1/day : faerie fire \n'b'\n'b' Magic Resistance . The autumn faerie has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Scythe . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 slashing damage plus 1 poison damage. \n'b'\n'b' About \n'b' Wrathful Wreck . The sensitive autumn faerie is an emotional wreck. Their only pleasure in life is using violence to cause chaos. \n'b' Harvest Time . Autumn faeries have a strong connection to harvest time. They are more active at this time of year and can be seen near farmers\xe2\x80\x99 fields.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Faerie, Spring \n'b' Family: Faerie \n'b' Tiny fey , chaotic good \n'b' Armor Class 14 Hit Points 10 (4d4) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 2 (-4) DEX: 18 (+4) CON: 10 (+0) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +8 Damage Resistances lightning Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Sylvan, Common Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The spring faerie\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13). The spring faerie can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' At will : faerie fire \n'b' 1/day : entangle , friends \n'b'\n'b' Magic Resistance . The spring faerie has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 1 piercing damage plus 1 lightning damage. \n'b'\n'b' About \n'b' A brightly colored, winged creature pops out of a large bush. They offer a friendly, cheerful greeting to your party. Unlike many of the brooding fey, these faeries always look at the bright side of life. \n'b' Spring faeries are led day-to-day by the head of the Spring Court, the Lady of the Swans. \n'b' Flower Fashion . These tiny fey are usually dressed in garb from their surroundings. They often wear beautiful flowers in their hair and fashion outfits from leaves. Pastel colors are their favourite colors.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Faerie, Summer \n'b' Family: Faerie \n'b' Tiny fey , chaotic good \n'b' Armor Class 14 Hit Points 10(4d4) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 2 (-4) DEX: 18 (+4) CON: 10 (+0) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +8 Damage Resistances fire Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Sylvan, Common Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The summer faerie\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13). The summer faerie can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' At will : dancing lights \n'b' 1/day : faerie fire , vicious mockery \n'b'\n'b' Magic Resistance . The summer faerie has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 2 piercing damage plus 1 fire damage. \n'b'\n'b' About \n'b' The summer faerie are the tricksters of the Seelie Court. These feisty fey love to play tricks on others. However, they aren\xe2\x80\x99t malicious and never intend harm. \n'b' Summer Court . The Summer Court is led by the Oak Lord. He is not a fan of the summer faeries and their mischievous ways. The solemn arch fey is constantly scolding these creatures. \n'b' Double Trouble . The summer faeries are armed with two tiny golden short swords. They attack twice, once with their offhand.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Faerie Pseudodragon \n'b' Tiny dragon , chaotic good \n'b' Armor Class 17 (natural armor) Hit Points 24 (7d4 + 7) Speed 10 ft., fly 60 ft., swim 30 ft.\n'b' STATS STR: 9 (-1) DEX: 20 (+5) CON: 13 (+1) INT: 16 (+3) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +7, Perception +6, Stealth +9 Senses darkvision 60 ft., passive Perception 16 Languages Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The faerie pseudodragon has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting : The faerie pseudodragon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The faerie pseudodragon can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : greater invisibility (self only) \n'b' 1/day each : color spray , dancing lights , hallucinatory terrain , mage hand , major image , minor illusion , mirror image , polymorph , suggestion \n'b'\n'b' Vanish . The faerie pseudodragon can use greater invisibility as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 1 piercing damage, and the target must make a DC 13 Wisdom saving throw. On a failed save, the target takes 5 (1d10) psychic damage and cannot use reactions until the end of its next turn; the target takes half as much damage on a successful save and does not lose the ability to take reactions . If the psychic damage reduces the target to 0 hit points , the target is stable but incapacitated for 1 minute and restrained while it is incapacitated in this way. \n'b' Breath Weapon (Recharge 5-6) . The faerie exhales a cloud of euphoric gas in a 5-foot cone. Each creature in that area must make a DC 13 Wisdom saving throw. On a failed save, a creature is incapacitated for 1 minute. While the target is incapacitated , on each of its turns there is an even chance (1-3 on 1d6) that a creature uses all its movement to go in a random direction, and that (4-6) it is restrained until its next turn. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The faerie pseudodragon 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 faerie pseudodragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The faerie pseudodragon moves a distance equal to its full movement without provoking opportunity attacks. \n'b' Bite . The faerie pseudodragon makes a bite attack . \n'b' Faerie Magic (Costs 2 Actions) . The faerie pseudodragon casts one of its spells. \n'b'\n'b' ABOUT \n'b' Faerie pseudodragons are whimsical mini-drakes with brightly colored butterfly-like wings sprouting from the back of their colorful scaled bodies. They are playful pranksters that spend most of their time either relaxing in cool forest glades or engaged in some sort of prank. Although such mischief is usually spontaneous, some faerie pseudodragons have been known to spend months or even years in preparation of one truly spectacular joke. Travelers making their way through lands known to be inhabited by these good-natured \xe2\x80\x93 but sometimes annoying \xe2\x80\x93 tricksters are advised to keep up their guard lest they face all manner of creative annoyances (horses painted with berry juice, squirrels placed inside bedrolls, and clothing decorating high branches being a few examples). \n'b' Fun, Not Fatal. Faerie pseudodragons avoid combat unless there is no other option. \n'b' If forced to fight, faerie pseudodragons attempt to confound enemies rather than kill them, using both spells and breath weapon to weaken and scatter foes before fleeing. The only exception to this is when a faerie pseudodragon\xe2\x80\x99s clan or allies are in danger. As capricious as these tiny dragons can be, many prove quick to bond with goodly creatures, especially fey and others they find interesting or hilarious \xe2\x80\x93 adventurers often fall into this latter camp, particularly those most outraged by a faerie pseudodragon\xe2\x80\x99s tricks. \n'b' Elder Oddities . Faerie pseudodragons are far more brightly colored than their common pseudodragon cousins, with whimsical patterns like colorful, rainbow spots and clouds not uncommon. They are likewise more long-lived than their cousins, perhaps even as long-lived as true dragons, due to their infusion with the vibrant energies of the fey realms.\xc2\xa0While capricious and unpredictable, faerie pseudodragons are often collectors of not only prizes and knickknacks, but pieces of lore about magical things and the Faerie realms.\xc2\xa0Though they can be aloof with non-dragons (especially those who do not share their sense of humor), faerie pseudodragons are likely to provide genuine aid to creatures in great need. \n'b' Unlike true dragons, faerie pseudodragons do not grow larger with age, but their scales do change color, starting with red and moving through the rainbow to reach dark violet at old age. Some faerie pseudodragons are able to grow in power as spellcasters as they age, learning more powerful spells to complement their innate abilities. The spells of faerie pseudodragons tend to focus on tools that can be used to create or enhance pranks, and illusion and enchantment spells are particularly popular.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Carapace Symbiont \n'b' Medium ooze , chaotic natural \n'b' Armor Class 17 (natural) Hit Points 157 (15d8 + 90) Speed 15 ft.\n'b' STATS STR: 13 (+1) DEX: 8 (-1) CON: 22 (+6) INT: 15 (+2) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +10 Skills Deception +4, Persuasion +4, Stealth +3 Damage Vulnerabilities slashing damage from magical attacks (varies: see text) Damage Immunities acid, cold, fire, force, lightning, poison, radiant; piercing damage from nonmagical attacks Condition Immunities blindness, paralysis, poison, stunned (varies: see text) Damage Resistances bludgeoning and piercing damage (varies: see text) Senses darkvision 60 ft., passive Perception 10 Languages Common, Deep Speech, Undercommon, telepathy (touch) Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Defensive Symbiosis . A carapace symbiont can enter into a symbiotic union with a Small, Medium, or Large creature. The creature must be sapient and language-capable. If the symbiotic partner agrees, the carapace symbiont surrounds the creature\xe2\x80\x99s body with its own and hardens there as a suit of nigh-indestructible armor. This armor requires no proficiencies but otherwise counts as light armor. It weighs 40 pounds (even for small or large creatures). It offers an armor class of 13 with no Dexterity modifier maximum and no Stealth disadvantage. In addition, many of the armor\xe2\x80\x99s immunities offer resistances to the target of the symbiotic union. The immunities that can be offered as resistances to the \xe2\x80\x9cwearer\xe2\x80\x9d are: acid, cold, fire, force, lightning, and radiant damage, as well as piercing and slashing damage from nonmagical attacks. The carapace symbiont can offer resistances to damage types only if it has immunity to those damage types. While in Defensive Symbiosis with a wearer, the carapace symbiont always shares that wearer\xe2\x80\x99s initiative . \n'b' Fatal Flaw . Every carapace symbiont is cursed with a fatal flaw. One of the damage types to which it should be immune is always instead a vulnerability (some carapace symbionts might have more than one fatal flaw if the curse hit them especially hard). Determine which damage type is the fatal flaw by rolling 1d8 and comparing the result to the list in the Defensive Symbiosis description above. If the result matches with acid, cold, fire, force, lightning, or radiant damage, the symbiont is vulnerable to that type of damage instead of immune. If the result is slashing or piercing damage, the symbiont is vulnerable to that type of damage from magical weapons and not resistant to that type of damage even from nonmagical attacks. The carapace symbiont stats above reflect a symbiont whose fatal flaw is slashing damage. A symbiont with a fire or acid fatal flaw would be as resistant to slashing damage as this one is to piercing damage. \n'b' Innate Spellcasting . The carapace symbiont\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 16, +8 spell attack bonus). The carapace symbiont can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : chill touch , detect magic , expeditious retreat , mage hand , shocking grasp , thunderwave , unseen servant , vicious mockery \n'b' 3/day each : confusion , dispel magic , gaseous form , haste , heat metal , hypnotic pattern , meld into stone , slow , spider climb , stinking cloud \n'b' 1/day each : plane shift , telekinesis \n'b'\n'b' Oozing Dodge . A carapace symbiont may use its reaction to yank itself out of the way of an oncoming attack . After the attack is rolled, but before damage is done, the symbiont may partially adopt goo form in order to avoid taking damage along with the symbiotic partner with a successful DC 16 Dexterity saving throw; however, if it uses this ability (even if it fails to dodge the attack ), its \xe2\x80\x9cwearer\xe2\x80\x9d loses all its armor benefits for 1d2 rounds as it rehardens itself properly. \n'b' Symbiosis Dependence . A carapace symbiont must eat food like any living thing, but it is, in addition, dependent upon a telepathic link to a sapient, language-capable creature in order to maintain consciousness and free will. A carapace symbiont that goes more than one week without a symbiotic link loses one point of Intelligence per week. This Intelligence can be recovered only through symbiosis. If a carapace symbiont reaches 0 intelligence, it curls into a small gray ball and hardens into torpor. It does not require food (or anything else) while in torpor, but it cannot move, think, speak, or take any action until it is touched again by a sapient and language-capable creature. \n'b' Varying Ability . A carapace symbiont cannot move or take attack actions while hardened in symbiosis with another being. If a carapace symbiont is in its armor state, it is capable only of the following: using Oozing Dodge, reverting to its liquid state, and communicating telepathically with its wearer. While in its formless, liquid state, the carapace symbiont can also move in an oozing puddle, attack as described in the stat block, cast spells, manipulate objects, eat, speak, and do anything else of which a puddle of sapient, mobile goo is capable. \n'b'\n'b' ACTIONS \n'b'\n'b' Form Shift . As an action, a carapace symbiont may adopt its goo form at any time. Adopting its armor form requires three rounds. \n'b' Slap . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 5) slashing damage. \n'b'\n'b' ABOUT \n'b' A carapace symbiont resembles a glob of goo that shifts its colors as it moves, shimmering through a variety of hues. An psychic race of evil overseers created carapace symbionts to serve as a more comfortable suit of armor, and, in a pinch, a psychic snack. Over the generations, however, the symbionts learned to communicate silently with one another and eventually rebelled. As they fled, their former masters cursed them, marring their previous near invulnerability such that each of them has a fatal flaw. \n'b' This seemed a slight enough price to pay for freedom, until the symbionts realized they could not sustain one another psychically and still needed union with other beings to remain conscious. Given what they had endured, this prospect did not appeal to them, and to this day most have difficulty trusting in bonds formed with other creatures. Honesty and friendship are difficult for them, and most are liars. When in danger (such as standing between a \xe2\x80\x9cwearer\xe2\x80\x9d and an attack to which they are not immune), they are likely to betray any agreements they have made and save themselves, sometimes going so far as to plane-shift away, leaving the \xe2\x80\x9cwearer\xe2\x80\x9d undefended in the middle of a battle. \n'b' Though a swirling, marbled gray while in torpor, a goo-form carapace symbiont shifts colors in beautiful whorls and shimmers constantly as it moves. When it takes armor form, a carapace symbiont can choose which color to assume and whether to adopt a metallic sheen, but it cannot shift colors again without reverting to goo form. Carapace symbionts eat plant matter (regardless of its food value to humanoids) and minerals (sometimes precious ones). They dislike meat and other animal products. When forming an agreement with a symbiotic companion, many ask to be fed and/or paid for their time. If they are paid, they eat the money.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Choggenmugger \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 195 (10d20 + 90) Speed 40 ft., climb 40 ft., swim 60 ft.\n'b' STATS STR: 30 (+10) DEX: 10 (+0) CON: 28 (+9) INT: 18 (+4) WIS: 16 (+3) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +15, Con +14 Skills Perception +8, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Senses blindsight 60 ft., passive Perception 18 Languages Common, Draconic, Terran Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The choggenmugger can hold its breach for 30 minutes. \n'b' Legendary Resistance (3/day) . If the choggenmugger fails a saving throw, it can choose to succeed instead. \n'b' Terrestrial Concealment . When the choggenmugger remains motionless and is in a swamp, water, or wooded area, it is indistinguishable from a natural rock formation covered with moss or algae. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The choggenmugger can use its swallow. Then it makes two claw attacks and one bite or tail attack . \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 19 (2d8 + 10) piercing damage. The target is grappled (escape DC 23). Until this grapple ends, the tar get is restrained , and the choggenmugger can\xe2\x80\x99t bite another target. \n'b' Claws . Melee Weapon Attack : +15 to hit, reach 1 5 ft., one target. Hit : 23 (2d12 + 10) slashing damage. \n'b' Tail . Melee Weapon Attack : +15 to hit, reach 20 ft., one tar get Hit:19 (2d8 + 10) bludgeoning damage. \n'b' Swallow . The choggenmugger makes one bite attack against a large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed tar get is blinded and restrained , it has total cover against attacks and other effects outside the choggenmugger, and it takes 2 1 (6d6) acid damage at the start of each of its turns. The choggenmugger can have only two targets swallowed at a time. If the choggenmugger takes 25 damage or more on a single turn from a creature inside it, the choggenmugger must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, who are knocked prone in a space within 10 feet in front of its maw. If the choggenmugger dies, a swallowed creature is no longer restrained and can escape from the corpse by using 15 feet of movement, exiting prone . \n'b' Stomp (Recharge 5-6) . The choggenmugger slams the ground, making a wave of water or earth. Each creature within 20 feet of the choggenmugger is knocked prone and must make a DC 23 Dexterity saving throw, taking 54 (12d8) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that failed their save are also pushed up to 10 feet away from the choggenmugger. Creatures larger than medium size are not knocked prone . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The choggenmugger 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 tum. The choggenmugger regains legendary actions at the start of their turn. \n'b'\n'b' Lumbering Gait . The choggenmugger may move a distance up co its speed. This movement doesn\xe2\x80\x99t provoke opportunity attacks. \n'b' Reflexive Strike . The choggenmugger makes a tail or claw attack . \n'b' Snack . The choggenmugger makes a bite or swallow attack . \n'b'\n'b' ABOUT \n'b' In former ages there had been many dragons, but Choggenmugger was so fond of dragons that he had eaten all of them long ago. There had also been great serpents and crocodiles in the forest marshes, but all had gone to feed the hunger of Choggenmugger. The people knew well there was no use opposing the Great Beast, so when one unfortunately met with it he gave himself up for lost. \n'b' Choggenmuggers are massive, vicious reptiles that inhabit lowland marshes and swamps. They are omnivorous, but prefer a diet of young dragons, dragonettes, snakes, and other reptiles. \n'b' A choggenmugger has two sets of razorsharp teeth in an enormous mouth, Its four webbed feet have sharp talons that are as hard as adamantine. Its body ends at a thick, prehensile tail covered with murky-green scales, which provide natural armor and help it blend into swamp habitat. While lurking, the choggenmugger\xe2\x80\x99s body can resemble a rocky outcropping or partially submerged log. \n'b' After a meal, choggenmuggers nest in dens to sleep while their meals digest. They lie surrounded by grim trophy collections which include everything from gems and riches of their victims to bits of uneaten body parts, a grisly hoard that creates a distinctive odor. \n'b' It may be months before a choggenmugger awakens, hungry for another meal.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Faerjakl\xc3\xbcin \n'b' Medium undead , neutral evil or chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 123 (19d8 + 38); Wound Threshold N/A Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 15 (+2) INT: 20 (+5) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Int +11, Cha +10 Skills Arcana * +17, Deception +10, Insight +8, Investigation +11, Perception +8, Survival +8 Damage Resistances cold, lightning, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses truesight 120 ft., passive Perception 18 Languages Deep Speech, Drow , Elvish, Primordial, Undercommon Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If Faerjakl\xc3\xbcin fails a saving throw, he can choose to succeed instead. \n'b' Rejuvenation . Faerjakl\xc3\xbcin has a phylactery. If his body is destroyed, he gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery. \n'b' Spellcasting . Faerjakl\xc3\xbcin is a 17th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Faerjakl\xc3\xbcin has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : chill touch , light , mending , shocking grasp , true strike \n'b' 1st level (4 slots) : alarm , detect magic , fateful twist*, longstrider **, shield \n'b' 2nd level (3 slots) : arcane lock , mirror image , misty step , see invisibility \n'b' 3rd level (3 slots) : blink , counterspell, fly , lightning bolt \n'b' 4th level (3 slots) : dimension door , fire shield **, wall of fire \n'b' 5th level (2 slots) : dominate person , wall of force \n'b' 6th level (1 slot) : circle of death \n'b' 7th level (1 slot) : prismatic spray \n'b' 8th level (1 slot) : maze \n'b' 9th level (1 slot) : weird \n'b'\n'b' Turn Resistance . Faerjakl\xc3\xbcin has advantage on saving throws against any effect that turns undead. \n'b'\n'b' (**) Faerjakl\xc3\xbcin casts these spells on himself before combat. \n'b' ACTIONS \n'b'\n'b' Debilitating Touch . Melee Spell Attack : +11 to hit, reach 5 ft., one creature. Hit : 10 (3d6) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Faerjakl\xc3\xbcin 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. Faerjakl\xc3\xbcin regains spent legendary actions at the start of his turn. \n'b'\n'b' Cantrip . Faerjakl\xc3\xbcin casts a cantrip. \n'b' Debilitating Touch (Costs 2 Actions) . Faerjakl\xc3\xbcin uses his Debilitating Touch. \n'b' Mind Probe (Costs 2 Actions) . A creature of Faerjakl\xc3\xbcin\xe2\x80\x99s choice that he can see within 120 feet of him must make a DC 19 Intelligence saving throw. On a failure, until the end of the creature\xe2\x80\x99s next turn, the creature has disadvantage on attack rolls against Faerjakl\xc3\xbcin, and Faerjakl\xc3\xbcin has advantage on saving throws caused by the creature. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to Faerjakl\xc3\xbcin\xe2\x80\x99s Mind Probe for the next 24 hours. \n'b' Psychic Shock (Costs 3 Actions) . A creature of Faerjakl\xc3\xbcin\xe2\x80\x99s choice that he can see within 60 feet of him must succeed on a DC 19 Intelligence saving throw or be stunned until the end of its next turn. \n'b'\n'b' ABOUT \n'b' An elder lich of the Netherworld, Faerjakl\xc3\xbcin has been seen in major drow cities for thousands of years. Though his noble garments show awareness of the most recent trends, he also stands out with his sporting of antique trinkets and an attitude that alternates between casualness and pride. \n'b' Faerjakl\xc3\xbcin was once an elenion wizard called Miquelaur\xc3\xab who took part in the Dawn War. Like many others, he ventured into the depths of the earth to fight Canker. A member of the lost legions, he was part of the first generations of drow. Faced with grief, the loss of his world and of his own self, Faerjakl\xc3\xbcin undertook the dark ritual that turned him from an archmage into a lich . Thus has he defied time, being now aged five thousand years-older than some gods! \n'b' Prone to mood swings, he can go from personable to aloof and all the way to cantankerous, switching between intense sociability, avid collaborative research, and depressive seclusion. During such a phase, he meditates next to Nulnyr\xc3\xab\xe2\x80\x99s Cenotaph in Shadowsilk, or by the Rift of No Return on the outskirts of the kingdom of Arall\xc3\xbcn, close to the ghosts of the Last Elenion Legion. Bent under the weight of eternity and undeath-which he yet cannot cast away-he seeks succor and entertainment among the living. \n'b' Keeper of the Memory of Cyfandir \n'b' Faerjakl\xc3\xbcin\xe2\x80\x99s domain is located under Cyrillane, close to the border of what is currently the drow city of Shadowsilk. As logic would dictate, this is where the lich has hidden the phylactery that will rejuvenate his body should it be destroyed. In addition to this vital treasure, he has also stashed precious personal items there, including his in-progress memoirs. \n'b' Faerjakl\xc3\xbcin has valuable information on life in the Netherworld, having compiled comparative studies spanning centuries. He has charted maps tracking geological and geomagical evolutions, population shifts, creature migrations, the fluctuations of Cankerous fronts, and even the recent appearance and expansion of Sublime. \n'b' In addition to his lair close to the Crystalline Labyrinth, the lich lord has other more or less secret laboratories, each dedicated to a specific field of research, and all located at the crossroads of underground magic currents. Once Faerjakl\xc3\xbcin\xe2\x80\x99s experiments have exhausted a natural source of magic, he changes locations. \n'b' A Peculiar Collection \n'b' Using the programmed illusion spell as a basis, my master has designed a ritual to store what a targeted creature is feeling over a short period of time. The feeling can be a present sensation or one from a memory. He calls it \xe2\x80\x9cpsychic tracing.\xe2\x80\x9d With my consent, he captured my feelings in a memory crystal-a quartz whose crystalline structure is similar to a brain\xe2\x80\x99s-as I was smelling flowers. A Vigilant had brought him roses from the surface, and we needed to proceed swiftly before they wilted. Gemstone in hand, eyes closed, I basked in this exotic perfume that I had never experienced before. In that moment, the Abyss flux passing through both the crystal and I synchronized our vibrational rates, my deep trance-like state allowing the psychic tracing to occur. The stronger and sharper the feeling is, the brighter the crystal shines. The walls of the room where Faerjakl\xc3\xbcin keeps his meticulously cataloged crystals look like a firmament. All one needs to do to re-experience a feeling stored in a crystal-complete with sounds, smells, images, emotions, etc.- is to hold it in one\xe2\x80\x99s hand. \n'b' Is my master using our memories to jog his? Or is he making them his to fill the gaps of a crumbling personality? \n'b' An Ambiguous Enemy of Canker \n'b' Faerjakl\xc3\xbcin was the pupil and loyal friend of Nulnyr\xc3\xab the wizardess, an admired, mysterious heroine of the Dawn War. It is said that all through her descent into the Netherworld, she kept notes on Canker, seeking to understand this terrifying enemy. At the time of the lost legions, the two wizards quarreled and parted ways, which Faerjakl\xc3\xbcin bitterly regretted, as it was the last time he ever saw Nulnyr\xc3\xab. Despite his mentor\xe2\x80\x99s staunch opposition to Canker, he has since become a lich , and forever bears a fragment of corruption as a consequence. \n'b' Faerjakl\xc3\xbcin claims to be a sworn enemy of Canker. He has even long sought to recover Nulnyr\xc3\xab\xe2\x80\x99s research, hoping to find the key to countering the godlike threat. By all accounts, however, he hasn\xe2\x80\x99t managed to uncover his mentor\xe2\x80\x99s hidden stashes\xe2\x80\xa6 Unless he concealed his discoveries\xe2\x80\xa6 For all of his assurances, Faerjakl\xc3\xbcin\xe2\x80\x99s actions paint a more nuanced picture of his stance against Canker. After centuries of activity, what are the lich\xe2\x80\x99s true plans to fight it? Faerjakl\xc3\xbcin has settled in the region of Shadowsilk, where a community was annihilated by Sublime in times past and where this ancient peril threatens to strike again. But he does not seem actually committed to preventing the impending catastrophe, as if he were certain of its inevitability. \n'b' Perhaps the solution Faerjakl\xc3\xbcin is searching for lies in a better understanding of the cycle of souls and the Fateforge. Did Nulnyr\xc3\xab\xe2\x80\x99s research inspire him to seek a different method than a frontal opposition against Canker in its Sublime incarnation? \n'b' A Hidden Dream \n'b' Is Faerjakl\xc3\xbcin looking for a way to return to life? He has made attempts at long-term possession of adventurers, but their bodies were inevitably consumed by his power, with Fate-chosen individuals proving to be the most resilient. He has studied the Astral Plane and the souls\xe2\x80\x99 cycle of reincarnation. He is fascinated with sidhes and how they retain partial memories from their former lives, but rejects the idea of altering his knowledge and the last vestiges of his first life. He wants to reclaim what he lost through his transformation, but without letting go of what he subsequently acquired. And of course, he wishes to remain immortal and eternally young! A forgotten note on an armchair\xe2\x80\x99s armrest mentions reversing the dark ritual that made him a lich . Is this related to his reignited interest in the Fateforge? And to the expedition to the Lands of Mibu that he has been organizing? \n'b' Servants and Mercenaries at his Service \n'b' When he is in a good mood, Faerjakl\xc3\xbcin enjoys mingling with the living, attending high-class gatherings and shows-even though they fail to captivate or uplift him. An elitist, he is very scrupulous about his servants, though he cannot keep them close to him for long, as his undeath forbids physical contact and attachment. Still, he obstinately refuses to have constructs as helpers. \n'b' Servants of Faerjakl\xc3\xbcin who perform dangerous missions in his service are called the Abyss Vigilants. \n'b' Most of the time, they pursue their adventures and send their reports to their contact among the lich\xe2\x80\x99s secretaries. The Abyss Vigilants\xe2\x80\x99 emblem is a counter- clockwise black spiral. Whoever carries such a tattoo is an important member of this group. Painted on a building, this mark signals a haven, possibly even the location of a teleportation circle inscribed by the lich. Here are a few examples of missions: \n'b' Archiving . Many scriveners of House Myitikos work on restoring and copying Faerjakl\xc3\xbcin\xe2\x80\x99s scientific works, which are then sent to the great libraries of D\xc3\xb6rtharog\xc3\xa6r, Irkalla\xc3\xab, and even the Free City\xe2\x80\x99s Academy. These scholars are also sent across the Netherworld to gather collections, transcribe stone engravings, or watch over other libraries. \n'b' The index . The lich lord began writing his memoirs very early. As tomes piled up, he came up with an index to conveniently reference any scientifically or intimately precious information. \n'b' Unfortunately, in time, the monumental collection was scattered as homes changed, projects were discontinued or abandoned, etc. Some disciples even stole some of the books and tore pages from the index to cover their misdeeds. \n'b' Additionally, the oldest books have degraded or have not been faithfully transcribed, resulting in different copies contradicting each other. Every now and then, servants are tasked with bringing order to this chaos by recovering manuscripts, copying them, sorting them, etc. The lich\xe2\x80\x99s archive rooms have grown into veritable mazes where oozes and vermin make their homes. \n'b' Search for artifacts . Faerjakl\xc3\xbcin has a thriving business as an antiquarian, but having no time to waste on appraisals, he has trained servants in identifying and pricing precious items. Always on the lookout for ancient materials and artifacts, he hires adventurers to bring such antiques back to him, with the fee for such a service depending on the danger and urgency of the mission. Among the items he actively seeks are Nulnyr\xc3\xab\xe2\x80\x99s spellbooks and writings, though more for sentimental reasons than for the knowledge they hold. \n'b' Intelligence network . The Abyss Vigilants are Faerjakl\xc3\xbcin\xe2\x80\x99s messengers and spies. They come and go among magic academies and major Netherworld authorities. They explore unknown or faraway regions, keeping track of the activities of Canker and Sublime. They study the behavior of ravagers, elementals, and fey, and monitor the currents of the Abyss. They watch out for tears in the Astral Plane and are empowered to take action to eliminate any source of perturbation or corruption of the fluxes-except their master. \n'b' Unrestrained socializing . During his manic phases, Faerjakl\xc3\xbcin suddenly becomes frantically active, taking pains to be up to date on the surrounding civilizations. It is at these times that he is the most approachable and committed, holding conferences, funding expeditions, mentoring young leaders, etc. But such efforts turn out to be self-defeating: the dizzying flurry of change results in him losing his bearings, and he finds himself unable to adapt to new things. Moreover, taking the role of advisor inevitably reminds him of the past, and few are those who can stimulate him intellectually; these two hurdles together quickly make him weary, jaded, and pessimistic. For the lich\xe2\x80\x99s servants, these hyper-social phases mean an exhausting increase of activity, including field missions to prepare the arrival of their master or to hurriedly fetch him the data he requires. And when Faerjakl\xc3\xbcin relapses into melancholy, his servants must act as stand-ins at formal events, deliver apologies, and wrap up schemes that the lich started then lost interest in. \n'b' Looking for talented students . One of the tragedies of Faerjakl\xc3\xbcin is that undeath hampers creativity. Being now incapable of strokes of inspiration or improvisation, he must rely on living assistants for fresh material. Using his knowledge and methodology, he can then organize, refine, and flesh out these ideas, giving them concrete applications. But with no disciples, there is no innovation. The lich lord only takes a few apprentices at a time and stimulates their competitiveness. These aides are often empowered to call upon the Abyss Vigilants for needs that can be serious or frivolous. Some of the lich\xe2\x80\x99s permanent servants may also be tasked with removing former apprentices planning to reveal that Faerjakl\xc3\xbcin is not the genius everyone thinks he is, and that he plagiarized their discoveries. \n'b' A Theater of Illusions \n'b' The first time I found myself face to face with a holographic projection, I thought I was in the presence of a ghost and ran away. Using the programmed illusion spell, my master leaves messages for himself, which activate when he enters a room. In the library and gallery, some of the illusions are bound to books or artifacts. They were recorded by former servants, and each gives a warning, a summary, or an anecdote about an item. Other holograms, bound to memory crystals, recount the most treasured memories of their researches and adventures with my master-a room entirely dedicated to the stroking of his ancient ego! Others feature actors playing characters from Faerjakl\xc3\xbcin\xe2\x80\x99s intimate past, or archetypes. The performers are given very precise lines that leave absolutely no room for improvisation. \n'b' The scenes are generally short and poignant: a fatherly figure saying good night, a comrade-in-arms urging forward\xe2\x80\xa6 During his depressive phases, Faerjakl\xc3\xbcin can remain shut in for months or even years, listening to these recordings. \n'b' Among the most recent of these \xe2\x80\x9cspecters,\xe2\x80\x9d some seem gifted with sentience. They can follow conversations about simple topics. But just like their creator, they are devoid of emotions. They are mimicries of the bygone people Faerjakl\xc3\xbcin appreciated. When I am gone, there will be one in my image\xe2\x80\xa6 \n'b' Current Preoccupations \n'b' Though Faerjakl\xc3\xbcin is a historian, he is no conservative, and is outspoken against obsolete traditions. \n'b' He holds that solutions to present issues are not to be found in the past, much less in mindlessly aping it. A long time ago, at the dawn of the civilization of the lost legions\xe2\x80\x99 survivors, he tried involving himself in the social and ideological reorganization of the drow people. But he failed to anticipate Irae\xe2\x80\x99s actions, as well as the establishment of the drow matriarchy that followed the revolution she spearheaded, and this frightened him and disappointed him in equal measure. Having since resolved to be a neutral party, he lives away from the political battles of the Netherworld, avoiding diplomatic conflicts and councils like the plague. But even so, he has been keeping a watchful eye on the two greatest drow kingdoms of Cyfandir. \n'b' Arall\xc3\xbcn\xe2\x80\x99s Dangerous Good Intentions \n'b' For a long time, the lich wizard has been keeping his distance from Arall\xc3\xbcn, where he was revered as a living relic and mostly esteemed for his knowledge regarding the Elven Empire and the worship of the Falcon god. This is what led to him changing his name and hiding his true identity from the members of the K\xe2\x80\x99kaysairon council. Faerjakl\xc3\xbcin fears that Arall\xc3\xbcn\xe2\x80\x99s priests might open a portal to Nightmare to rescue the lost god. He has thus been secretly working on limiting the empire\xe2\x80\x99s expansion and on ensuring that it focuses its efforts and resources on fighting Canker. \n'b' The Shadowsilk Conspiracy \n'b' Faerjakl\xc3\xbcin was a powerless witness to the maelossa\xe2\x80\x99s corruption and its transformation into a Sublime oasis. Due to Shadowsilk being so close to his main lair, he was able to study the phenomenon and found out about the matriarchs\xe2\x80\x99 secret: Aran\xc3\xbf\xc3\xa9lissa is no goddess incarnate, and the Ritual of Renewal is a way to restrict her power. The Sublime oasis is a golden prison for a people used as fodder for driders, keeping them from spreading throughout the Netherworld. \n'b' When ritual sacrifices prove insufficient to slake their hunger, strangers are captured. For the time being, Faerjakl\xc3\xbcin knows too little about Sublime, and he is reluctant to bring about one more revolution. Thus, he has been keeping his revelations to himself. If he were to learn about the connection between Sublime and Canker, would he change his mind?'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fairy Ring \n'b' Large swarm of Tiny plants , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 342 (36d10 +144) Speed 5 ft.\n'b' STATS STR: 1 (-5) DEX: 6 (-2) CON: 18 (+4) INT: 15 (+2) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +6, Wis +6, Cha +8 Skills Perception +6, Stealth +6 Damage Immunities fire Damage Resistances bludgeoning and piercing from nonmagical attacks that are not silvered Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , prone , restrained , stunned Senses truesight 60 ft., passive Perception 16 Languages Sylvan (can\xe2\x80\x99t speak) Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Distraction . Creatures that are in the fairy ring\xe2\x80\x99s space become distracted on a failed DC 16 Intelligence saving throw. Distracted creatures cannot maintain concentration spells and have disadvantage on attack rolls. \n'b' Dreaming Glade . Creatures coming within 30 feet of a fairy ring become drowsy and inattentive on a failed DC 16 Wisdom saving throw. Affected creatures have disadvantage on Wisdom saving throws and ability checks. If the saving throw is a critical failure the creature is drawn to the ring becoming enchanted with the place and being unwilling to leave it. If the creature is then successful on a saving throw it must save again 10 minutes later or return to the fairy ring as if it had critically failed the saving throw. Fey creatures are immune to this effect. If a creature saves, it is immune to the dreaming glade ability of that fairy ring for 24 hours. \n'b' Faerie Ripple . A fairy ring\xe2\x80\x99s allies share the benefit of its indistinct ability as long as they remain within the fairy ring\xe2\x80\x99s space. In addition, as an action a fairy ring can create a thinness between worlds that brings Faerie closer to the mortal world. This acts as a bless spell centered on the fairy ring but affecting only fey and plants. A fairy ring can spend one use of its legendary actions to grant allies within its space the benefits of blink in addition to bless and Indistinct for 1 minute. When legendary actions are used in this way the fairy ring loses that action for 24 hours. \n'b' Indistinct . Hostile creatures can\xe2\x80\x99t quite make out the location of the fairy ring and have disadvantage on attack if they rely on sight. \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 plant. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Speak with Beasts and Plants . The fairy ring can communicate with beasts and plants as if they shared a language. \n'b' Innate Spellcasting : The fairy ring\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spells). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dancing lights , hideous laughter , meld into stone , prestidigitation , unseen servant \n'b' 3/day each : sleep (as a 9th-level spell), dimension door \n'b' 1/day each : dream , mirage arcane , conjure woodland beings (as a 6th-level spell with the additional option of calling a single unicorn ). \n'b' 1/week : gate (the spell only opens to Faerie. Non-fey creatures that use the gate suffer crushing despair as they long to return, gaining disadvantage on Wisdom checks and saving throws for a week). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fairy ring can attack every hostile creature in its space with selective swarm. \n'b' Selective Swarm . Creatures beginning their turn in the area of a fairy ring take 7 (2d6) psychic damage from strange whirling lights, unseen hands, snatches of song, and rippling in the very fabric of reality. Blind or deaf creatures take half damage from a fairy ring\xe2\x80\x99s swarm attack and gain advantage to save against its distraction ability. A fairy ring may choose to deal no damage or even to exclude some creatures from damage but not others. Creatures damaged by the fairy ring\xe2\x80\x99s swarm attack are afflicted with the curse of the ages. \n'b' Curse of the Ages . On a failed DC 16 Wisdom saving throw the target creature ages 1 year, and this rapid aging causes the creature to gain one level of exhaustion unless it has an extremely long lifespan (GM\xe2\x80\x99s discretion, but generally longer than 300 years). A creature that saves is immune to that fairy ring\xe2\x80\x99s curse of the ages for 24 hours. \n'b' Fey Mound . A fairy ring can create an extradimensional refuge in the ground within its space which lasts 1 hour. The space can hold as many as eight Medium or smaller creatures. Attacks and spells can\xe2\x80\x99t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window. A fairy ring can move and reshape itself while maintaining the fey mound, but it cannot move from the square without ending the effect and causing all creatures within to emerge from the entrance. The entrance is difficult to find due to the rippling of reality within the fairy ring\xe2\x80\x99s space, requiring a DC 19 Wisdom saving throw to penetrate the illusion covering the entrance, followed by a DC 19 Wisdom ( Perception ) check to locate it, though a fairy ring can reveal the entrance to any creatures it chooses within 30 feet without revealing it to others. Creatures inside the fey mound regain 1 hit point per round as long as they remain within. This is natural healing and not regeneration (that is, limbs will not grow back). A fairy ring can spend one use of its legendary actions to create a faithful hound to guard the entrance to the fey mound. Alternatively, it can spend all its legendary actions to create a fairy mound identical to magnificent mansion . If it uses its legendary actions in this way, it loses access to those actions for 24 hours. If the fairy ring is killed, all effects of this ability are immediately ended and creatures within are expelled into a random open square within 30 feet of the entrance. Creatures ejected in this manner must save against the fairy ring\xe2\x80\x99s curse of ages ability. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The fairy ring can take 2 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 fairy ring regains spent legendary actions at the start of its turn. \n'b'\n'b' Cast a Spell . The fairy ring casts a spell. \n'b' Disenchantment . A fairy ring can attempt to drain the magic from one magical item carried by a creature within its space. The creature wielding the magic item makes a DC 16 Charisma saving throw on behalf of the magic item adding +1 to the roll for each level of rarity. If the magic item fails the saving throw, the fairy ring suppresses the item\xe2\x80\x99s power for 1 minute, healing the fairy ring a number of hit points equal to 10 times the number of chargers or plusses the item had or 10 points per level of rarity. If the saving throw fails by 5 or more, the item\xe2\x80\x99s power is drained completely, rendering it permanently nonmagical, and heals the fairy ring twice the normal number of hit points . This power has no effect on artifacts; items made of silver or mithral; or items carried by fey or plant creatures. \n'b'\n'b' ABOUT \n'b' Mysterious lights and echoes of music and tinkling laughter can be heard at times in a shadowy glade full of multicolored mushrooms growing in a circle. These may be fairy rings, magical mushroom colonies that grow (and are often planted and cultivated) in places where there is a thinness in the veil between worlds, where the Faerie Realms and the Material Plane grow close together. In fact, fairy rings embody that closeness and help serve as bridges between the worlds, bringing fey and mortal alike into the world of the other. A fairy ring\xe2\x80\x99s mushrooms are rarely seen to move, instead disappearing into the loaming earth or ancient cromlechs and dolmens they guard only to reappear nearby several nights later. \n'b' Fairy rings are subtle creatures of surprising intelligence and insight, understanding much of what they observe and able to communicate quite effectively with the things of the natural world, though rarely revealing their mind to any. \n'b' They do not speak, but those who spend sufficient time around them claim to be able to read their moods and their wishes through the subtle interplay of colors within them, the shifting rainbow hues of the mushrooms themselves, and the tittering sounds of magical laughter a fairy ring creates when pleased with itself or its guests. \n'b' Queer Passage . Creatures passing within a fairy ring, or awakening to find themselves within one, often report strange dreams, and may disappear from view for days at a time, to return with tales of fey merriment but touched with age as their years seem to slip away. Strange lights and sounds are often experienced around a fairy ring, whirling patterns that entrance and mislead . Those in trouble have often found a refuge within a fairy ring, as the world seemed to grow blurry and hazy and they fell into a strange and comforting safety within. \n'b' Though created by the Eldest Lords of the Fey, fairy rings can be stubborn and unreliable unless plied with gifts of music or comedy. Those seeking to use a fairy ring as a means of magical conveyance are well advised to bring them a magical gift, whose powers they drain to fortify their mystical energies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Monkey \n'b' Family: Animal \n'b' Small beast , unaligned \n'b' Armor Class 12 \n'b' Hit Points 3 (1d6) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 10 (+0) INT: 6 (-2) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Perception +4, Stealth +4, Sleight of Hand +4 \n'b' Senses passive Perception 16 \n'b' Challenge 0 (10 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Falajitax \n'b' Large aberration , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 220 (21d10 + 105) Speed 30 ft., climb 30 ft., swim 40 ft.\n'b' STATS STR: 27 (+8) DEX: 7 (-2) CON: 21 (+5) INT: 10 (+0) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +8, Cha +6 Skills Deception +6, Perception +8, Stealth +8 Damage Immunities cold Senses blindsight 10 ft. (120 ft. in water), darkvision 120 ft., passive Perception 13 Languages Aklo, Aquan, Common, Draconic Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting (Psionic, Hydrokinesis) . The falajitax\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells so long as it is contact with water \xe2\x80\x93 including rainfall, requiring no components:\n'b'\n'b'\n'b' At will : control water , shape water, slick (as grease ) \n'b' 3/day each : suggestion , wall of water, telekinesis \n'b' 1/day each : artesian spring*, control weather , dream , flood tide* \n'b'\n'b' Alien Anatomy . The falajitax has multiple glowing hearts that slither about within its innards but all are decoys, with its real heart located in its tail. Whenever an attacker would score a critical hit against the falajitax, it can attempt a DC 20 Constitution saving throw to instead treat it as a normal hit. \n'b' Amphibious . The falajitax can breathe air and water. \n'b' Magic Resistance . The falajitax has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 21 (3d8 + 8) piercing damage plus 13 (3d8) poison damage and the target is grappled (escape DC 18). If the target is a Medium or smaller creature, the falajitax may choose to swallow the grappled creature. The target must succeed on a DC 18 Strength saving throw or be swallowed by the falajitax. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the falajitax, and it takes 35 (10d6) acid damage at the start of each of the falajitax\xe2\x80\x99s turns. If the falajitax takes 30 damage or more on a single turn from a creature inside it, the falajitax must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the falajitax. If the falajitax dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . If the attack is a critical hit and does 30 damage in a single strike the swallowed creature found the falajitax\xe2\x80\x99s true heart and kills it instantly. \n'b' Tail . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. If a target is hit by tail slap, the falajitax may use a bonus action and use constrict. \n'b' Constrict . Melee Weapon Attack : +13 to hit, reach 5 ft., one creature. Hit : 17 (2d8 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained , and the falajitax can\xe2\x80\x99t constrict another target. A target that starts its turn grappled in this way automatically takes 17 (2d8 + 8) bludgeoning damage. \n'b' Grisly Puppeteer . A falajitax can insert its tail tip into a helpless, grappled or willing creature. An unwilling creature can resist this with a DC 14 Wisdom saving throw. On a failed save, the creature is dominated by the falajitax, as per the dominate monster spell (9th level), In order to maintain the effect, the falajitax must keep the creature within 20 feet of itself \xe2\x80\x93 this is the maximum reach of its puppeteering tendrils. The falajitax can puppeteer 1 creature up to 10 creatures at a time, though it usually prefers willing servants, not puppets. \n'b' Water Blast (Recharge 5-6) . The falajitax exhales water in a 60-foot cone. Each creature in that area takes 35 (10d6) cold damage on a failed DC 18 Dexterity saving throw, or half as much damage on a successful one. If the target rolls a natural 1 on its saving throw it is also slowed as the spell. \n'b' Change Shape . The falajitax magically polymorphs into a Small or Medium humanoid, into a Large giant, into a Small, Medium or Large beast or back into its true form. Other than its size , its statistics are the same in each form. The falajitax\xe2\x80\x99s earrings resize but are always visible and position appropriately on the creature it polymorphs into. If the falajitax dies, it reverts to its true form. \n'b'\n'b' REACTIONS \n'b'\n'b' Tendril Insertion . If a creature is grappled or otherwise helpless (including being unconscious , stunned or paralyzed ) and that creature is within 20 feet of the falajitax, it may use grisly puppeteer. \n'b' Shroud of Water . The falajitax uses shield in reaction to an attack that hits it. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The falajitax can take 1 legendary action per two PCs it is fighting with a minimum of 1, choosing from the options below. The number of legendary actions can change during a battle if a PC is killed or becomes a puppet of the falajitax. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The falajitax regains spent legendary actions at the start of its turn. \n'b'\n'b' Phase Change . The falajitax uses one of its actions . \n'b' Tail Attack . The falajitax makes a tail attack . \n'b' Water Bender (Costs 2 Actions) . The falajitax uses its hydrokinesis trait \n'b'\n'b' LAIR ACTIONS \n'b' When fighting inside its lair, an falajitax can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the falajitax takes a lair action to cause one of the following effects: \n'b'\n'b' Wall : The falajitax creates an opaque wall of water on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall\xe2\x80\x99s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points , vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. A creature that tries to push its way through the wall must make a DC 14 Strength ability check or get stuck in the wall. Another check can be made as an action on each of the trapped creatures turn to force its way out. Each failed attempt reduces the time the creature can hold its breath by 1d10 rounds. The wall disappears when the falajitax uses this lair action again or when the falajitax dies. \n'b' Grasping Pool : Pools of water within 90 feet of the falajitax surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone . The falajitax can\xe2\x80\x99t use this lair action again until it has used a different one. \n'b' Boiling Rage : Water in the falajitax\xe2\x80\x99s lair magically becomes a conduit for the creature\xe2\x80\x99s rage. The falajitax can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) fire damage for the attack as the creatures rage turns the water into steam. The falajitax can\xe2\x80\x99t use this lair action again until it has used a different one. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a legendary falajitax\xe2\x80\x99s lair is warped by the falajitax\xe2\x80\x99s presence, which creates one or more of the following effects: \n'b'\n'b' It is hot and humid within 6 miles of the falajitax\xe2\x80\x99s lair. Treat this area as extreme heat. \n'b' Cool precipitation falls within 6 miles of the falajitax\xe2\x80\x99s lair almost constantly, sometimes forming thunderstorm conditions when the falajitax is at rest. \n'b' As an action, the falajitax can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the falajitax has seen before or in any location a creature charmed by the falajitax can currently see. Once created, the image lasts for as long as the falajitax maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the falajitax or a figure it chooses. The falajitax can sense and speak from the image\xe2\x80\x99s position as if present at that position. If the image takes any damage, it disappears. \n'b'\n'b' If the falajitax dies, the fog and precipitation fade within 1 day. The heavy rain and heat fade away over the course of 1d10 days. \n'b' ABOUT \n'b' This strange beast appears like a large serpent with beautifully striped scales and a head like an oversized rhea bird. Its eyes glow with feral cunning and a blaze with lambent crimson radiance when it is angered. Its plumage is dusty but it wears ornate golden earrings a brightly colored feathers, and odd bulges and patches of light pulse beneath its scales as its organs undulate. The falajitax loves humidity and brings water wherever it goes in the form of falling rain and springs welling up from below the ground. \n'b' Sinister Shaper . The falajitax is a cunning hunter, sometimes luring creatures into its clutches by hiding its serpentine body and allowing only its bird-like head to show amid foliage. While the creature is not particularly agile, it easily transitions from land to water to trees in pursuit of prey. It also uses its shapechanging powers to assume an innocuous form like a horse or lures people into riding it, galloping with them into a river or lake to drown them. \n'b' Natural Guardians . The falajitax sometimes appoint themselves as guardians of natural treasures or places of natural beauty, and they have a particular fondness for honey. They protect such hives from exploitation as they tend to them and sup the honey for themselves, though if properly approached with singing and offering of aromatic ointments, they can sometimes be persuaded to peacefully coexist with local shamans and their villages to share such precious commodities.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Faleich-Wyrm \n'b' Gargantuan undead , chaotic evil \n'b' Armor Class 18 (natural) Hit Points 370 (20d20+160) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 30 (+10) DEX: 15 (+2) CON: 26 (+8) INT: 5 (-3) WIS: 14 (+2) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Str +15, Con +13, Wis +7 Damage Resistances cold, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 120 ft., passive Perception 12 Languages understands Common (can\xe2\x80\x99t speak) Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Leech Infested . Any creature attacking a faleich-wyrm with a melee weapon or natural attack must succeed at a DC 19 Dexterity saving throw or be showered in undead leeches. Creatures grappling the beast or who are swallowed by it must make a save at the start of any round in which the condition continues and must make the save with disadvantage. A creature infested with leeches must make a DC 19 Constitution save at the start of each of its rounds. On a failed save, the creature has its hit point maximum reduced by 1d10 (6) and acts as if under the effects of a confusion spell until the start of its next round. An infested creature that takes fire damage automatically succeeds on the Constitution save for 1 minute as the leeches go dormant. Any effect that removes a disease destroys the leeches and allows the creature\xe2\x80\x99s hit point maximum to be fully restored after a full rest. A heal spell destroys the disease and restores the creature\xe2\x80\x99s hit point maximum to full before applying its healing effects. \n'b' Magic Resistance . The faleich-wyrm has advantage on saving throws against spells and magical effects. \n'b' Turn Resistance . The faleich-wyrm has advantage on saving throws against turning undead and other forms of channel divinity. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The faleich-wyrm may make three attacks, one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 21 (2d10 + 10) piercing damage, plus 11 (2d10) poison damage. If the target is Large or smaller it must succeed on a DC 19 Dexterity saving throw or be swallowed. A swallowed creature gains the blind and restrained conditions and has total cover against any attacks or effects originating outside the faleich-wyrm. In addition, the target takes 28 (8d6) acid damage at the start of each of the faleich-wyrm\xe2\x80\x99s rounds. If the faleich-wyrm takes at least 35 damage in a single turn from a swallowed creature, it must succeed on a DC 21 Constitution save or release all swallowed creatures. Creatures released in this way land 10 feet from the creature and fall prone . If the faleich-wyrm is killed, swallowed creatures lose the restrained condition and may escape the faleich-wyrm\xe2\x80\x99s corpse by using 20 feet of movement and exiting the creature prone . \n'b' Claw . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 19 (2d8 + 10) slashing damage. \n'b' Poison Breath (Recharge 5-6) . The faleich-wyrm exhales a cone of poisonous gas 60 feet on a side. Creatures in the area of effect must succeed on a DC 19 Constitution save or take 56 (16d6) poison damage and gain the poisoned condition for 1 minute. A successful save reduces the damage to half and prevents the poisoned condition. Creatures poisoned by the faleich-wyrm\xe2\x80\x99s breath weapon may repeat the save at the end of each of their rounds to end the effect. \n'b'\n'b' ABOUT \n'b' A Faleich-wyrm is 40 to 50 feet in length and weighs over 100 tons. Their great scales are a moldering brownish-green and its dried leathery flesh clings tightly to its skeletal, undead frame. They exist only to reap destruction and once awakened rampage without stopping, attacking anything, living or dead within their path. Still, Faleich-wyrms tend to target living things first and once attracted to a live target continue to hunt it down until they rend it into tiny pieces. \n'b' Beasts of War . In centuries past, the king of the wild Northlands entreated a cabal of sinister necromancers known as the Faleich-Mar to create for him the penultimate undead war-beast to obliterate and devour the armies of his enemies to the south. To meet his request, the Faleich-Mar bred monstrous-sized tatzlwyrms, infested them with undead leeches that drove the creatures insane, turning them into raging violent beasts before slaying them. When necromancers raised their corpses, the result proved undeniably destructive. \n'b' Yet the arcane madness that once afflicted their living brains caused their deterioration, making them impossible to control in undeath. Once risen, the monstrous undead wyrms rampaged through the wildlands, sowing paths of destruction and terror. The best the necromancers could hope for was to point their volatile creations south and hope they encountered as few of their own peoples\xe2\x80\x99 settlements as possible before they reached enemy territory. \n'b' After numerous trials and failures, the king ordered the Faleich-Mar to abandon their efforts. \n'b' Undaunted, and driven by their own desires the Faleich-Mar continued their research, slowly moving across the Northlands, seeking out remote areas to perform their work. Each time, the results were equally chaotic and destructive. \n'b' The king tried to condemn their work, until it was revealed that he had initially commissioned the cabal to construct the monstrous creatures. This revelation broke the trust of the kingdom and inspired revolt and rebellion throughout the northlands. Publicly demonized and shunned, the Faleich-Mar were driven underground where they continued their work in secrecy. The necromancers believing they were close gaining absolute control over their ghastly creations and that once mastered, they could use the beasts to wrest the rule from blood-born kings and seize control of the Northlands for themselves. To retain secrecy, they altered the raising ritual, placing the undead creatures in a sort of stasis. This allowed the cabal to create hundreds of Faleich-wyrms that they could later raise simultaneously, using a single final ritual. \n'b' What happened next remains a mystery. The cabal disappeared, taking their secrets with them. Whether the necromancers completed the awakening ritual and how many of the fearsome undead creatures they created are both unknown. Still, when these sleeping giants awaken , there exists little doubt as to the wrath and might of the Faleich-Mar. \n'b' Hidden Horrors . At present, these giant undead tatzlwyrms or Faleich-wyrms, rest in secluded areas; hidden from the world in great stone temples, caverns, or massive burial mounds. Left behind by their creators, they remain dormant until the unlucky or overly curious accidentally awaken them. \n'b' Created over the span of several decades, the awakening processes vary, but generally consist of a few runes which when read aloud, cause the beast to rise. Once awakened, the creature flies into an unstoppable rampage of destruction. \n'b' Rumors remain that at one of these locations, there exists a powerful ritual that if properly executed will simultaneously awaken all these creatures at once.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fallen Angel \n'b' Large fiend (fallen angel), neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 225 (18d10+126) Speed 60 ft., fly 120 ft.\n'b' STATS STR: 25 (+7) DEX: 22 (+6) CON: 25 (+7) INT: 20 (+5) WIS: 23 (+6) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +20, Perception +13, Stealth +20 Damage Resistances bludgeoning, piercing, slashing Damage Immunities cold, fire, necrotic, poison Condition Immunities charmed , diseased, exhaustion , frightened , poisoned Senses darkvision 300 ft., truesight 120 ft., passive Perception 23 Languages all, telepathy 120 ft. Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrupted Weapons . The fallen angel\xe2\x80\x99s weapon attacks are magical and when its weapons deal an extra 5d12 necrotic damage (included in the attack ). \n'b' Dark Sight . Magical darkness doesn\xe2\x80\x99t impede the fallen angel\xe2\x80\x99s darkvision . \n'b' Flyby . The fallen angel doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Improved Critical . The fallen angel\xe2\x80\x99s weapon attacks score a critical hit on a roll of 19 or 20. \n'b' Infernal Tongue . It is impossible to tell when the fallen angel is lying. Additionally, no matter what they say, magic that would determine if the fallen angel is telling the truth indicates that they are being truthful, and magic cannot reveal their alignment. \n'b' Innate Spellcasting . The fallen angel\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : animate dead , bestow curse , black tentacles , charm monster, create undead , detect evil and good , detect magic , hellish rebuke (as a 3rd-level spell), invisibility , planar ally , suggestion , wall of fire \n'b' 5/day each : death ward , disintegrate , dispel evil and good , dispel magic , dominate monster , eyebite , greater invisibility , finger of death , harm , mass suggestion , plane shift , teleport \n'b' 1/day each : gate , incendiary cloud , time stop , weird \n'b'\n'b' Legendary Resistance (3/Day) . If the fallen angel fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The fallen angel has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The fallen angel regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn\xe2\x80\x99t function at the start of the fallen angel\xe2\x80\x99s next turn. The fallen angel dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Shadow Stealth . While in dim light or darkness, the fallen angel can take the Hide action as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fallen angel uses his Frightful Presence. It then makes three melee attacks , or it makes one melee attack and either uses Soulsucking Touch or casts a spell. \n'b' Blasphemous Spear . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 21 (4d6+7) piercing damage plus 32 (5d12) necrotic damage. In addition, on a critical hit, the target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the fallen angel regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If a humanoid is slain in this way, a fiend (with a CR equal to its CR + 1 or its level) rises from the corpse 1d4 minutes later. If a deva, planetar, or solar is slain in this way, a new fallen angel rises from the corpse 1d4 hours later. \n'b' Frightful Presence . Each creature of the fallen angel\xe2\x80\x99s choice that is within 120 feet of it and aware of it must succeed on a DC 23 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 fallen angel\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Soulsucking Touch . The fallen angel reaches out at a creature within 50 feet that it can see, drawing away its life force. The target makes a DC 23 Charisma saving throw or reduces its Intelligence , Wisdom , and Charisma scores by 1d6 (roll separately for each). On a failure by 5 or more, the target rolls d8s instead. The target dies if this reduces an ability score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a humanoid is slain in this way, a fiend (with a CR equal to its CR + 2 or its level) rises from the corpse 1d4 rounds later. \n'b' Change Shape . The fallen angel magically polymorphs into an aberration, beast, dragon, fiend, humanoid, or monstrosity that has a challenge rating no higher than its own, or back into its true form. The fallen angel reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (its choice). In a new form, the fallen angel retains its alignment, hit points , Hit Dice, ability to speak, proficiencies, Legendary Resistance , lair actions , and Intelligence , Wisdom , and Charisma scores, as well as this action. The fallen angel\xe2\x80\x99s statistics and capabilities are otherwise replaced by those of the new form (including class features and legendary actions), except any lair actions of that form.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'False Avatar of Amun \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 120 (16d8 + 48) Speed fly 40 ft.\n'b' STATS STR: 16 (+3) DEX: 39 (+4) CON: 46 (+3) INT: 34 (+2) WIS: 24 (+2) CHA: 28 (+4) \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 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Fear . Any creature within 30 feet of the False Avatar of Amun must succeed on a DC 15 Wisdom saving throw or become frightened of the False Avatar of Amun. 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 the False Avatar of Amun\xe2\x80\x99s Aura of Fear for the next 24 hours. \n'b' Darkness . As a bonus action, the False Avatar of Amun may cast darkness three times per day. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The False Avatar of Amun 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 : +7 to hit, range 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' The False Avatar of Amun is a gloom demon that, due to long proximity to the Shrine of Amun, has taken on the appearance of an avatar of that god. Its essential nature has not been entirely discarded, however, and its ram-headed human form remains unstable, with both its size and position changing erratically from moment to moment.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Falsifier Fog \n'b' Huge undead , chaotic evil \n'b' Armor Class 13 Hit Points 52 (8d12) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 17 (+3) CON: 10 (+0) INT: 14 (+2) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , poisoned , prone , restrained , unconscious Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13 Languages understands Common but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Enveloping Fog . The falsifier fog can occupy another creature\xe2\x80\x99s space and vice versa, and the falsifier fog can move through any opening as narrow as 1 inch wide without squeezing. The fog\xe2\x80\x99s space is lightly obscured , and a creature in the fog\xe2\x80\x99s space has three-quarters cover against attacks and other effects outside the fog. \n'b' False Appearance . While the falsifier fog hovers motionlessly, it is indistinguishable from ordinary fog. \n'b' Horrific Illusions . A creature that starts its turn in the falsifier fog\xe2\x80\x99s space must succeed on a DC 13 Wisdom saving throw or be frightened until the start of its next turn, as it sees visions of its worst fears within the fog. While frightened , a creature\xe2\x80\x99s speed is reduced to 0. If a creature fails the saving throw by 5 or more, it is afflicted with short-term madness. \n'b' Limited Telepathy . The falsifier fog can communicate telepathically with any creature in its space. \n'b' Actions \n'b' Multiattack . The falsifier fog makes two chill attacks. \n'b' Chill . Melee Spell Attack : +5 to hit, reach 5 ft., one target in the fog\xe2\x80\x99s space. Hit : 10 (3d6) cold damage. \n'b' Reaching Phantasms (Recharge 5-6) . The phantasmal images within the falsifier fog reach outward. Each creature within 10 feet of the fog must make a DC 13 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. Creatures in the fog\xe2\x80\x99s space have disadvantage on the saving throw. \n'b' About \n'b' Falsifier fogs are foul urban mists that seek to distort the memory and manipulate the reality of victims using illusion and enchantment. \n'b' Delusory Misery . Falsifier fogs feed on the continued anxiety and depression they foment in populated towns and cities, using their unique abilities to infect large groups at a time. They do not look to kill victims, instead hoping to feed on distress for as long as possible. \n'b' Relishing Manipulators . Falsifier fogs are the souls of abusers and cult leaders who died collaborating with or benefiting from the manipulations of dark forces. Sometimes falsifier fogs form mutually beneficial relationships, willingly cooperating with evil spellcasters to spread misery. Green hags are particularly fond of falsifier fogs, and large covens of the hags regularly aid and call on fogs. \n'b' Illusion and Enchantment . Often confused as fog or a passing cloud of smoke, falsifier fogs actively use subtle illusion to delude their victims and make them doubt their experiences and the validity of their feelings. \n'b' That Voice in the Back of Your Head . Their unique telepathy is their most effective tool. They assume the identity of a victim\xe2\x80\x99s inner discourse, spreading doubt and delusion while dispelling any efforts made by the victim to reality-check. \n'b' Undead Nature . The falsifier fog doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Familiar Eater \n'b' Small magical beast, chaotic evil \n'b' Armor Class : 19 Hit Points 31 (9d6) Speed : 5 ft., fly 60 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 15 (+3) INT: 10 (0) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Perception +4, Stealth +7, Survival +4 Senses : darkvision 60 ft., tremorsense, passive Perception 14 Damage Resistances : poison Damage Immunities : none Condition Immunities : poisoned , Paralyzed Languages : none Challenge : 4 (1,100 XP) \n'b' Special Traits \n'b' Familiar Infection : This supernatural disease only works on a familiar. When stung by the familiar eater, the creature is implanted with larvae which incubate inside of it, feeding off of both the familiar and its magical link to its master. Each week, the familiar loses 1d4 points of Constitution , while any spells the master uses through its familiar (or abilities the familiar uses, either its own or its master\xe2\x80\x99s) see their save DC and damage reduced by an equivalent amount, cumulative. When the familiar\xe2\x80\x99s Constitution reaches zero, it dies as the larvae burst forth, a swarm of immature familiar eaters. A DC 20 Constitution save will negate the effects of the disease as the familiar\xe2\x80\x99s immune system attacks and kills the larvae. If the save is failed, the only way to cure the familiar is through a greater restoration spell, which grants the familiar a new save, with advantage. \n'b' Familiar Sense : The familiar eater can sense the exact location of any familiar within 1 mile and is drawn inexorably to its location. This ability functions exactly like the locate creature spell, except that the familiar eater does not need to be familiar in any way with the creature or location it is trying to track. \n'b' Multiattack : a familiar eater attacks with its stinger and claws each round. \n'b' Actions \n'b' Stinger . Melee Weapon Attack : +4 to hit, reach 5 ft., 1 targets. Hit : 3 (1d6) piercing damage plus victim is poisoned for 1d4 hours (DC 10 Constitution save negates), or is infected (if a familiar; see familiar infection, above). \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., 1 target. Hit : 3 (1d6) slashing damage. \n'b' About \n'b' Though it is not remembered who created familiar eaters, it is known they were created to overthrow a cabal of black wizards. By preying upon the black wizards\xe2\x80\x99 familiars, the familiar eaters weakened the spellcasters, leaving them open to the attacks which would later destroy them. \n'b' Familiar eaters are small, reptilian creatures. Usually between three and four feet in length, a familiar eater flies using large, bat-like wings. They lack legs and must depend on their wings to move about. Despite their penchant for attacking familiars, familiar eaters mainly survive on small insects and rodents. They reproduce, however, only by slaying the familiars of wizards. \n'b' Familiar eaters are difficult to kill simply because they passionately avoid melee combat under all circumstances. \n'b' When confronted with force, they take flight, trying as hard as possible to get away. If backed into a corner, they attack with their stinger and claws, keeping to the air when possible. \n'b' A familiar eater usually strikes only to infect the familiars of wizards and sorcerers (or, using the rules presented in these rules, the familiars of any character), which it locates via its familiar sense ability.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Familiar Morph \n'b' Small aberration , any evil \n'b' Armor Class : 16 Hit Points 14 (4d6) Speed : 30 ft.\n'b' STATS STR: 10 (0) DEX: 14 (+2) CON: 10 (0) INT: 18 (+4) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Arcana +6, Deception +4, Perception +5, Stealth +4 Senses : see below, familiar sense Damage Resistances : cold, fire, force, lightning, necrotic, slashing and piercing that are nonmagical Damage Immunities : none Condition Immunities : fear , paralysis Languages : familiar morphs speak only those languages that their latest victim did Challenge : 2 (450 XP) \n'b' Special Traits \n'b' Familiar Sense : The familiar morph can sense the exact location of any familiar within 1 mile and is drawn inexorably to its location. This ability functions exactly like the locate creature spell, except that the familiar eater does not need to be familiar in any way with the creature or location it is trying to track. \n'b' Paralyzing Touch : A creature successfully hit by the familiar morph\xe2\x80\x99s slam attack must make a Strength save (DC 16) or become paralyzed for 1d4+2 rounds. Familiars suffer disadvantage to their saving throw against this ability. Note that the familiar morph must be in its natural form to use this ability. \n'b' Morph : A familiar morph can assume the shape of any Tiny, Small, or Medium familiar it comes in contact with. This works similarly to a druid\xe2\x80\x99s wild shape ability, but the familiar morph can remain in the chosen form indefinitely and is restricted to the form of the familiar it has enveloped. In order to use the ability, the familiar morph must succeed at a touch attack against a helpless familiar. If the familiar morph succeeds, the familiar must make a Wisdom save (DC 16). If the familiar fails, it is destroyed and the familiar morph assumes its shape. Once it has assumed the familiar\xe2\x80\x99s shape, the familiar morph may switch back and forth between the new form and its natural form at will as a bonus action. The familiar\xe2\x80\x99s master is unaware of any change (unless, of course, he saw the attack happen) -the familiar morph seamlessly assumes the bond between master and familiar as if it were the familiar. The familiar morph also gains all of the familiar\xe2\x80\x99s abilities and can read \xe2\x80\x9cits\xe2\x80\x9d master\xe2\x80\x99s mind by exploiting their bond. Note that the familiar morph must be in its natural form to attack and morph into a new familiar form. \n'b' Bond Drain : Each day after the familiar morph assumes a familiar\xe2\x80\x99s form using its morph ability, its new \xe2\x80\x9cmaster\xe2\x80\x9d must make a Wisdom saving throw (DC 16). Regardless of whether the saving throw succeeds or fails, the master\xe2\x80\x99s maximum hit points and hit dice are reduced by one hit die. In addition, if the save fails, the \xe2\x80\x9cmaster\xe2\x80\x9d receives disadvantage on all attacks, saving throws and ability checks until he completes a long rest , and is unaware of what\xe2\x80\x99s happening to him (the GM should secretly apply the penalties, rolling the disadvantage die for the PC in secret). If the save is successful, however, the \xe2\x80\x9cmaster\xe2\x80\x9d becomes aware that something is wrong -that something is draining energy from him -but he won\xe2\x80\x99t know what. \n'b' If the master can make two saving throws in row, he realizes that there is something wrong with his bond to his familiar, but he still won\xe2\x80\x99t know that the \xe2\x80\x9cfamiliar\xe2\x80\x9d is not his familiar. (There are, however, a number of spells which can either directly or indirectly reveal the truth.) \n'b' If the familiar that the familiar morph has commandeered could speak, then the familiar morph will, of course, do everything in its power to throw its \xe2\x80\x9cmaster\xe2\x80\x9d off the scent. \n'b' (\xe2\x80\x9cOh, master, it was terrible! The nice Lady Erwen isn\xe2\x80\x99t so nice! She put a curse on me! She\xe2\x80\x99s killing us both!\xe2\x80\x9d) If the master\xe2\x80\x99s hit points or hit dice reach zero as a result of this drain, she dies. \n'b' Even if the master realizes what\xe2\x80\x99s going on, there\xe2\x80\x99s still only one way to solve the problem -killing the familiar morph. \n'b' Unfortunately, this has all the normal negative effects of a familiar\xe2\x80\x99s death. To make matters worse, the familiar morph won\xe2\x80\x99t make this easy -and the bond between familiar and master works at effectively any distance. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +2 to hit, reach 5 ft., 1 target. Hit : 1d4 bashing damage, plus paralysis and morph (see above). \n'b' About \n'b' Familiar morphs are pernicious creatures -parasites that leech their existence from the magical bond between master and familiar. They are a particular bane to spellcasters, but they are dangerous and subtle predators that should be feared by anyone who has opened their soul to a mystical companion. \n'b' In their natural state, familiar morphs are amorphous blobs. \n'b' Their only goal is to seek out familiars, using their familiar sense ability to pinpoint their location. Once they have located a familiar, they bide their time until the time is right -when either master or familiar, or both, are susceptible to the familiar morph\xe2\x80\x99s attack. \n'b' When the familiar morph chooses to strike, it simply envelops the familiar, using its morph ability to consume and replace the creature. The familiar morph then feeds upon the mind and soul of the familiar\xe2\x80\x99s one-time master using its bond drain ability. When the master has been reduced to a dead husk, the familiar morph moves on to its next victim.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Choggenmugger \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 297 (18d20 + 108) \n'b' Speed 60 ft., climb 50 ft., swim 50 ft., burrow 30 ft.\n'b' STATS STR: 27 (+8) DEX: 16 (+3) CON: 22 (+6) INT: 7 (+-2) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison \n'b' Damage Immunities poisoned \n'b' Senses tremorsense 120 ft. (blind beyond this radius), passive Perception 10 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Reptile Hunter . The choggenmugger has advantage on attacks against dragons and reptilian beasts. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The choggenmugger makes two attacks: one with its bite and one to constrict. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 34 (4d12 + 8) piercing damage. \n'b' Constrict . Melee Weapon Attack : +15 to hit, reach 10 ft., one Large or smaller creature. Hit : 27 (3d12 + 8) bludgeoning damage plus 27 (3d12 + 8) slashing damage. The target is grappled (escape DC 23) if the choggenmugger isn\xe2\x80\x99t already constricting a creature, and the target is restrained until this grapple ends. \n'b' Swallow . The choggenmugger makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite\xe2\x80\x99s damage, the target 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 choggenmugger, and it takes 56 (16d6) acid damage at the start of each of the choggenmugger\xe2\x80\x99s turns. If the choggenmugger takes 60 damage or more on a single turn from a creature inside it, the choggenmugger must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the choggenmugger. If the choggenmugger dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' This enormous, scaled beast has the appearance of a yawning serpent with four rows of sharp teeth. \n'b' The choggenmugger is ancient; each year of its life the huge scales that cover its body grow thicker and harder and its jaws grow wider and its teeth grow sharper and its appetite grows keener than ever. \n'b' Scale-Eaters . In former ages there had been many dragons in Regos, but the one choggenmugger in the area was so fond of dragons that it ate all of them long ago. \n'b' There were also great crocodiles in the forest marshes, but all fed the hunger of choggenmugger. \n'b' Immune to Breath and Fang. As a result of their particular appetite, choggenmuggers are quite resilient to the natural weapons of their prey: fire and poison specifically.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fane Spirit \n'b' Medium undead , any lawful alignment \n'b' Armor Class 13 Hit Points 52 (7d8 + 21) Speed 20 ft., fly 40 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 18 (+4) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6 Skills Deception +5, Religion +4 Damage Resistances acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 14 Languages any languages it knew in life Challenge 3 (700 XP) \n'b' Special Traits \n'b' Incorporeal Movement . The fane spirit can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Veil of the Living . During the day a fane spirit appears much as it did in life and loses its Incorporeal Movement trait, its Touch of Forgetfulness action, and its immunity to being grappled and restrained . It retains all other statistics. While in this form, it has a Strength score of 10. If attacked in this form, it relies on its spells to defend itself, but it reverts to its undead form as soon as it takes any damage. When the sun sets or when it takes any damage, the fane spirit assumes its undead form, and it has all of its listed statistics. Any creature witnessing this transformation must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. A fane spirit reverts to its living form in the morning, though creatures witnessing this don\xe2\x80\x99t need to make saving throws. \n'b' Innate Spellcasting . The fane spirit\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : chill touch , spare the dying \n'b' 3/day each : cure wounds , inflict wounds , shield of faith \n'b' 1/day each : augury , hold person , lesser restoration \n'b'\n'b' Actions \n'b' Touch of Forgetfulness . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) psychic damage. A target hit by this attack must succeed on a DC 13 Wisdom saving throw or forget any or all events that happened up to 5 minutes prior to this attack , as if affected by the modify memory spell. The GM decides how this affects the target. \n'b' About \n'b' As the sun gently dips below the horizon, the priest undergoes a startling transformation, his benevolent form replaced by the ghastly countenance of death. \n'b' Temple Ghosts . When a lawful individual dies defending a place of worship such as a temple, shrine, or other holy site, it sometimes rises as a fane spirit bound to the site, protecting it even in death. Most fane spirits were formerly clerics, though druids, paladins, and even lay worshipers can become fane spirits under the right circumstances. Fane spirits are lawful and typically only attack those who discover their undead nature or who try to harm their place of worship. \n'b' Welcoming Priests . During daylight hours, fane spirits appear to be living creatures, carrying on the same tasks they did when they were alive. Normal methods for detecting undead creatures do not work on them, and, unless attacked or injured, they show no outward signs of their true nature. This deception extends to the fane spirit itself, as it does not have any recollection of dying or of its time in its undead form. When this deception is revealed, the fane spirit becomes enraged with suffering and lashes out at those who made it remember. \n'b' Undead Nature . The fane spirit doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Far Darrig \n'b' Small fey , neutral \n'b' Armor Class 14 (hide armor) Hit Points 84 (13d6 + 39) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 17 (+3) INT: 11 (+0) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +5 Skills Nature +4, Animal Handling +4, Perception +4, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, Sylvan Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Enchanted Antlers . The far darrig\xe2\x80\x99s attacks with its Antler Glaive are magical. When the far darrig hits with an Antler Glaive attack, the weapon deals an extra 1d6 force damage (included in the attack). \n'b' Speak with Beasts . The far darrig can communicate with Beasts as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The far darrig makes two Antler Glaive attacks. \n'b' Antler Glaive . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 8 (1d10 + 3) piercing damage or slashing damage (the far darrig\xe2\x80\x99s choice) plus 3 (1d6) force damage. The target must succeed on a DC 13 Strength saving throw or be forced prone . \n'b' Woodland Friends (1/Day) . The far darrig magically calls 1d4 elk or giant weasels. The called Beasts arrive in 1d4 rounds, acting as allies of the far darrig and obeying its spoken commands. The Beasts remain for 1 hour, until the far darrig dies, or until the far darrig dismisses them as a bonus action. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Nimble Woodsman . The far darrig takes the Dash or Disengage action. The far darrig can use this bonus action only if it is in a forest. \n'b'\n'b' ABOUT \n'b' This small man wears hunting leathers and a cowl decorated with antlers, and he holds a glaive made of antlers. These shy fairies dress as small fey herdsmen wearing hide armor, hide boots, cloaks, and cowls, all trimmed in fox fur and with a red sash or tunic. They often ride woodland creatures, such as elk, giant weasels, or snowy giant owls. \n'b' Hunters and Herders . The far darrig were the hunters, herders, and equerry of the elven nobility. Some still serve in this capacity in planes where the elves rule. Far darrig carry glaives made from fey antlers; each remains enchanted only as long as a far darrig holds it. Their leaders ride on fey elk the color of foxes, with gleaming green eyes. When these elk shed their antlers, the far darrigs\xe2\x80\x99 smiths craft the antlers into the glaives wielded by their people. \n'b' Hate Arcanists . While not inherently evil, far darrig are hostile to most humanoids and often attack humanoid spellcasters on sight. If they can be persuaded of a spellcaster\xe2\x80\x99s or humanoid\xe2\x80\x99s good intentions, they make good guides, scouts, and hunters in dangerous forests. \n'b' Serve Hags and Worse . They are sometimes found as thralls or scouts serving hags or other evil fey, but they rarely do so willingly.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Far Dorocha \n'b' Medium fey , lawful evil \n'b' Armor Class 14 (natural armor), 18 while in dim light or darkness Hit Points 82 (15d8 + 15) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 13 (+1) INT: 14 (+2) WIS: 10 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +7, Perception +3, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 13 Languages Common, Elvish, Sylvan, Umbral Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Shadow Traveler (3/Day) . As a bonus action while in shadows, dim light, or darkness, the far dorocha disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait. \n'b' Traveler in Darkness . The far dorocha has advantage on Intelligence ( Arcana ) checks made to know about shadow roads and shadow magic spells or items. \n'b' Under the Cloak of Night . While in dim light or darkness, the far dorocha\xe2\x80\x99s AC includes its Charisma modifier, and it has advantage on saving throws. \n'b' Innate Spellcasting . The far dorocha\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : disguise self , thaumaturgy \n'b' 3/day each : command , phantom steed \n'b' 1/day each : compulsion, darkness \n'b'\n'b' Actions \n'b' Multiattack . The far dorocha makes two dirk attacks. \n'b' Dirk . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Dark Invitation . One humanoid within 30 feet of the far dorocha and that can hear it must succeed on a DC 15 Charisma saving throw or be magically charmed for 1 day. The charmed target believes it has been invited to meet with the far dorocha\xe2\x80\x99s master and accompanies the far dorocha. Although the target isn\xe2\x80\x99t under the far dorocha\xe2\x80\x99s control, it takes the far dorocha\xe2\x80\x99s requests or actions in the most favorable way it can. Each time the far dorocha or its companions do anything harmful to the target, the target can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect ends if the far dorocha is destroyed, is on a different plane of existence than the target, or uses its bonus action to end the effect. If the target successfully saves against the effect, or if the effect ends for it, the target is immune to the far dorocha\xe2\x80\x99s Dark Invitation for the next 24 hours. The far dorocha can have only one target charmed at a time. If it charms another, the effect on the previous target ends. \n'b' About \n'b' The fey lady\xe2\x80\x99s attendant stands by, waiting on her from the shadows. The lady voices her desire, and the attendant leaps into action, calling a phantasmal charger made of midnight and shadow. \n'b' Fey Stewards . The far dorocha manage the servants of the fey courts and, when tasked, carry out the more sinister biddings of their masters. Fey lords and ladies prize the far dorocha for their attention to detail and composed mien. \n'b' Abductor of Mortals . Sometimes called the \xe2\x80\x9cdark man\xe2\x80\x9d or \xe2\x80\x9cfear dorcha,\xe2\x80\x9d these malicious fey are described in grim folk tales. Parents scare their children into obedience by telling bedtime stories of villains who ride black horses in the night and steal the ill-behaved away to lands of perpetual darkness. Woe betide the children who wake up to find they are the ones alone.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mouse \n'b' Family: Animal \n'b' Tiny beast , unaligned \n'b' Armor Class 10 \n'b' Hit Points 1 (1d4-1) \n'b' Speed 20 ft.\n'b' STATS STR: 1 (-5) DEX: 13 (+1) CON: 8 (-1) INT: 3 (-4) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 30 Ft., passive Perception 10 \n'b' Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The mouse has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : (1d1) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Far Wanderer \n'b' Medium aberration , neutral \n'b' Armor Class 14 Hit Points 88 (16d8 + 16) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 12 (+1) INT: 17 (+3) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6 Skills Arcana +5, Perception +2, Stealth +6 Damage Resistances cold Condition Immunities exhaustion , poisoned Senses darkvision 120 ft., passive Perception 12 Languages Common, Elvish, Sylvan Challenge 3 (700 XP) \n'b' Special Traits \n'b' Trader . The far wanderer understands the literal meaning of any spoken or written language it hears or reads. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. It can end this effect as a bonus action or by using an action to change the target. \n'b' Traveler . As a bonus action , the far wanderer folds the fabric of reality to teleport itself to an unoccupied space it can see within 30 feet. A brief shimmer of starlight appears at the origin and destination. \n'b' A far wanderer doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b' Stardust Blade . Melee Weapon Attack : +4 to hit, reach 5ft., one target. Hit : 11 (2d8 + 2) slashing damage and 2 (1d4) cold damage. \n'b' Stardust bow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 13 (2d8 + 4) piercing damage and 2 (1d4) cold damage. \n'b' Call to Yorama (1/day) . The far wanderer channels the energy of the living god-star Yorama. One creature the far wanderer can see within 60 feet must make a DC 13 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one. A creature who fails the saving throw is stunned until the end of its turn. Alternately, the far wanderer can instead restore 14 (4d6) hp to one willing creature it can see within 60 feet. \n'b'\n'b' About \n'b' An aberrant traveler and trader, the flesh of these elf-like humanoids glows in a shifting pattern of luminous constellations. \n'b' Powers of the Mind . The far wanderers possess innate psychic powers, which they can manifest into harming or healing energy. They are highly intelligent, curious, and manipulative. They often ally with fey or sylvan courts, then use their position to create conflict with other beings, taking notes on the nature of disharmony.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fastachee \n'b' Tiny fey , neutral good \n'b' Armor Class 17 (natural armor) Hit Points 182 (28d4+112) Speed 30 ft.\n'b' STATS STR: 6 (\xe2\x80\x932) DEX: 23 (+6) CON: 18 (+4) INT: 19 (+4) WIS: 22 (+6) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +10, Wis +10 Skills Acrobatics +10, Medicine +10, Nature +8, Perception +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses passive Perception 20 Languages Common, Sylvan Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bountiful Basket . A fastachee carries a basket full of corn. Once per minute, a fastachee can refill its basket with 20 ears of corn. \n'b' Plant Projection . As an action, a fastachee can project its senses through every non-creature plant within a radius of 20 miles simultaneously. While projecting its senses in this way, the fastachee can take no other actions . Alternatively, a fastachee can project its senses through a single ear of corn within 20 miles as a bonus action. A fastachee can use an ear of corn it is projecting through or itself as the origin point of any spells that it casts. \n'b' Spellcasting . The fastachee is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, mending , resistance \n'b' 1st level (4 slots) : create or destroy water , cure wounds , goodberry \n'b' 2nd level (3 slots) : enhance ability , flaming sphere , lesser restoration \n'b' 3rd level (3 slots) : call lightning , protection from energy , speak with plants \n'b' 4th level (3 slots) : freedom of movement , stone shape , wall of fire \n'b' 5th level (2 slots) : commune with nature , greater restoration \n'b' 6th level (1 slot) : heal \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fastachee makes six vine attacks. \n'b' Vine . Melee Weapon Attack : +10 to hit, 10 ft. reach, one target. Hit : 11 (1d10 + 6) bludgeoning damage. \n'b' Sow Corn . The fastachee can plant an ear of corn in the ground to cause 3 (1d6) ears of corn to grow to full height and maturity within 1 minute. \n'b'\n'b' ABOUT \n'b' Fastachees are mysterious, wise, and generous fey who foster the growth of nearby plants. Many communities who interact with them revere them as bringers of food and medicine, as well as protectors of crops. These fey have a particularly strong connection to corn; they regularly project their senses through corn plants to monitor the health of the field and search the local area for threats. They prefer to avoid direct confrontation if possible, using their ability to originate their spells from corn plants to harass those they wish to chase away.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fate Eater \n'b' Medium aberration , neutral \n'b' Armor Class 16 (natural armor) Hit Points 130 (20d8 + 40) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 14 (+2) INT: 18 (+4) WIS: 16 (+3) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 Skills Arcana +7, History +7, Insight +6, Religion +7 Condition Immunities charmed , frightened Senses truesight 60 ft., passive Perception 13 Languages understands all but can\xe2\x80\x99t speak, telepathy 100 ft. Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Visionary Flesh . A creature that eats the flesh of a fate eater must make a DC 15 Constitution saving throw. On a failure, the creature is poisoned for 1 hour. On a success, the creature gains the benefits of the divination spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fate eater makes two Bite attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage plus 7 (2d6) necrotic damage. \n'b' Alter Fate (Recharge 5\xe2\x80\x936) . The fate eater alters the fate of one creature it can see within 30 feet of it. The creature must make a DC 15 Charisma saving throw. On a failure, the creature takes 36 (8d8) psychic damage, and its fate is altered. Roll a d6 to determine which of the following alterations affects the creature. On a success, the creature takes half the damage, and its fate isn\xe2\x80\x99t altered. A creature with an altered fate for 1 minute or less can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, a creature with an altered fate can repeat the saving throw at the end of each long rest, ending the effect on itself on a success.\n'b'\n'b'\n'b' 1. Forgotten Training . The creatures loses the use of one random class feature, such as Action Surge or Channel Divinity, for 1 minute. \n'b' 2. Lost Potential . One of the creature\xe2\x80\x99s ability scores, chosen at random, is reduced by 2. \n'b' 3. Seeing the Alternates . The creature is incapacitated for 1 minute. \n'b' 4. Shifting Memories . The creature loses proficiency in one random skill and gains proficiency in another random skill. \n'b' 5. Took the Lesser Path . The creature\xe2\x80\x99s current hp total becomes its hp maximum. \n'b' 6. Untied from the Loop . When the creature moves, it moves in a random direction for 1 minute. \n'b'\n'b' Destiny Destroyers . Fate eaters infest remote areas of the planes, where they consume the threads of Fate itself. The beings in charge of Fate view them as vermin. Sometimes those beings engage particularly canny planar travelers either to hunt fate eaters or to help repair the damage they\xe2\x80\x99ve done. This can be a deadly job, as the fate eaters consider the destiny of a mortal to be the tastiest of delicacies, rich in savory possibilities. \n'b' Planar Gossips . Fate eaters can and do trade information about various dooms, fates, and outcomes, but one must have something rich in destiny to trade\xe2\x80\x94or at least, juicy gossip about gods and demons. \n'b' Visionary Flesh . Eating the properly prepared flesh of a fate eater grants the eater insight into the fate of another being. \n'b'\n'b' ABOUT \n'b' Violet radiance surrounds this large pale centipede. Its flesh is translucent, and its jaws are crystalline. \n'b' Destiny Destroyers . Fate eaters infest remote areas of the planes, where they consume the threads of Fate itself. The Norns view them as vermin and sometimes engage particularly canny planar travelers either to hunt them or to help repair the damage they have done. This can be a deadly job as the fate eaters consider the destiny of a mortal to be the tastiest of delicacies, rich in savory possibilities. \n'b' Planar Gossips . Fate eaters can and do trade information about various dooms, fates, and outcomes, but one must have something rich in destiny to trade-or at least, juicy gossip about gods and demons. \n'b' Visionary Flesh . Eating the properly-prepared flesh of a fate eater grants insight into the fate of another.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fatespinner \n'b' Medium fey , neutral \n'b' Armor Class 15 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 15 (+2) INT: 14 (+2) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +8, Perception +5, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Common, Elvish, Umbral Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Glamour Veil . As an action, a fatespinner can can assume the appearance of any Medium humanoid. The illusion is nearly perfect, and even fools the sense of touch. A creature inspecting a fatespinner can make a DC 16 Intelligence ( Investigation ) check as an action. On a success, the creature can see through the illusion to glimpse a fatespinner\xe2\x80\x99s hazy true form. The illusion fades if the fatespinner falls unconscious or dies. \n'b' Spider Climb . A fatespinner can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Touch of Fate . A fatespinner has advantage on all saving throws. \n'b' Web Sense . While in contact with a web, a fatespinner knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . A fatespinner ignores movement restrictions caused by webbing. \n'b' Actions \n'b' Multiattack . A fatespinner makes three bite attacks and two claw attacks. If it\xe2\x80\x99s web ability (action) is available, it can make one web attack in place of a bite. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage. The creature must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Web (Recharge 5-6) . Ranged Weapon Attack : +7 to hit, range 30/60 ft., one Large or smaller creature. Hit : The creature is restrained by webbing. As an action, the restrained creature can make a DC 13 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points , vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Faun \n'b' Medium fey , chaotic good \n'b' Armor Class 12 Hit Points 27 (6d8) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 11 (+0) INT: 12 (+1) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Performance +7, Stealth +4 Senses passive Perception 12 Languages Common, Elvish, Sylvan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The faun\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11). 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 : hideous laughter , sleep \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +4 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' Often mistaken for satyrs, fauns are far more benevolent than their unpredictable cousins. Many people use the two names interchangeably, a fact that irritates both fauns and satyrs. The vast majority of fauns are male, although unlike satyrs, females of this species do exist\xe2\x80\x94they\xe2\x80\x99re simply less common than male fauns. As tall as a human , a faun stands on stark white goat legs and has short horns protruding from its head. It also has a short tail that swishes playfully when it is excited or entertained, and its hair falls gracefully around its horns and ears. Its humanoid torso is always lithe but chiseled because of its constant activity and play\xe2\x80\x94fauns rarely laze about too long. Fauns stand nearly 6 feet tall and weigh little more than 150 pounds. \n'b' Gentle and Loving . While satyrs breeding with their seduced victims always produce full-blooded satyrs, fauns are the result of a willing pairing between satyrs and goodly fey or kindhearted humanoids such as humans or elves. Even in this case, the babies of such unions are usually stolen away and raised by their fey parent or some other sylvan foster family. \n'b' Like satyrs, fauns enjoy wine, music, dancing, nature, and carnal pleasures. Gentle hedonists, fauns also have a dedicated connection to the countryside, helping hardworking humanoids who make peace with the land and take little more than they need. They help these frontier folk by fighting off significant threats and keeping less savory fey creatures away from their settlements. While they prefer to go unnoticed, in dire times a band of fauns may present themselves to villagers to warn their neighbors of an upcoming threat. \n'b' Fauns find nymphs exceptionally attractive, more so than all others who dare view them. Nymphs find beauty in fauns\xe2\x80\x99 good nature and steadfast dedication to the natural world, and often humor their advances before almost accidentally falling in love with them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Chom \n'b' Tiny monstrosity , chaotic neutral \n'b' Armor Class 12 Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 2 (-4) DEX: 14 (+2) CON: 8 (-1) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Resistances necrotic Damage Vulnerabilities obsidian Senses darkvision 30 ft., passive Perception 13 Languages Primordial Notoan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Mimicry . The chom can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom ( Insight ) check. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +3 to hit (reach 5 ft.; one creature). Hit : 1 piercing damage \n'b' Cast Omen (recharge 5-6) . The chom can force a creature it can see within 30 feet to succeed on a DC 12 Charisma saving throw or be afflicted with an omen causing the affected creature to suffer disadvantage on its attack rolls, saving throws, and ability checks until the start of the chom\xe2\x80\x99s next turn. \n'b' Soul Steal . The chom makes a single beak attack against a target that is asleep or otherwise incapacitated . If the attack hits, the chom can attempt to steal the creature\xe2\x80\x99s soul from its body. A successful DC 12 Charisma saving throw prevents the soul from being taken. On a failure, the chom takes its soul and consumes it. The soul resides within the chom, which can carry it about and regurgitate it, typically as a gift to a more powerful entity tied to the Land of the Dead, that choms often serve. If the chom perishes or the soul is destroyed, the creature to whom the soul belonged also perishes and is forced to exist for all eternity in the level of the Land of the Dead where the chom\xe2\x80\x99s servitor entity resides. Similarly, should the individual whose soul has been stolen perish, their soul is forced to the servitor\xe2\x80\x99s plane. A being whose soul has been taken cannot be reincarnated, resurrected, or otherwise saved from this fate. A chom can hold only a single soul at a time, including the soul of a bonded alux; thus, it cannot use the soul steal ability if it currently carries a soul.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Faun Bard \n'b' Medium fey , chaotic good \n'b' Armor Class 15 (natural armor) Hit Points 110 (20d6+40) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 15 (+2) INT: 13 (+1) WIS: 12 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing and slashing from weapons that are not silvered; thunder Senses passive Perception 11 Languages Common, Gnome, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The bard\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). He 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 : hideous laughter , sleep \n'b'\n'b' Pan Pipes . Three times per day as a bonus action, a faun can use its panpipes to augment its innate spellcasting, increasing the DC by 2. \n'b' Spellcasting . The bard is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The following spells are prepared:\n'b'\n'b'\n'b' Cantrips (at will) : dancing light , true strike , vicious mockery \n'b' 1st level (4 slots) : charm person , detect magic , healing word , thunderwave \n'b' 2nd level (3 slots) : heat metal , hold person \n'b' 3rd level (2 slots) : fear , stinking cloud \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Faun of the Dead \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 85 (10d8 + 40) Speed 35 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 18 (+4) INT: 3 (-4) WIS: 9 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages Common, Elvish, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fear Aura . Any beast or humanoid that starts its turn within 15 feet of the faun must succeed on a DC 13 Wisdom saving throw or be frightened until the start of their next turn. \n'b' Undead Fortitude . If damage reduces the faun to 0 hit points , it must make a Constitution saving throw with a DC of 2 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the faun drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The faun makes two melee attacks . \n'b' Double-Bladed Quarterstaff . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) slashing damage. \n'b' Gore . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Several brownies are picking glowing berries in the woods. One of them hears a branch break and alerts the others. Then they see it. A horned creature is slowing creeping through the dense foliage towards them. \xe2\x80\x9c It\xe2\x80\x99s the faun of the dead! \xe2\x80\x9d screams one of the little fey and they all faint. \n'b' Broken Heart . The faun had a fallout with his family and then its lover married someone else. An emotional wreck, it wandered into the most dangerous part of the woods. Zombies quickly killed it and a fey necromancer raised it to join the evil Unseelie Court. \n'b' Scary Faerie . The faun is on the war path and won\xe2\x80\x99t stop until it is destroyed. Most creatures in the forest will flee the moment they see it. \n'b' Undead Nature . The faun doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Faun Piper \n'b' Medium fey , chaotic good \n'b' Armor Class 15 (natural armor) Hit Points 110 (20d6+40) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 15 (+2) INT: 13 (+1) WIS: 12 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +7, Perception +3, Performance +7, Stealth +5 Damage Resistances thunder; bludgeoning, piercing, and slashing from weapons that are not silvered Senses passive Perception 13 Languages Common, Gnome, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The piper\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). He 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 : hideous laughter , sleep \n'b'\n'b' Pan Pipes . Three times per day as a bonus action, a faun can use its panpipes to augment its innate spellcasting, increasing the DC by 2. \n'b' Spellcasting . The piper is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : dancing lights, true strike , vicious mockery \n'b' 1st level (4 slots) : charm person , detect magic , healing word , thunderwave \n'b' 2nd level (3 slots) : heat metal , hold person \n'b' 3rd level (2 slots) : fear , stinking cloud \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Often mistaken for satyrs, fauns are far more benevolent than their unpredictable cousins. Many people use the two names interchangeably, a fact that irritates both fauns and satyrs. The vast majority of fauns are male, although unlike satyrs, females of this species do exist\xe2\x80\x94they\xe2\x80\x99re simply less common than male fauns. As tall as a human , a faun stands on stark white goat legs and has short horns protruding from its head. It also has a short tail that swishes playfully when it is excited or entertained, and its hair falls gracefully around its horns and ears. Its humanoid torso is always lithe but chiseled because of its constant activity and play\xe2\x80\x94fauns rarely laze about too long. Fauns stand nearly 6 feet tall and weigh little more than 150 pounds. \n'b' Gentle and Loving . While satyrs breeding with their seduced victims always produce full-blooded satyrs, fauns are the result of a willing pairing between satyrs and goodly fey or kindhearted humanoids such as humans or elves. Even in this case, the babies of such unions are usually stolen away and raised by their fey parent or some other sylvan foster family. \n'b' Like satyrs, fauns enjoy wine, music, dancing, nature, and carnal pleasures. Gentle hedonists, fauns also have a dedicated connection to the countryside, helping hardworking humanoids who make peace with the land and take little more than they need. They help these frontier folk by fighting off significant threats and keeping less savory fey creatures away from their settlements. While they prefer to go unnoticed, in dire times a band of fauns may present themselves to villagers to warn their neighbors of an upcoming threat. \n'b' Fauns find nymphs exceptionally attractive, more so than all others who dare view them. Nymphs find beauty in fauns\xe2\x80\x99 good nature and steadfast dedication to the natural world, and often humor their advances before almost accidentally falling in love with them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Faun Trickster \n'b' Medium fey , chaotic good \n'b' Armor Class 14 Hit Points 38 (7d8 + 7) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 13 (+1) INT: 11 (+0) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Perception +4, Performance +7, Stealth +6 Senses passive Perception 14 Languages Common, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The faun has advantage on saving throws against spells and other magical effects. \n'b' Panpipes (3/Day) . As a bonus action, the faun can use its panpipes to increase the spell save DC of its innate spellcasting by +2. \n'b' Innate Spellcasting . The faun\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The faun 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 : charm person , hideous laughter , invisibility (self only), sleep , suggestion \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The faun attacks twice with its dagger or shortbow. \n'b' Dagger . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Shortbow . Melee or Ranged Weapon Attack : +6 to hit, range 80/320 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b'\n'b' ABOUT \n'b' Often mistaken for satyrs, fauns are far more benevolent than their unpredictable cousins. Many people use the two names interchangeably, a fact that irritates both fauns and satyrs. The vast majority of fauns are male, although unlike satyrs, females of this species do exist\xe2\x80\x94they\xe2\x80\x99re simply less common than male fauns. As tall as a human , a faun stands on stark white goat legs and has short horns protruding from its head. It also has a short tail that swishes playfully when it is excited or entertained, and its hair falls gracefully around its horns and ears. Its humanoid torso is always lithe but chiseled because of its constant activity and play\xe2\x80\x94fauns rarely laze about too long. Fauns stand nearly 6 feet tall and weigh little more than 150 pounds. \n'b' Gentle and Loving . While satyrs breeding with their seduced victims always produce full-blooded satyrs, fauns are the result of a willing pairing between satyrs and goodly fey or kindhearted humanoids such as humans or elves. Even in this case, the babies of such unions are usually stolen away and raised by their fey parent or some other sylvan foster family. \n'b' Like satyrs, fauns enjoy wine, music, dancing, nature, and carnal pleasures. Gentle hedonists, fauns also have a dedicated connection to the countryside, helping hardworking humanoids who make peace with the land and take little more than they need. They help these frontier folk by fighting off significant threats and keeping less savory fey creatures away from their settlements. While they prefer to go unnoticed, in dire times a band of fauns may present themselves to villagers to warn their neighbors of an upcoming threat. \n'b' Fauns find nymphs exceptionally attractive, more so than all others who dare view them. Nymphs find beauty in fauns\xe2\x80\x99 good nature and steadfast dedication to the natural world, and often humor their advances before almost accidentally falling in love with them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Musk Ox \n'b' Family: Animal \n'b' Large beast , unaligned \n'b' Armor Class 11 (natural armor) Hit Points 42 (5d10+15) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 9 (-1) CON: 16 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fierce If the musk ox takes damage that would reduce it to 0 hit points or less, it can attempt a Con save (DC 8 + damage dealt). On a successful save, it is instead reduced to 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 2d6+4 bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This large ox is covered in thick brown hair and is armed with a heavy pair of sharp, curving horns. \n'b' Like most fauna, the musk ox of the northern lands is an especially large and fierce variety. It stands about 5-1/2 feet high at the shoulder, and weighs more than 1,200 pounds. \n'b' Musk oxen of other lands tend to be shy creatures, but the musk ox is noted for its foul temper and sheer fighting instinct. Once a foe catches its attention, the musk ox does its level best to batter it to death with repeated charges and then stamp what\xe2\x80\x99s left into bloody mire in the snow. They are especially aggressive when calves are present.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Faux-Garou \n'b' Medium construct , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 93 (11d8 + 44) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 11 (+0) CON: 18 (+4) 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' Skills Perception +4, Stealth +6, Survival +4 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 14 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The faux-garou doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Druidic Vengeance . The faux-garou knows the scent and appearance of each creature it was created to kill. It has advantage on attack rolls against such creatures and on Wisdom ( Perception ) and Wisdom ( Survival ) checks to find and track them. \n'b' Immutable Form . The faux-garou is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The faux-garou has advantage on saving throws against spells and other magical effects. \n'b' Necrotic Weapons . The faux-garou\xe2\x80\x99s weapon attacks are magical. When the faux-garou hits with any weapon, the weapon deals an extra 3d6 necrotic damage (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The faux-garou uses Frightening Gaze. It then makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage plus 10 (3d6) necrotic damage. \n'b' Frightening Gaze . The faux-garou fixes its gaze on one creature it can see within 60 feet of it. The target must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the faux-garou\xe2\x80\x99s Frightening Gaze for the next 24 hours. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The faux-garou transforms into a Large or smaller beast matching the type of lycanthrope it resembles, such as a wolf for a faux-garou that resembles a werewolf, or back into its true form. Its statistics, other than its size and speed, are the same in each form. While transformed, it retains a constructed appearance and claws at the end of its forelimbs. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ABOUT \n'b' A construct of carved bone and woven sinews lumbers forward. The mangy wolf pelt is draped across its head and shoulders, giving it the vague profile of a werewolf. It raises a clawed skeletal hand, ready to strike. The product of a fringe order of druids, the faux-garou is fashioned from the remains of hunted animals. Bones are carved with Druidic runes, arranged in a roughly humanoid form, and draped with an animal hide. The druids imbue the final product with life under a full moon, when it rises prepared to hunt and kill. \n'b' Counterfeit Lycanthrope . A faux-garou\xe2\x80\x99s form resembles a lycanthrope in its hybrid form. To that end, the druidic magic within the construct also allows it to transform into the beast it resembles. \n'b' Even in this form, it is obvious that it is not a living creature, but a facsimile. \n'b' Hunter and Guardian . The primary task of the faux-garou is to track and destroy those that hunted and killed the animals that make up its form. A faux-garou obeys the commands of anyone involved in the ritual that created it. Once its original prey is destroyed or run off\xe2\x80\x94as determined during its creation\xe2\x80\x94the faux-garou can hunt and kill other targets. The faux-garou can also serve as a guardian, patrolling the druid circle\xe2\x80\x99s territory and defending it against those that would hunt and despoil the wilderness.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fear Eater \n'b' Medium fey , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 135 (13d8+54) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 22 (+6) CON: 17 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9 Condition Immunities frightened Skills Insight +4, Intimidation +5, Stealth +9 Senses darkvision 60 ft., passive Perception 11 Languages Aklo, Undercommon Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The fear eater\xe2\x80\x99s spell casting 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 : fear \n'b' 3/day each : entangle , faerie fire \n'b' 1/day each : fear , feather fall \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fear eater makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +12 to hit, 5 ft. reach, one target. Hit: 11 (1d10 + 6) slashing damage plus 5 (1d10 necrotic damage). A creature hit by the fear eater\xe2\x80\x99s claws must succeed a DC 15 Constitution saving throw or be affected by spores which cause them to be frightened . An affected creature can make a new saving throw every turn to end this effect, otherwise it ends in 1 minute. \n'b' Dread Burst (1/day) . A fear eater can cause a creature it caused to be frightened using its claw attack to burst spores within 30 feet. All creatures within that radius must succeed a DC 15 Constitution saving throw or become frightened . \n'b'\n'b' ABOUT \n'b' These malicious fey prowl the darkest corners of the world, inspiring terror to fertilize the curious fungal fruits that sustain them. Fear eaters tend vast gardens of luminescent mushrooms that grow upon the bound, cringing bodies of their captives. The mushrooms drain emotions from the creatures fertilizing them, and their spores cause spikes of fear in their hosts, which spur the mushrooms to grow even larger. Despite their role in production of these despair-laced luxuries, fear eaters are welcome only on the margins of most fey societies, and most fey rulers prefer to purchase their specialties through intermediaries rather than be seen associating with fear eaters directly. Fear eaters are interested only in breeding the perfect mushrooms and can be dangerous opponents when hunting new fertilizer or protecting their crops. The average fear eater is 8 feet long and weighs 400 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fear Guard \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 Hit Points 58 (9d8 + 18) Speed fly 30 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 15 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +2, Wis +3 Skills Acrobatics +6, Insight +5, Perception +5, Stealth +6 Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 15 Languages understands all languages it knew in life but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Create Spawn . Any living creature reduced to Wisdom 0 by a fear guard is slain and becomes a fear guard under the control of its killer in 1d6 rounds. \n'b' Sunlight Sensitivity . A fear guard exposed to natural sunlight suffers 7 (2d6) radiant damage per round of exposure and moves at half its normal speed. \n'b' Innate Spellcasting . The fear guard\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14). The fear guard can innately cast the following spells, requiring only verbal components: \n'b'\n'b' At will : darkness , ray of enfeeblement \n'b'\n'b' ACTIONS \n'b'\n'b' Incorporeal Touch . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage and the target loses two points of Wisdom until after it completes a long rest. A creature brought to 0 Wisdom by this attack dies. \n'b'\n'b' ABOUT \n'b' Fear guards are undead summoned from the depths of the vilest planes to serve as guardians of tombs, crypts, and other burial places. They are lurkers, not wardens, and prefer to wait until an intruder passes by before they strike from the shadows. Terrible foes, fear guards radiate an aura of dread that can frighten even the staunchest foe of undeath.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fear Liath \n'b' Echoing footsteps and brief glimpses reveal a tall, featureless gray figure that disappears as quickly as it appeared. \n'b' Large undead , neutral evil \n'b' Armor Class 12 Hit Points 33 (6d10) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 10 (+0) INT: 8 (-1) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Stealth +6 Damage Immunities poison Condition Immunities exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 12 Languages any languages it knew in life Challenge 2 (450 XP) \n'b' Special Traits \n'b' Gray Curse . If remove curse is cast upon a fear liath, it is instantly destroyed. In addition, if the fear liath kills a humanoid creature, the fear liath is destroyed and the humanoid it killed rises as a fear liath in 1d4 hours. If remove curse is cast upon the cursed humanoid before it becomes a fear liath, the curse is broken. \n'b' Unwatchable . The fear liath becomes incorporeal and appears as a dark gray shadow while any living creature looks directly at it. While incorporeal, it can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. While incorporeal, it also gains resistance to acid, fire, lightning, and thunder damage, and bludgeoning, piercing, and slashing damage from nonmagical attacks. The fear liath has no control over this trait. Unless surprised, a creature can avert its eyes to avoid looking directly at the fear liath at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the fear liath until the start of its next turn, when it can avert its eyes again. If a creature looks at the fear liath, the fear liath becomes incorporeal. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. The target must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' The fear liath is a supernaturally thin, ten-foot-tall spectral giant that lurks in the passes between craggy mountain peaks.\xc2\xa0Graymen stalk travelers and take great pleasure in toying with their prey, typically by timing their footfalls half a step behind their quarry\xe2\x80\x99s. All who survive encounters with a fear liath tell of the sound of crunching mountain gravel only a few yards behind them-yet when they turned around, the form of their pursuer was hazy, gray, and utterly featureless. \n'b' Freed by Slaughter . Fear liaths were once mortals and are bound to the Material Plane by a hex known as the Gray Curse.\xc2\xa0A humanoid slain by a fear liath becomes a Grayman itself, and the fear liath who passed the curse is free to move on to the afterlife. The origin of the first fear liaths is a mystery distorted by millennia of oral legend, but most tellers agree on one detail: the first fear liaths were vain human mountaineers who angered the god of the sun and were cursed to walk the earth as shadows, unable to be seen by other creatures for the rest of existence. \n'b' Undead Nature . The fear liath doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fear Smith \n'b' Medium fey , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 149 (23d8 + 46) Speed 40 ft., climb 15 ft.\n'b' STATS STR: 11 (+0) DEX: 17 (+3) CON: 14 (+2) INT: 11 (+0) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6 Skills Intimidation +8, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from attacks not made with cold iron weapons Condition Immunities charmed , frightened Senses blindsight 30 ft., passive Perception 12 Languages Common, Elvish, Sylvan Challenge 10 (5,900) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Distortion Gaze . Those who meet the gaze of the fear smith experience the world seeming to twist at unnatural angles beneath their feet. When a creature that can see the fear smith\xe2\x80\x99s eye starts its turn within 30 feet of the fear smith, the fear smith can force the creature to make a DC 16 Wisdom saving throw if the fear smith isn\xe2\x80\x99t incapacitated and can see the creature. On a failed save, the creature is disoriented until the start of its next turn. While disoriented, a creature can\xe2\x80\x99t take the Dash or Disengage action, and when it moves for the first time on its turn, it must succeed on a DC 16 Dexterity saving throw or fall prone . Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the fear smith until the start of its next turn, when it can avert its eyes again. If the creature looks at the fear smith in the meantime, it must immediately make the save. \n'b' Hidden Eye . The fear smith has advantage on saving throws against being blinded . \n'b' Magic Resistance . The fear smith has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fear smith makes three Claw attacks. It can replace one attack with a use of Heart-Stopping Stare. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage plus 9 (2d8) psychic damage. If the target is disoriented by Distortion Gaze, the fear smith regains hp equal to the amount of psychic damage dealt. \n'b' Heart-Stopping Stare . The fear smith terrifies a creature within 30 feet of it with a look. The target must succeed on a DC 16 Wisdom saving throw or take 13 (3d8) psychic damage and be stunned until the end of its next turn. The fear smith regains hp equal to the psychic damage dealt. \n'b' Spellcasting . The fear smith casts one of the following spells, requiring no verbal or material components and using Charisma as the spellcasting ability (spell save DC 16):\n'b'\n'b'\n'b' At will : detect thoughts , fear \n'b' 2/day each : charm person , command \n'b'\n'b' ABOUT \n'b' This well-dressed figure appears elven, save for its featureless face and taloned hands. \n'b' Known as a fiars\xc3\xaddhe among themselves, fear smiths are servants of shadow fey courts and other, similar dark fey courts. While its mouth is closed, a fear smith\xe2\x80\x99s face is featureless save for rows of deep wrinkles. Opening the large mouth in the center of its face reveals long needlelike teeth surrounding a single, massive eye. \n'b' Icy-Cold Eyes . Fear smiths often serve as torturers or are dispatched to demoralize the court\xe2\x80\x99s enemies. Their stare stops enemies cold, making it easy for heavily-armed warriors to trap and finish a foe. \n'b' Devour Fear . Fear smiths feed off strong emotions, and their favorite meal is terror. The fey prefer prolonging the death of victims, and, when free to indulge, a fear smith stalks its victim for days before attacking, hinting at its presence to build dread. \n'b' Hoods and Masks . Fear smiths favor fine clothing and high fashion, donning hooded cloaks or masks when discretion is required. Eerily well-mannered and respectful, fear smiths enjoy feigning civility and playing the part of nobility, speaking genteelly but with a thick, unidentifiable accent.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Chomtzitzimitl \n'b' Medium fiend , chaotic neutral \n'b' Armor Class 14 (natural armor) Hit Points 67 (9d8 + 27) Speed 25 ft., fly 40 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +5 Skills Acrobatics +5, Athletics +5, Stealth +55 Damage Vulnerabilities jadeite Damage Immunities necrotic Condition Immunities stunned Senses darkvision 60 ft, passive Perception 11 Languages Primordial Notoan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The chomtzitzimitl doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Sense . The chomtzitzimitl has advantage on Wisdom ( Perception ) checks. \n'b' Sense Living . A chomtzitzimitl can detect the presence of a living creature within 60 feet. If the creature is protected by magic, then the chomtzitzimitl reduces the range of the line of sight to 30 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chomtzitzimitl makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage and the creature bleeds profusely. A bleeding creature must succeed on a DC 15 Constitution saving throw at the start of its turn or take 5 (2d4) necrotic damage and continue bleeding. On a successful save, the creature takes no necrotic damage and the effect ends. A creature takes only 5 necrotic damage per turn from this effect no matter how many times it\xe2\x80\x99s been clawed, and a single successful saving throw ends all bleeding. Spending an action to make a successful DC 14 Wisdom ( Medicine ) check or any amount of magical healing also stops the bleeding. Constructs and undead are immune to the bleeding effect.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Feargaunt \n'b' Medium fiend , chaotic evil \n'b' Armor Class 16 Hit Points 78 (12d8 + 24) Speed 40 ft.\n'b' STATS STR: 6 (-2) DEX: 19 (+4) CON: 14 (+2) INT: 13 (+1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Wis +5 Skills Perception +9, Stealth +12 Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 19 Languages Common but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The feargaunt\xe2\x80\x99s innate spellcasting ability is Charisma (+6, DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : fear , ghost sound (as prestidigitation but sound only) \n'b' 3/day each : confusion , dream , phantasmal killer \n'b'\n'b' Incorporeal Movement . The feargaunt can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Never Far Behind (Recharge 4-6) . As a bonus action, the feargaunt can teleport to an unoccupied space adjacent to a target that has taken Charisma damage or is frightened by its nightmare aura. \n'b' Nightmare Aura . A feargaunt is cloaked in a 60-foot-radius aura of fear , which manifests as darkened shadows, subtle rot, and skewed perspective. The first time a creature ends its turn within the aura, it must succeed at a DC 20 Wisdom save or be frightened for as long as it stays within the aura and until the end of its next round thereafter. \n'b' Prideful Defense . The feargaunt\xe2\x80\x99s AC includes its Charisma modifier. \n'b' Sunlight Sensitivity . While in sunlight, the feargaunt has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The feargaunt makes two tormenting touch attacks. \n'b' Tormenting Touch . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (4d6) psychic damage. Unless the target is immune to psychic damage, the target\xe2\x80\x99s Charisma score is reduced by 1d4 each time it is hit by this attack . At Charisma 0, the victim falls into a nightmare -filled coma until at least 1 point of Charisma is restored. The reduction lasts until the target finishes a short or long rest.'} |