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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fire Crab, Small \n'b' Family: Fire Crab \n'b' Small elemental , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 22 (4d6 + 8) Speed 20 ft., swim 20 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Immunities fire Condition Immunities charmed Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages understand Ignan but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b' Heated Body . A creature that touches the small fire crab or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. \n'b' Actions \n'b' Multiattack . The small fire crab makes two claw attacks. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage plus 3 (1d6) fire damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fire Dancer \n'b' Small fey , chaotic neutral \n'b' Armor Class 13 Hit Points 19 (3d6 + 9) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire Senses darkvision 60 ft., passive Perception 12 Languages Sylvan, Ignan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the fire dancer remains motionless, it is indistinguishable from a fire. \n'b' Heated Body . A creature that touches the fire dancer or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. \n'b' Illumination . The fire dancer sheds bright light in a 10-foot-radius and dim light for an additional 10 feet. \n'b' Nimble Escape . The fire dancer can take the Disengage or Hide action as a bonus action on each of its turns. \n'b'\n'b' ACTIONS \n'b'\n'b' Flame Strike . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) fire damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Flame Shield . The fire dancer forms a fire shield and adds 1 to its AC against one melee attack that would hit it. \n'b'\n'b' ABOUT \n'b' As a youthful cleric makes dinner at a campsite, his companions flatten their bedrolls. Without warning, the holy man calls out and his allies rush to his defense. They all stare in shock as they see a small humanoid dancing in the campfire. \n'b' Shocking Surprise . Most creatures can\xe2\x80\x99t believe their eyes when they discover one of these unique fey. If a fire dancer stands still in a fire, it can blend in with the flames. \n'b' Foul Fey . These fey creatures love to play tricks on those who venture into the mountains. Some of their nasty games end in disaster. \n'b' Harsh Hearth . On rare occasions, fire dancers can also be found indoors. As they enjoy hot flames, they have been known to live in fireplaces.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scythe Horn, Adult \n'b' Family: Animal \n'b' Large beast , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 45 (6d8+18) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 13 (+1) CON: 17 (+3) INT: 2 (-4) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Con +5 Skills Athletics +8, Perception +2 Senses passive Perception 12 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Low-light Vision . A scythe horn can see twice as far in dim light as a human . \n'b' Keen Hearing and Smell . The scythe horn has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Charge . If the scythe horn moves at least 20 ft. straight toward a target and then hits it with a scythe horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Scythe Horn . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (2d8+6) piercing damage. \n'b'\n'b' ABOUT \n'b' This large stag-like creature is the size of a large horse. A pair of jagged and terrible-looking antlers crown its brow. They look like they could slice a person in half. \n'b' Scythe horns are very large herd animals that live primarily in moderate to cold climates.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fire Elemental, Greater \n'b' Large elemental , neutral \n'b' Armor Class 15 Hit Points 144 (17d10 + 51) Speed 50 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 16 (+3) INT: 7 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft.; passive Perception 10 Languages Ignan Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Blazing Aura . When the elemental drops below half health it begins to burn more violently, at the start of each of its turns, each creature within 15 feet of it takes 5 (1d10) fire damage, and flammable objects in the aura that aren\xe2\x80\x99t being worn or carried ignite in flames. \n'b' Fire Form . The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. \n'b' Illumination . The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet. \n'b' Water Susceptibility . For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. \n'b' Actions \n'b' Multiattack . The elemental makes two attacks. \n'b' Touch . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. \n'b' Fling Coals . Ranged Weapon Attack : +10 to hit, reach 30 ft., one target. Hit : 9 (2d4 + 4) fire damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fire Monkey \n'b' Small monstrosity , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 72 (16d4+32) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 14 (+2) INT: 7 (-2) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Skills Sleight of Hand +7, Stealth +7 Senses darkvision 60 ft., passive Perception 10 Languages Common (can\xe2\x80\x99t speak) Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The fire monkey\xe2\x80\x99s spell casting ability is Charisma (spell save DC 15). It can innately cast the following spell, requiring no material components:\n'b'\n'b'\n'b' 3/day : burning hands \n'b'\n'b' Spark (Recharges After a Short Rest) . The fire monkey can cause a tiny flammable object within 30 feet to catch on fire, as if it were using flint and steel. This has no effect an object behind held or carried by another creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fire monkey makes one claw attack and one steal attack . \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 3) slashing damage. \n'b' Steal . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : The fire monkey can take hold of one possession from the target\xe2\x80\x99s hands or that is visible on their person. \n'b'\n'b' ABOUT \n'b' These winged monkeys sport tawny fur coats ranging from blue-white to slate grey or even black, and some individuals have much lighter white or ivory areas around their faces and shoulders. Their wings tend to be brightly feathered. Their faces, feet, and hands are always hairless, and they groom the hair surrounding their faces outward, giving them a tattered, bearded appearance. Fire monkeys are around 18 inches long with equally long tails and a wingspan of about three feet. A few individuals have two pairs of wings; this trait grants them perfect maneuverability, but they are otherwise statistically identical to their two-winged kin. \n'b' Social Creatures . Fire monkeys build nests high up in the canopy of wild places or thick forests, and often cluster their nests together in groups of trees. They welcome small villages of friendly humanoids within their territories, as such creatures are a ready source of useful objects and new forms of interesting food. Fire monkey troops often raid nearby civilized communities for small amounts of salt and sugar, or prepared foods for single meals, but do not otherwise cause much mischief unless provoked. Larger or hostile communities that persecute or hunt fire monkeys often suffer from numerous unexpected fires and destructive forms of larceny and sabotage. Fire monkeys have excellent memories and hold grudges against those who abuse them. \n'b' Varied Appetite . Fire monkeys are omnivores, eating fruit, nuts, insects, small mammals, crabs, and fish. Given enough time, rather than devouring their food raw, fire monkeys create elaborate dishes of their favorite foods and cook these dishes over small fires, which they light with their spark ability. Fire monkeys also enjoy trying new and exotic foods prepared by humanoid creatures, especially foods made with flour and sugar. Most fire monkeys are very adventurous eaters, though they tend not to like the taste of beef and lamb.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fire Nymph \n'b' Medium elemental , chaotic neutral \n'b' Armor Class 13 (natural armor) Hit Points 16 (3d8 + 3) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 12 (+1) INT: 16 (+3) WIS: 17 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire Senses darkvision 60 ft., passive Perception 13 Languages Common, Ignan Challenge 3 (700 XP) \n'b' Special Traits \n'b' Burn . Any creature that touches the nymph or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. \n'b' Innate Spellcasting . The fire nymph\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The fire nymph can innately cast each of the following spells, requiring no material components: \n'b' At will : burning hands , flame blade , flaming sphere , produce flame \n'b' 1/day : fire shield \n'b' Magic Resistance . The fire nymph has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The fire nymph makes two attacks: one with its dagger and one with its fist. \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) piercing damage plus 10 (3d6) fire damage. \n'b' Fist . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage plus 10 (3d6) fire damage. \n'b' About \n'b' This creature appears as a beautiful female with long, flowing fieryred hair. Her eyes are pale blue and her skin is lightly colored with a cinnamon hint to it. \n'b' A fire nymph is a beautiful creature that dwells on the Plane of Fire. It is akin to the nymph and dryad , though its origins obviously lie elsewhere. \n'b' Fire nymphs rarely visit the Material Plane, though mages are known to request their company on occasion. A fire nymph usually wears translucent robes of white or ash. \n'b' Fire nymphs avoid combat if at all possible, but if pressed into action they rely on their innate spellcasting abilities and seek escape as soon as possible.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fire Phantom \n'b' Medium undead , chaotic neutral \n'b' Armor Class 14 (natural armor) Hit Points 49 (9d8 + 9) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 13 (+1) INT: 5 (-3) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Immunities fire Condition Immunities charmed , frightened , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 11 Languages Ignan Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Brutal Critical . The fire phantom can roll one additional weapon damage when determining the extra damage for a critical hit with a melee attack . \n'b' Death Throes . When the fire phantom dies, it explodes, and each creature within 30 feet of it must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren\xe2\x80\x99t being worn or carried. \n'b' Fire Form . A creature that touches the fire phantom or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. \n'b' Reckless . At the start of its turn, the fire phantom can gain advantage on all melee weapon attack rolls that turn but attack rolls against it have advantage until the start of its next turn. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The fire phantom makes two fist of fire attacks. \n'b' Fist of Fire . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Fire Blast . Ranged Weapon Attack : +7 to hit, range 60 ft., one target. Hit : 10 (3d6) fire damage. \n'b'\n'b' About \n'b' This humanoid has raging fire for hair and flame-encased fists. \n'b' Elemental fire plays across its body exposing patches of charred flesh. Its eyes and tongue look like tiny balls of molten fire. Blackened teeth fill its mouth and flames dance in the back of its throat. \n'b' When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burned flesh and elemental fire. Fire phantoms desire nothing more than to return to the Material Plane and destroy as many living creatures as possible by consuming them in the same flames that now house their spirit. \n'b' Fire phantoms are encountered in areas where fires are already burning (campfires, pyres, vigils, etc.). They step through a portal from the Plane of Fire into a fire on the Material Plane. This fire must be at least Small or larger; else any attempt by the fire phantom to enter the Material Plane through that fire automatically fails. Once it enters the plane, it often lies in wait in the fire for potential victims to come near it. A fire phantom hiding inside a fire is difficult to see requiring DC 18 Perception check. \n'b' A fire phantom waits inside its fire until it spots a living creature. \n'b' It then rushes out, shrieking and hurling globes of fire. If faced with overwhelming odds or facing certain destruction, the fire phantom either moves as close as possible to as many foes as possible or attempts to draw in as many of its opponents as possible and uses it immolation ability. In normal melee, the fire phantom alternates between hurling globes of fire and pummeling a foe with its burning fists. When a fire phantom is wounded, flames dance and play around the wound. Fire phantoms fight until destroyed or all opponents are dead or flee.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fire Phantom \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 104 (16d8 + 32) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 5 (-3) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidate +8, Perception +7 Damage Immunities fire, poison Damage Vulnerabilities cold Condition Immunities poisoned Senses darkvision 60 ft, passive Perception 17 Languages understands Aquan, but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Turn Resistance . The fire phantom has advantage on saving throws against any effect that turns undead. \n'b' Final Blast . When the fire phantom dies, it combusts and leaves nothing behind but ashes. In doing so, it recharges its Fire Blast if expended, and uses it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fire phantom makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage and 5 (2d4) fire damage. \n'b' Fire Blast (Recharge 5-6) . The fire phantom explodes in a fiery burst that affects all creatures within 10 feet. Each creature in that area must make a DC 14 Dexterity saving throw, taking 20 (6d6) fire damage on a failed save, or half as much on a successful one. \n'b'\n'b' ABOUT \n'b' This humanoid has raging fire for hair and flame-encased fists. Elemental fire plays across its body exposing patches of charred flesh. Its eyes and tongue look like tiny balls of molten fire. Blackened teeth fill its mouth and flames dance in the back of its throat. Banished to the Flames. When a creature dies on the Elemental Planes of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burned flesh and elemental fire. Fire phantoms desire nothing more than to return to the Material Plane and destroy as many living creatures as possible by consuming them in the same flames that now house their spirit. \n'b' Fire phantoms are encountered in areas where fires are already burning (campfires, pyres, vigils, etc). They step through a portal from the Plane of Fire into a fire on the Material Plane. This fire must be at least Small or larger; else any attempt by the fire phantom to enter the Material Plane through that fire automatically fails. Once it enters the plane, it often lies in wait in the fire for potential victims to come near it. Burning Ambush. A fire phantom waits inside its fire until it spots a living creature. It then rushes out, shrieking and hurling globes of fire. If faced with overwhelming odds or facing certain destruction, the fire phantom either moves as close as possible to as many foes as possible or attempts to draw in as many of its opponents as possible and uses it immolation ability. In normal melee, the fire phantom alternates between hurling globes of fire and pummeling a foe with its burning fists. When a fire phantom is wounded, flames dance and play around the wound. Fire phantoms fight until destroyed or all opponents are dead or flee.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chrysmal \n'b' Small elemental , neutral \n'b' Armor Class 19 (natural armor) Hit Points 39 (6d6+18) Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 16 (+3) INT: 16 (+3) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities frightened , blinded , deafened Damage Immunities cold, fire, poison Damage Resistances piercing, bludgeoning, lightning Damage Vulnerabilities thunder Senses blindsight 120 ft., passive Perception 10 Languages none Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Meld . The chrysmal can spend one turn melding into earth, rock, or minerals. Once melded it can move through the material at its normal speed. It takes one turn to emerge from the earth, rock, or minerals again. \n'b'\n'b' ACTIONS \n'b'\n'b' Crystal Lash . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (1d6+6) slashing damage. \n'b' Crystal Kick . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d6) slashing damage. Targets must make a DC 11 Strength saving throw or fall prone . \n'b'\n'b' ABOUT \n'b' The chrysmal are a prismed formation of translucent crystal. The chrysmal possess 4-6 leg-like stumps that extend down from their body and a single crystalline limb that protrudes upwards from the central trunk. The movement of a chrysmal is relatively slow and it has a stiff, awkward gait. These sentient crystals inhabit the Elemental Plane of Earth but have migrated to the Prime Material Plane. They seek lairs rich in crystal deposits on which to feed. Inside each chrysmal is a collection of gemstones. They pay little attention to beings from the Prime Material Plane and cannot digest flesh. The chrysmal only eat minerals such as quartz and other crystalline formations. The xorn prey on the chrysmal and the two are natural enemies. \n'b' Striking a tuning fork within 20 feet will confuse a single chrysmal for 3 rounds (DC 13 Wisdom saving throw for no effect). \n'b' A chrysmal can move through earth, rock, or minerals with one round of preparation. Similarly, it takes one round to reconstitute itself upon reappearing. \n'b' The chrysmal are aggressive when provoked. If forced to defend themselves, they prefer to set ambushes and attack with surprise (1-4 on d6). For example, they will seat themselves in the earth and camouflage themselves like a natural crystal formation. They will also use this tactic in concert with their ability to pass through the earth to overwhelm opponents. For every three males encountered a fourth will be female and for every female there will be 1d3 young.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fire Snake \n'b' Small elemental , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 18 (4d6 + 4) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 13 (+1) INT: 6 (-2) WIS: 12 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Vulnerabilities cold Damage Immunities fire, poison Condition Immunities poisoned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11 Languages understands Ignan but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' Special Traits \n'b' Heated Body . Any creature that touches the fire snake or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. \n'b' Fire Stealth . When the fire snake is within 5 feet of an open flame larger than a torch, it may take the Hide action as a bonus action. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d3 + 3) piercing damage plus 3 (1d6) fire damage, and the target must make a DC 12 Constitution saving throw or be paralyzed for 1d6 rounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fire Vampire \n'b' Medium undead , neutral evil \n'b' Armor Class 13 Hit Points 52 (7d8 + 21) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities radiant Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Resistances charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 11 Languages Ignan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ghost Flames . At the start of each of the fire vampire\xe2\x80\x99s turns, each creature within 5 feet of it takes 3 (1d6) fire damage, and flammable objects in the area that aren\xe2\x80\x99t being worn or carried ignite. If the fire vampire takes any amount of cold damage, this ability is suppressed for 1 round. \n'b' Incorporeal Movement . The fire vampire 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' Flame Lash . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it must succeed on a DC 12 Dexterity throw or ignite. Until a creature takes an action to douse the fire, the target takes 7 (2d6) fire damage at the start of each of its turns. \n'b' Flame Blast . Ranged Weapon Attack : +5 to hit, range 60/240 ft., one target. Hit : 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it must succeed on a DC 12 Dexterity throw or ignite. Until a creature takes an action to douse the fire, the target takes 7 (2d6) fire damage at the start of each of its turns. \n'b' Inferno (Recharge 5\xe2\x80\x936) . The fire vampire\xe2\x80\x99s ghost flames blaze outward in a 10-foot-radius radius centered on the fire vampire. Creatures in this area must succeed on a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one. After using this action, the fire vampire\xe2\x80\x99s ghost flames ability is suppressed until it recharges this action. \n'b'\n'b' ABOUT \n'b' Fire vampires, also called flamewraiths, are the fading remnants of fire elemental creatures whose life force has been drained, either by contact with the undead or at the planar vergence between the Elemental Plane of Fire and the Negative Energy Plane. Composed of nearly transparent ghostly flames shot through with strange colors, they give off a withering heat. They are birthed into the cosmos amid the fading flames of dying stars, cast out into the void by collapsing neutron stars or in the explosive aftershocks of nova and supernova explosions. Some fire vampires linger roaring halos around the stellar surface in the wake of their creation, but others soar through the heavens seeking only to slay and burn out their hate and fury of the living before they themselves dissipate into cosmic nothingness.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fire Whale \n'b' Huge elemental , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 175 (14d12 + 84) Speed swim 40 ft.\n'b' STATS STR: 30 (+10) DEX: 13 (+1) CON: 22 (+6) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Immunities fire Senses blindsight 120 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Echolocation . The whale can\xe2\x80\x99t use its blindsight while deafened. \n'b' Hold Breath . The whale can hold its breath for 30 minutes. \n'b' Keen Hearing . The whale has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Actions \n'b' Multiattack . The fire whale makes two attacks: one with its bite and one with its tail slap. \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 34 (7d6 + 10) piercing damage. \n'b' Tail Slap . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 23 (2d12 + 10) bludgeoning damage. \n'b' Scalding Blast (Recharge 5-6) . A fire whale can release a blast of superheated air in a 60-foot cone from its blowhole that scalds or burns those contacting it. Each creature in that area must make a DC 16 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much on a successful one. \n'b' About \n'b' Surfacing from the sea of flames rises, a titanic crimson whale mottled with a pattern of yellow and orange spots running down its dorsal fins. \n'b' Its huge, angular mouth hangs open, exposing its hideous gaping gullet. \n'b' All manner of fiery aquatic life swims the Sea of Fire, including the majestic fire whales. These 30-foot-long mammals are relatively peaceful creatures, though if provoked they quickly become deadly adversaries. \n'b' Fire whales generally spend their time feeding on elemental invertebrates that move along the bottom of the Sea of Fire. When feeding, the fire whale dives to the bottom, flips on its side, and swims along, running its head through the fiery and oily sea floor scooping food into its mouth. Fire whales generally take in enough food to sustain themselves for 4 months (during breeding season). \n'b' Late in the year (by Material Plane standards) fire whales gather for their mating ritual. During this time as many as 7 fire whales can be encountered together. Sages are unsure as to the purpose of the \xe2\x80\x9cextra\xe2\x80\x9d fire whales, but each spends its share rolling and milling with the others during this ritual. Gestation for fire whales is generally 11 months after which time the mother gives birth to 1d2 calves. While the calves are growing, both they and the mother spend most of their time in the shallower ends of the Sea of Fire. After nearly 7 months, they migrate to deeper waters and most calves swim away and become independent. Young reach maturity around 6 years of age. \n'b' Fire whales are hunted by various races for their meat, blubber, and oil. Of the races that hunt them the most are the salamanders, volcano giants (see their entry in this book), and the efreet of the City of Brass. \n'b' Fire whales are generally peaceful creatures and rarely attack unless threatened. If forced into combat, a fire whale attacks with its bite and tail slap. Surface creatures that threaten a fire whale are subjected to its scalding blast attack.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Firebird \n'b' Small celestial , neutral good \n'b' Armor Class 16 (natural armor) Hit Points 88 (16d6 + 32) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 12 (+1) DEX: 19 (+4) CON: 14 (+2) INT: 16 (+3) WIS: 15 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4, Cha +7 Skills Insight +4, Medicine +4, Perception +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities charmed , frightened , poisoned Senses truesight 60 ft., passive Perception 16 Languages Celestial, Common, Primordial, telepathy 60 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Enforce Good Deeds . A creature that has received assistance, such as healing or a glowing feather, from the firebird must succeed on a DC 15 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas , the affected creature must assist nonhostile creatures suffering from starvation or thirst by alleviating the starvation or thirst. \n'b' Fiery Weapons . The firebird\xe2\x80\x99s weapon attacks are magical. When the firebird hits with any weapon, the weapon deals an extra 2d6 fire damage (included in the attack). \n'b' Glowing Feathers . The firebird sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The firebird can alter the radius as a bonus action. If the firebird willingly gifts a feather to a creature, the feather sheds bright light in a 10-foot radius and dim light for an additional 10 feet indefinitely. \n'b' Magic Resistance . The firebird has advantage on saving throws against spells and other magical effects. \n'b' Warming Presence . The firebird and each creature within 5 feet of it are immune to the effects of cold environments, provided the cold is caused by naturally occurring weather and climate. When the firebird is inside a structure, it can choose for this trait to affect all creatures within the structure (no action required), regardless of how close they are to it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The firebird makes one Beak attack and one Talon attack . \n'b' Beak . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 7 (2d6) fire damage. \n'b' Talon . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage plus 7 (2d6) fire damage. \n'b' Blinding Ray (Recharge 5\xe2\x80\x936) . The firebird fires a burning ray of light from its tail feathers in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failure, a creature takes 17 (5d6) 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' Healing Feathers (3/Day) . The firebird touches another creature, brushing its wings against the creature. The target magically regains 10 (3d6) hp and is freed from any disease, poison, blindness, or deafness. \n'b'\n'b' ABOUT \n'b' This proud bird struts like a peacock, made all the more majestic by its flaming fan of feathers, which shift through the color spectrum. \n'b' Guides and Helpers . Firebirds are welcome sights to those in need of warmth and safety. They primarily work at night or in underground areas, where their talents are most needed. \n'b' Friendly to all creatures, they become aggressive only upon witnessing obviously evil acts. Firebirds enjoy working with good adventuring parties, providing light and healing, though their wanderlust prevents them from staying for long. \n'b' Redeemers . Firebirds enjoy acting as reformers. They search for creatures they perceive as potential \xe2\x80\x9clight bringers,\xe2\x80\x9d and they grant boons to such creatures, magically coaxing the creatures into performing good deeds in the hope such acts redeem the creatures. \n'b' Magical Feathers . Firebird feathers are prized throughout the mortal world, and occasionally, the creatures bestow feathers upon those they favor. Firebirds also seed hidden locations with specialized feathers, which burst into full-grown firebirds after a year. Firebirds live over 100 years.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Firefiend \n'b' Medium elemental , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 61 (10d8 + 16) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 15 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 17 Languages Ignan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Adamantine Weapons . The firefiend\xe2\x80\x99s weapons are forged with adamantine, nearly indestructible, and do an additional 2 points of the weapon\xe2\x80\x99s damage type with each hit (included below). \n'b' Fire Body . Any creature that touches the firefiend or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage and ignites. A burning creature takes 5 (1d10) fire damage at the start of each of its turns. A creature can use an action to douse the fire, ending the effect. \n'b' Weapon Recall . If the firefiend is disarmed, it may cause any of its lost weapons within 50 feet to fly back to its hands as a bonus action, even if another creature was holding the weapon. \n'b' Actions \n'b' Multiattack . The firefiend makes one Flail attack, one Longsword attack, and one Morningstar attack . It may substitute a Touch attack for any or all of these. \n'b' Flail . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6) bludgeoning damage plus 3 (1d6) fire damage. \n'b' Longsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6) slashing damage plus 3 (1d6) fire damage. \n'b' Morningstar . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6) piercing damage plus 3 (1d6) fire damage. \n'b' Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) fire damage. If the target is a creature or flammable object, it ignites. A burning creature takes 5 (1d10) fire damage at the start of each of its turns. A creature can use an action to douse the fire, ending the effect. \n'b' About \n'b' This elemental creature resembles a cone with three sides. Each side sports a single arm, leg, and face. In each arm, the creature carries fierce-looking weapon. Each face seems to be identical and all are twisted in terrifying grimaces and constant spout obscenities in a strange language. Each face has glowing eyes. \n'b' An elemental fiend is a rare creature from one of the elemental planes that takes the form of a roughly human-sized pillar of its native element. Upon first glance, an elemental fiend strongly resembles an elemental of the same size, but beyond that the resemblance ends. It has three faces, three legs, and an arm between each face. Each arm wields a masterwork melee weapon of unknown origin. Its three faces constantly scowl and scream at opponents, howling and babbling vulgar curses in its native tongue. \n'b' An elemental fiend attacks primarily with its weapons. It positions itself in such a way as to bring as many weapons to bear on a single opponent as possible. Because each face controls an arm, it can attack with all three weapons in one round without penalty. An elemental fiend cannot battle a single opponent with more than two of its weapons, but it can battle one, two, or three different opponents at the same time. \n'b' Firefiends are typically found on the Plane of Fire. Their weapons are masterwork longswords forged of an unknown red-gold metal. They are constantly warm to the touch and are immune to fire damage. They have fiery designs that run the length of the blade.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scythe Horn, Young \n'b' Family: Animal \n'b' Medium beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 16 (3d8+3) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 13 (+1) INT: 2 (-4) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Con +1 Skills Athletics +5, Perception +2 Senses passive Perception 12 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Low-light Vision . A scythe horn can see twice as far in dim light as a human . \n'b' Keen Hearing and Smell . The scythe horn has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Charge . If the scythe horn moves at least 20 ft. straight toward a target and then hits it with a scythe horn attack on the same turn, the target takes an extra 9 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Scythe Horn . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6+3) piercing damage. \n'b'\n'b' ABOUT \n'b' This large stag-like creature is the size of a large horse. A pair of jagged and terrible-looking antlers crown its brow. They look like they could slice a person in half. \n'b' Scythe horns are very large herd animals that live primarily in moderate to cold climates. \n'b' Companion \n'b' Armor Class 15 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 Str +3 plus Proficiency Bonus (PB), Con +1 plus Proficiency Bonus (PB) Skills Athletics +3 plus Proficiency Bonus (PB), Perception +0 plus Proficiency Bonus (PB) Senses passive Perception 10 plus Proficiency Bonus (PB) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . DC 11 plus Proficiency Bonus (PB) Strength saving throw. \n'b' Scythe Horn . Melee Weapon Attack : +3 plus Proficiency Bonus (PB) to hit, reach 5 ft., one target. Hit : 10 (2d6+3 plus Proficiency Bonus (PB)) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Firefly Fairy \n'b' Tiny fey , chaotic good \n'b' Armor Class 10 Hit Points 6 (4d4 \xe2\x80\x93 4) Speed fly 30 ft.\n'b' STATS STR: 6 (-2) DEX: 10 (+0) CON: 9 (-1) INT: 8 (-1) WIS: 7 (-2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +2 Skills Stealth +2, Survival +2 Condition Immunities charmed Senses passive Perception 8 Languages Common, Sylvan Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fairy Light . The firefly fairy sheds dim light in a 20-foot radius. It can turn its Fairy Light on and off at will. \n'b'\n'b' ACTIONS \n'b'\n'b' Stick Javelin . Ranged Weapon Attack : +2 to hit, range 10 ft., one target. Hit : 3 (1d6) piercing damage Restoring Light. The firefly fairy touches a creature and the target regains 1d4 hit points. \n'b'\n'b' ABOUT \n'b' Firefly fairies look like shiny dots in the night, but are actually tiny humanoid-shaped fey. They live in little houses they make themselves, inside of trees. \n'b' Although not many firefly fairies like strangers, they do try to help those who are in danger near their homes. \n'b' Protect Others . When a firefly fairy or someone they are familiar with is in danger, firefly fairies protect them if they are near one of their homes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Firegeist \n'b' Small elemental , neutral evil \n'b' Armor Class 14 Hit Points 82 (15d6 + 30) Speed 40 ft.\n'b' STATS STR: 7 (-2) DEX: 18 (+4) CON: 14 (+2) INT: 4 (-3) WIS: 16 (+3) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Immunities fire, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 15 Languages Ignan Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Nature . The firegeist doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Hide By Firelight . The firegeist has advantage on Dexterity ( Stealth ) checks made to hide in fire or in areas lit by nonmagical fire. \n'b' Magical Light Sensitivity . While in an area of light created by a spell or other magical effect, the firegeist has disadvantage on attack rolls and ability checks. \n'b' Variable Illumination . The firegeist sheds dim light in a 5- to 20-foot radius. It can alter the radius as a bonus action. \n'b' Water Susceptibility . For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Burning Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) fire damage. If the target is a flammable object, it ignites. If the target is a creature, the target must succeed on a DC 13 Dexterity saving throw or ignite. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns. \n'b' Burning Terror (Recharge 5\xe2\x80\x936) . The firegeist assaults the mind of one creature it can see within 30 feet of it with the painful, humiliating memory of the firegeist\xe2\x80\x99s first death. The target must make a DC 13 Wisdom saving throw. On a failure, the target takes 14 (4d6) fire damage and is frightened for 1 minute. On a success, the target takes half the damage and isn\xe2\x80\x99t frightened . While frightened , the creature takes 3 (1d6) fire damage at the start of each of its turns. 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' Wisps of black smoke and spots of bright flame coalesce into a vaguely humanoid shape. \n'b' Elemental Echoes . When a fire elemental meets its destruction in a particularly humiliating fashion, particularly by humanoids, while summoned away from its home plane, its remains transform into a firegeist. Malevolent and resentful, they exist for revenge. \n'b' Indiscriminate Arsonists . Firegeists are not adept at telling one humanoid from another, and they are satisfied with burning any similar creature, providing the creature is flammable. \n'b' Brighter Light, Darker Smoke . A firegeist can shine brightly or be primarily smoky and dark, as it wishes. It always sheds a little light.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'First Harbinger: Strife \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 285 (30d8+150) Speed 45 ft.\n'b' STATS STR: 26 (+8) DEX: 20 (+5) CON: 20 (+5) INT: 19 (+4) WIS: 17 (+3) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +15, Deception +22, History +18, Insight +17, Intimidation +22, Perception +17, Persuasion +22 Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , disease, exhaustion , frightened , poisoned Senses darkvision 120 ft., truesight 60 ft., passive Perception 27 Languages all Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ageless . Strife cannot suffer from frailty of old age, die from old age, or be aged magically. \n'b' Innate Spellcasting . Strife\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 23). Strife can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : charm person , fly , phantom steed , suggestion \n'b' 3/day each : detect thoughts , dominate person , plane shift , mass suggestion \n'b'\n'b' Legendary Resistance (3/Day) . If Strife fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . Strife has advantage on saving throws made against spells and other magical effects. \n'b' Magic Weapons . Strife\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . Strife regains 40 hit points at the start of its turn if it has at least 1 hit point. \n'b' Shapechanger . Strife can use a bonus action to polymorph into a Small, Medium, or Large humanoid it has seen, or back into its true form. Its statistics, other than its size and the ability to breathe water, 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' Stoke Rage . Strife can use a bonus action to enrage a creature within 120 feet. The creature makes a DC 23 Charisma saving throw, rolling with disadvantage if it has half its hit points or less. On a failure, a creature goes berserk. On each of its turns, a berserk creature attacks the nearest creature it can see. If no creature is near enough to move to and attack , the berserk creature takes the Dash and moves in the most direct route towards a creature it can attack . At the start of each of its turns, a berserk creature can repeat the saving throw, ending the effect on itself on a successful save. A creature that successfully resists Stoke Rage becomes immune to its effects for 1 round. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Strife uses its Frightful Presence and attacks four times. \n'b' Sword . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 17 (2d8+8) slashing damage plus 9 (2d8) psychic damage. \n'b' Provoking Arrows . Ranged Weapon Attack : +12 to hit, range 150/600 ft., one target. Hit : 14 (2d8+5) piercing damage plus 9 (2d8) psychic damage. If the target is a creature, it makes a DC 23 Charisma saving throw or uses its reaction to make a single weapon attack against a creature or object Strife chooses within the creature\xe2\x80\x99s reach or within range of the creature\xe2\x80\x99s weapon. \n'b' Frightful Presence . Each creature of Strife\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 Strife\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Strife 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. Strife regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . Strife makes a weapon attack . \n'b' Violent Command . Strife chooses one creature within 60 feet. If the creature has its reaction , it makes a DC 23 Charisma saving throw or uses its reaction to make a single weapon attack against a creature or object Strife chooses within the creature\xe2\x80\x99s reach or within range of the creature\xe2\x80\x99s weapon. \n'b' Enrage (Costs 1 to 3 Actions) . Strife uses Stoke Rage on one or more creatures within range. Every creature targeted costs 1 legendary action.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'First Servant \n'b' Medium humanoid (any race), any alignment \n'b' Armor Class 17 Hit Points 162 (25d8 + 50) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 14 (+2) INT: 15 (+2) WIS: 20 (+5) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +9, Cha +8 Skills History +6, Insight +9, Perception +9, Religion +6 Senses passive Perception 19 Languages any three languages Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Armor of Foresight . As long as it doesn\xe2\x80\x99t wear armor, the first servant adds its Dexterity and Wisdom modifiers to its Armor Class (included in statistics). \n'b' Healing Hands (Recharge 5-6) . As a bonus action, the first servant can touch a creature within 5 feet of it and cause it to recover 14 (4d6) hit points . \n'b' Spellcasting . The first servant is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17). The first servant can cast bless , command , and detect magic at will and has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , mending , resistance , spare the dying, thaumaturgy \n'b' 1st level (4 slots) : bane , cure wounds , divine favor , hex, protection from evil and good \n'b' 2nd level (3 slots) : augury , mirror image , prayer of healing , see invisibility , zone of truth \n'b' 3rd level (3 slots) : beacon of hope , counterspell, magic circle , slow , speak with dead \n'b' 4th level (3 slots) : arcane eye , banishment , compulsion, death ward , divination \n'b' 5th level (3 slots) : contact other plane , dispel evil and good , hallow , modify memory , scrying \n'b' 6th level (1 slot) : planar ally , true seeing \n'b' 7th level (1 slot) : divine word , resurrection \n'b' 8th level (1 slot) : control weather , holy aura \n'b' 9th level (1 slot) : gate , true resurrection \n'b'\n'b' TACTICS \n'b' The first servant casts death ward , holy aura , and true seeing before combat. \n'b' ACTIONS \n'b'\n'b' Multiattack . The first servant can use its Awe-inspiring Presence and then attack with its rod. \n'b' Rod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage and the target must succeed on a DC 17 Constitution saving throw or be blinded and deafened until the start of the first servant\xe2\x80\x99s next turn. \n'b' Awe-inspiring Presence . Each creature of the first servant\xe2\x80\x99s choice that is within 30 feet of the first servant and aware of it must succeed on a DC 17 Wisdom saving throw or be unable to use bonus actions or reactions until the start of the first servant\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' A first servant is one of its deity\xe2\x80\x99s most powerful mortal allies on the Material Plane. First servants often operate outside the accepted hierarchy of their churches and hold positions of prominence as oracles and prophets of their faith, or as the direct harbingers of their gods.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chuhaister \n'b' Large giant , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 157 (15d10 + 75) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 20 (+5) INT: 10 (+0) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +8 Skills Athletics +9 Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 120 ft., passive Perception 10 Languages Giant, Orcish, Sylvan Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Feybane . Creatures of the fey type don\xe2\x80\x99t recover spells during a long rest while within 60 feet of the chuhaister. In addition, the chuhaister automatically sees through magical illusions created by spells of 3rd level or lower and has advantage on saving throws and ability checks to detect or see through illusion spells of 4th level or higher. \n'b' Light Sensitivity . While in bright light, the chuhaister has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Multiattack . The chuhaister makes two greatclub attacks. \n'b' Greatclub . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 23 (5d6+6) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +2 to hit, range 30/120 ft., one target. Hit : 33 (5d10 + 6) bludgeoning damage. \n'b' Reactions \n'b' Deadfall Shield (Recharge 5-6) . When the chuhaister or one ally within 30 feet of it is hit by an attack , the chuhaister can create a magical, wooden barrier that interrupts the attack . The attack causes no damage. The shield splinters and disappears afterwards. \n'b' About \n'b' A brutish forest-dwelling giant whose loathing for fey creatures is matched only by its love of power. It is a tall muscled humanoid with bark-like skin that wears animal skins and adorns itself with the skulls of its fey victims. \n'b' Imprisoner . Chuhaister detest fey creatures of any alignment, taking delight in capturing them and destroying their villages.\xc2\xa0Many chuhaister carry an unfortunate fey as a pet, which they keep in a wooden cage atop their heads. The giant\xe2\x80\x99s nullifying magic prevents the creature from using its spells to escape. \n'b' Chieftains . Chuhaister sometimes lead small clans of forest marauders, serving as chieftain to the dim-witted giants. In this role, they organize raids on fey communities within their territory and terrorize other settlements near their border. As chieftain, the chuhaister uses its clan to build great wooden fortifications in the deep recesses of the forest.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fish, Bladefish \n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 104 (11d8 + 55) \n'b' Speed 0 ft., swim 60 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 21 (+5) INT: 1 (-5) WIS: 12 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Senses blindsight 10 ft., passive Perception 14 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . The bladefish has advantage on attack rolls against a creature if at least one of the bladefish\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . Razor Fin. A bladefish has quick reflexes and powerful muscles along its length. If it strikes the same target with its blade and tail slap attacks it does an additonal 10 necrotic damage as the target bleeds from the gashes made by the bladefish. \n'b' Swim-By Attack . A bladefish is perfectly suited for attacking on the move. It does not provoke attacks of opportunity so long as it has attacked in the same turn it has provoked. Water Breathing . The bladefish can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bladefish makes one blade and one tail slap attack so long as it has moved at least 5-feet before making the first attack roll. \n'b' Blade . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) piercing damage. This attack criticals on a 19 or 20. \n'b' Tail Slap . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (1d10 + 6) slashing damage. This attack criticals on a 19 or 20. \n'b'\n'b' ABOUT \n'b' A school of human -sized grey fish moves as one. Their long flat bills and rigid fins are bordered in razor-thin silver scales. An adult bladefish is 7 feet long and weighs 600 pounds. Larger, rarer species can reach 40 feet in length and live for over a hundred years. \n'b' Scintillating Wave . Fast and strong, bladefish swim across the oceans in instinctive circuits that cover thousands of miles. These cycles take them through their entire life cycle, including live birth, adolescence, hunting, and mating, though beautiful to behold, bladefish are deadly carnivores and deliver brutal blows very rapidly as they charge in, swim past, and charge in again. Their skulls narrow to a flat, horizontal blade and their tail fins sport a similar vertical protrusion. Both bear shining scales along these sharp edges as decoration. A long, sharp mouth blade is ideal for hunting and defense, while the brightest sheen along its blades attracts the most desirable mates. \n'b' Storm of Blades . The greatest weapon bladefish have is in their numbers. Vast storms of them swim their lifelong circuits near the water\xe2\x80\x99s surface and as deep as 200 feet. When one senses an intruder, it determines whether the threat is manageable or overwhelming and reacts by charging or fleeing, respectively. The entire community of bladefish joins in that reaction , swimming away as one or attacking in a rapid frenzy of sharp bills. Weaker bladefish are left behind or join the fight late and risk losing their meal to more aggressive members.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fish, Dinichthys \n'b' Huge beast , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 253 (22d10+132) \n'b' Speed 0 ft., swim 50 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 23 (+6) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 \n'b' Senses blindsight 120 ft., passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Swim-By Attack . A dinichthys is perfectly suited for attacking on the move. A dinichthys that uses its action to attack does not provoke opportunity attacks for the rest of its turn. \n'b' Water Breathing . The dinichthys can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dinichthys makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 22 (5d6 + 5) piercing damage. The dinichthys scores critical hits on natural rolls of 18-20. In addition, its critical hit damage is always maximized, dealing 35 piercing damage and inflicting an additional 7 (2d6) necrotic damage from bleeding. This bleeding can only be stopped with a DC 15 Wisdom ( Medicine ) check or through any magical healing . This damage is cumulative. For example, a creature who has been hit by two critical hits from a dinichthys vicious bite suffers 14 (4d6) necrotic damage per round. \n'b'\n'b' ABOUT \n'b' Among the deadlier animals of the sea, the mighty dinichthys holds its own against dragons and magical beasts. Its punishing bite allows it to both defend itself and feed from Vareen\xe2\x80\x99s hardiest animals. Dinichthyses hunt at any depth greater than 20 feet, chasing prey for miles in any direction before resuming a natural migration toward decennial mating waters. Dinichthyses live for approximately 100 years. An adult is 30 feet long and weighs 22,000 pounds. \n'b' Neverfull . Dinichthyses are voracious, often biting a chunk of flesh out of a sizable creature so it can follow the bleeding quarry to any social unit it might flee to for protection.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fisher From Outside \n'b' Large monstrosity , chaotic evil \n'b'\n'b' Armor Class 14 (natural armor) Hit Points 76 (8d10 + 32) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 11 (+0) CON: 16 (+3) INT: 8 (-1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Stealth +4 Senses darkvision 60 ft., passive Perception 11 Languages Aklo (cannot speak) Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Constrict . As a bonus action, the fisher from outside transfers a victim it has grappled with its talon into its mouth. This frees up its talon to attack other targets. The creature remains grappled (escape DC 14). When the fisher makes a bite attack against this grappled target, it automatically hits each. The fisher cannot use its raucous call ability or make bite attacks against other targets while it has a victim grappled in its mouth. \n'b' No Breath . The fisher does not need to breathe. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The fisher from outside makes one talon attack and one bite attack. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 5) piercing damage. \n'b' Talon . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 5) slashing damage, and the target must make a DC 14 Strength saving throw. On a failed save, the target is grappled (escape DC 14). Until the grapple ends, the target is restrained and suffers disadvantage on Strength checks and Strength saves. The fisher from outside cannot attack with its talon while grappling a creature with it. \n'b' Raucous Call . The fisher from outside emits a raucous, grating call. All living creatures, other than a fisher from outside or a shantak, within 30 feet of the fisher that can hear it must make a DC 12 Wisdom saving throw or become paralyzed. A paralyzed creature can attempt a new saving throw at the beginning of each of its turns, ending the effect on itself with a success. Once a creature saves against the raucous call, it becomes immune to this effect for 24 hours. \n'b'\n'b' About \n'b' Fishers from outside are thought to be related to the elephantine shantaks, though they are, in fact, two distinct species. They resemble deformed fishing-birds with a single taloned leg, a serrated beak, and single blazing red eye swoops from the darkness. Their hide is scaled rather than feathered, and scaly, translucent wings hold the creature aloft in great sweeping gusts, and its cry is liked the grinding, ragged edges of Hell. \n'b' With only one leg and over-sized talon and one eye, fishers from outside are clumsy and ungainly on the ground, but they are graceful and swift fliers. They dwell primarily in caverns on the moon, where they serve the strange masters of that realm in exchange for blood sacrifices. They are capable of going long periods of time without feeding and can subsist on eating the rubble of their strange caverns if necessary, though they always prefer fresh prey when they can get it. Unlike their shantak cousins, fishers from outside are incapable of unaided starflight and must rely on external or magical means to travel between planets or across the voids space.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fishmongrel \n'b' Medium humanoid (aquarian), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 58 (9d8 + 18) Speed 30 ft., swim 50 ft. \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' Skills Intimidation +2, Perception +4, Survival +4 Senses passive Perception 14 Languages Common, Aquan Challenge 3 (700 XP) \n'b' Special Traits \n'b' Amphibious . Fishmongrel can breathe air and water. \n'b' Brave . Fishmongrel has advantage on saving throws against being frightened . \n'b' Actions \n'b' Multiattack . Fishmongrel makes two melee attacks or one ranged attack . \n'b' Trident . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack . \n'b' Net . Ranged Weapon Attack : +4 to hit, range 5/15 ft., one Large or smaller creature. Hit : The target is restrained . A creature can use its action to make a DC 14 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 11) frees the target without harming it and destroys the net. \n'b' About \n'b' Fishmongrel is the chief henchman of the Codfather. He is an aquarian, a race of very unusual fish-like humanoids. Unlike his master, this creature lacks any charm. This monster is a cold-blooded killer. \n'b' Fish out of Water . This creature has never felt comfortable out of his natural environment.\xc2\xa0He doesn\xe2\x80\x99t like living on the land or any of the local inhabitants. Fishmongrel longs to return to the aquarian homeland. \n'b' Nautical Network . Thugs, pirates, and other nefarious characters work for Fishmongrel. They follow orders obediently and don\xe2\x80\x99t ask questions. Some disobedient henchmen have been known to disappear and wash up on shore a few days later.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fixfolk \n'b' Medium humanoid (fixfolk, ozian), neutral \n'b' Armor Class 8 Hit Points 13 (3d8) Speed 0 ft.\n'b' STATS STR: 10 (+0) DEX: 6 (-2) CON: 10 (+0) INT: 10 (+0) WIS: 15 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Immunities charmed Senses passive Perception 13 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . A fixfolk\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 12). It can innately cast animate objects once per day requiring no material components:\n'b'\n'b'\n'b' 3/day : animate objects \n'b'\n'b' Command Furniture . As a bonus action, the fixfolk commands one Large or smaller object within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the fixfolk can see. The target must succeed on a DC 12 Dexterity saving throw or become grappled by the furniture (escape DC 12). Until this grapple ends. the target is restrained . The fixfolk can use a bonus action to release the target, which is also freed if the fixfolk dies or becomes incapacitated . A typical piece of furniture has AC 15 and 27 hit points . If the furniture drops to 0 hit points , it is destroyed. \n'b' Halting Circle (Recharge 6) . As a bonus action, the fixfolk forces each creature within 10 feet of it to succeed on a DC 12 Wisdom saving throw or its speed is reduced to 0 for 1 minute. A halted target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect. \n'b'\n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Deflect Attack . Attacks against the fixfolk have disadvantage if an animated piece of furniture is within 5 feet of a fixfolk. \n'b' Unyielding Circle . When the fixfolk is subjected to an effect that would move it, force it prone , or both, it can use its reaction to be neither moved nor forced prone . \n'b'\n'b' ABOUT \n'b' Each one of these humanoids stands in the exact center of a chalked circle, and they are so still that at first you suspect they must be statues. All the inhabitants of Fix City look alike. They have large, round heads, broad placid faces, double chins, and no waists whatever. Their feet are flat and about three times as long as the longest you have ever seen. The women were plain Mother Hubbard dresses and straw sailor hats, and the men gingham suits. \n'b' Fixfolk specialize in not moving from their spot, rooted as they are in their circles. Fixfolk dislike moving and do so unwillingly. They consider movement befitting furniture, which they expect to do their bidding at every turn. All their needs are attended to within their circle, including eating and sleeping (and presumably, elimination), serviced by furniture summoned to serve each purpose. Each fixfolk draws a chalk circle around themselves to delineate their \xe2\x80\x9chome,\xe2\x80\x9d and they do not move from it even in poor weather (they simply animate a roof to cover them). \n'b' Animators . Fixfolk have perfected the art of animating objects and rely on them to supplement their workforce.\xc2\xa0They import furniture of all types from Junkum, which they immediately put to work. This is an ongoing need because the furniture is rapidly worn down from its frequent labor. \n'b' Fixing to Fix . Fixfolk create other fixfolk by means of magical chalk. After defining a circle, the humanoid simply has to stay still in Fix City and eventually they will become one of them, with their own place in King Fixit\xe2\x80\x99s kingdom.\xc2\xa0 \n'b' Fixfolk loathe moving and loathe travel even more. They have an arrangement with runaway roads, who transport them in exchange for potential prey, so that the fixfolk never have to leave their circles.\xc2\xa0Fixfolk are irritable and prone to spontaneous criticisms of \xe2\x80\x9crunabouts\xe2\x80\x9d who move beyond their circles.\xc2\xa0Fixfolk nobles find anyone who moves highly disruptive and will only help strangers if their egos are appropriately placated.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fixfolk Noble \n'b' Medium humanoid (fixfolk, ozian), neutral \n'b' Armor Class 8 Hit Points 49 (11d8) Speed 0 ft.\n'b' STATS STR: 10 (+0) DEX: 6 (-2) CON: 10 (+0) INT: 14 (+2) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +4, Perception +5 Damage Immunities charmed Senses passive Perception 15 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . A fixfolk\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 13). It can innately cast animate objects once per day requiring no material components:\n'b'\n'b'\n'b' 3/day : animate objects \n'b' 1/day : awaken \n'b'\n'b' Command Furniture . As a bonus action, the fixfolk commands one Large or smaller object within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the fixfolk can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the furniture (escape DC 13). Until this grapple ends. the target is restrained . The fixfolk can use a bonus action to release the target, which is also freed if the fixfolk dies or becomes incapacitated . A typical piece of furniture has AC 15 and 27 hit points . If the furniture drops to 0 hit points , it is destroyed. \n'b' Halting Circle (Recharge 6) . As a bonus action, the fixfolk forces each creature within 10 feet of it to succeed on a DC 13 Wisdom saving throw or its speed is reduced to 0 for 1 minute. A halted target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect. \n'b'\n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the fixfolk 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 fixfolk noble. A creature can benefit from only one Leadership die at a time. This effect ends if the noble is incapacitated . \n'b'\n'b' REACTIONS \n'b'\n'b' Deflect Attack . Attacks against the fixfolk have disadvantage if an animated piece of furniture is within 5 feet of a fixfolk. \n'b' Unyielding Circle . When the fixfolk is subjected to an effect that would move it, force it prone , or both, it can use its reaction to be neither moved nor forced prone . \n'b'\n'b' ABOUT \n'b' Each one of these humanoids stands in the exact center of a chalked circle, and they are so still that at first you suspect they must be statues. All the inhabitants of Fix City look alike. They have large, round heads, broad placid faces, double chins, and no waists whatever. Their feet are flat and about three times as long as the longest you have ever seen. The women were plain Mother Hubbard dresses and straw sailor hats, and the men gingham suits. \n'b' Fixfolk specialize in not moving from their spot, rooted as they are in their circles. Fixfolk dislike moving and do so unwillingly. They consider movement befitting furniture, which they expect to do their bidding at every turn. All their needs are attended to within their circle, including eating and sleeping (and presumably, elimination), serviced by furniture summoned to serve each purpose. Each fixfolk draws a chalk circle around themselves to delineate their \xe2\x80\x9chome,\xe2\x80\x9d and they do not move from it even in poor weather (they simply animate a roof to cover them). \n'b' Animators . Fixfolk have perfected the art of animating objects and rely on them to supplement their workforce. \n'b' They import furniture of all types from Junkum, which they immediately put to work. This is an ongoing need because the furniture is rapidly worn down from its frequent labor. \n'b' Fixing to Fix . Fixfolk create other fixfolk by means of magical chalk. After defining a circle, the humanoid simply has to stay still in Fix City and eventually they will become one of them, with their own place in King Fixit\xe2\x80\x99s kingdom. \n'b' The Road Less Traveled. Fixfolk loathe moving and loathe travel even more. They have an arrangement with runaway roads, who transport them in exchange for potential prey, so that the fixfolk never have to leave their circles. \n'b' Fixfolk are irritable and prone to spontaneous criticisms of \xe2\x80\x9crunabouts\xe2\x80\x9d who move beyond their circles. \n'b' Fixfolk nobles find anyone who moves highly disruptive and will only help strangers if their egos are appropriately placated.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skunk \n'b' Family: Animal \n'b' Tiny beast , unaligned \n'b' Armor Class 10 \n'b' Hit Points 2 (1d4) \n'b' Speed 30 ft.\n'b' STATS STR: 2 (-4) DEX: 12 (+1) CON: 12 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Senses darkvision 30 ft., passive Perception 15 \n'b' Challenge 0 (10 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 point of piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flailing Dreadnaught \n'b' Huge construct (titanspawn), chaotic evil\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 17 (+3) INT: 4 (-3) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 18 (natural armor) Hit Points 142 (15d12 + 45) Speed 0 ft., fly 40 ft. (hover) Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses blindsight 60 ft., passive Perception 10 Languages Titan Speech (can\xe2\x80\x99t speak) Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Immutable Form . The flailing dreadnought is immune to any spell or effect that would alter its form. \n'b' Magic Weapons . The flailing dreadnought\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The flailing dreadnought makes four attacks: one with its bite and three with its tentacles. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) piercing damage. \n'b' Tentacle . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 21 (3d10 + 5) slashing damage. \n'b' Flailing Burst (Recharge 4-6) . The flailing dreadnought makes one tentacle attack against each creature it chooses within 15 feet of it. Attack rolls against the dreadnought have advantage until the start of its next turn. \n'b' Tactics \n'b' Created to be a weapon of war, the flailing dreadnought is a fierce, but not very bright opponent. It almost always rushes into combat, roaring and biting, and if it has several opponents near it unleashes its flailing burst as often as possible. Against fewer enemies, or those who try to maintain their distance, the dreadnought drags foes about the battlefield to place them wherever is most advantageous for itself. \n'b' Description \n'b' Flailing dreadnoughts are huge metallic creatures with some bioorganic material mixed into their composition. They resemble huge floating eggs covered in segmented metal plates, with massive, fanged maws that can be extended like a shark\xe2\x80\x99s when biting. Dreadnoughts attack virtually anything that comes near them, particularly if it has metal on or about its person. They are thought to ingest some amount of metal ore or metallic goods occasionally, but it is unknown whether they do this out of necessity, habit, or for some other reason.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flame Dragon, Ancient \n'b' Gargantuan dragon , chaotic evil \n'b' Armor Class 22 (natural armor) Hit Points 518 (28d20 + 224) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 27 (+8) INT: 19 (+4) WIS: 16 (+3) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +15, Wis +10, Cha +13 Skills Deception +13, Perception +17, Persuasion +13, Stealth +9 Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages Common, Draconic, Ignan Challenge 23 (50,000 XP) Proficiency Bonus +7 \n'b' SPECIAL TRAITS \n'b'\n'b' Fire Incarnate . Creatures with resistance to fire damage don\xe2\x80\x99t have resistance to the fire damage dealt by the flame dragon. A creature with immunity to fire damage is still immune to the dragon\xe2\x80\x99s fire damage. \n'b' Heated Body . A creature that touches the flame dragon or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 14 (4d6) fire damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Tail . Melee Weapon Attack : +13 to hit, reach 20 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 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 dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Fire Breath (Recharge 5\xe2\x80\x936) . The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. Each creature in that area must also succeed on a DC 21 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest creature other than the dragon on its turn. If no other creature is near enough to move to and attack , the rampaging creature stalks off in a random direction, seeking a target for its rage. The rampaging creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shifting Flames . The dragon magically transforms into a Gargantuan or smaller fire-based elemental (such as a salamander , magma mephit , or fire elemental ) or back into its true form, which is a Dragon. Without wings or other way of flying, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon 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 dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack . The dragon makes a Tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be forced prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' LAIR \n'b' Flame dragons dwell near ever-burning fires: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, it must serve as a showcase for all the dragon\xe2\x80\x99s trophies. Carefully arranged and organized prizes decorate the area, sometimes protected behind crystal walls. This display feeds the dragon\xe2\x80\x99s vanity and pride, and it serves as a lure for adventurers. Many of these lairs also feature a huge, reflective surface, as a flame dragon likes nothing more than itself. \n'b' On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Blinding Smoke . A cloud of smoke swirls in a 20-foot radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners, and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Curtain of Fire . A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and is opaque. When the wall appears, each creature in its area must succeed on a DC 15 Dexterity saving throw or take 21 (6d6) fire damage. Each creature that enters the wall for the first time on a turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies. \n'b' Volcanic Debris . The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make succeed on a DC 15 Dexterity saving throw or be forced prone and buried under rock and debris. The buried creature is restrained and can\xe2\x80\x99t breathe or stand up. A creature, including the buried creature, can take an action to free the buried creature by succeeding on a DC 15 Strength check. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a legendary flame dragon\xe2\x80\x99s lair is warped by the dragon\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b'\n'b' Extreme Heat . Temperatures rise within 6 miles of the lair, causing most water sources to dry up and all but the hardiest plants to wither. \n'b' Fiery Tempers . Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common. \n'b' Superheated Fumaroles . Sulfur geysers dot the landscape within 1 mile of the dragon\xe2\x80\x99s lair, making the area inhospitable for most plants and creatures. If the dragon dies, Fiery Tempers disappears immediately, and temperatures return to normal within 1d10 days. Any geysers remain where they are. \n'b'\n'b' ABOUT \n'b' The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw. \n'b' Flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. \xe2\x80\x9cMay you be the fire\xe2\x80\x99s plaything\xe2\x80\x9d is a curse often used by the foolish. \n'b' Taunting Others . The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure\xe2\x80\x94direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler\xe2\x80\x99s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started. \n'b' Malevolent Purpose . The results of a flame dragon\xe2\x80\x99s schemes are secondary to the enjoyment it derives from pursuing a nebulous and ever-changing goal. Some flame dragons spend centuries torturing a family line for nothing more than trespassing on the dragon\xe2\x80\x99s land. Others plot eternal curses after twisting poorly chosen words into dire insults. The vengeance itself is secondary to an excuse for hate, plot, and ruin. Flame dragons relish such opportunities for revenge. Each is a delightful hobby. Any disruption in their game kindles a terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn. \n'b' Fond of Souvenirs . Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius. \n'b' Vengeful Brethren . Nothing is safe from a flame dragon\xe2\x80\x99s scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon\xe2\x80\x99s undivided attention for generations. Wiser still, is to remove all trace of involvement in a flame dragon\xe2\x80\x99s death. All burning serpents see the murder of one of their kin as the gravest insult.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chupacabra \n'b' This fearsome creature stands about three feet tall and looks like a cross between a dog and a reptile. Its body is covered in a leathery greenish-gray hide, and a crest of spines runs down its back. A pair of bulging, glowing eyes stare intently as it opens its mouth, revealing a set of razor sharp fangs. \n'b' Small monstrosity , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 36 (8d6 +8) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 12 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Perception +3, Stealth +4 Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The chupacabra has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Running Leap . With a 10-foot running start, the chupacabra can long jump up to 25 feet. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) piercing damage, and the chupacabra attaches to the target. While attached, the chupacabra doesn\xe2\x80\x99t attack . Instead, at the start of each of the chupacabra\xe2\x80\x99s turns, the target loses 6 (1d6 + 3) hp due to blood loss. The chupacabra can detach itself by spending 5 feet of its movement. It does so after the target is reduced to 0 hp . A creature, including the target, can use its action to detach the chupacabra. \n'b' Fearful Gaze . The chupacabra fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the chupacabra\xe2\x80\x99s Fearful Gaze for the next 24 hours. \n'b' Reactions \n'b' Malodorous Stench . When the chupacabra is reduced to less than half of its maximum hp , it releases a foul, sulphurous stench. Each creature within 5 feet of the chupacabra must succeed on a DC 11 Constitution saving throw or be poisoned until the end of its next turn. \n'b' About \n'b' Chupacabras wander remote hills and plains at night, alone or in small packs, in search of their prey. They will sometimes attack lone humans, but they prefer to feed on the blood of sheep and other domestic animals. Goats are a particular favorite. \n'b' Stealthy Hunters . The chupacabra stalks its quarry before leaping out and sinking its teeth into the creature\xe2\x80\x99s neck to drain its blood. When hunting in open ground, the chupacabra will use its terrible glowing eyes to paralyze its victim with fear before attacking. Creatures killed by chupacabra are found completely drained of blood with a triangular, almost bat-shaped, puncture wound in their necks.\xc2\xa0Superstitious farmers may blame vampires , but those brave enough, and who know of the chupacabra, may band together to hunt down the true culprit, using a caged goat as bait. \n'b' Servants of the Demon Bat . Chupacabras are sometimes bred underground by derro worshippers of the demon lord of bats, the Demon Lord of Bats. The sudden appearance of the creatures in a locality may indicate the presence of Demon Bat cultists below ground. Worse, whispered rumors tell of chupacabras with bat-like wings created by the derro savants under direction from their dreaded mi-go allies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flame Eater Swarm \n'b' A cloud of ash and fire draws closer, revealing itself to be dozens of tiny, soot-covered bats. \n'b' Medium swarm of Tiny beasts, unaligned \n'b' Armor Class 12 Hit Points 33 (6d8 + 6) Speed 0 ft., fly 40 ft.\n'b' STATS STR: 3 (-4) DEX: 15 (+2) CON: 12 (+1) INT: 2 (-4) WIS: 14 (+2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Damage Immunities fire Condition Immunities charmed , frightened , paralyzed , petrified , prone , restrained , stunned Senses blindsight 30 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Consume Flame . Any normal fire in the flame eater swarm\xe2\x80\x99s space at the end of the swarm\xe2\x80\x99s turn is extinguished. Magical fire (a flaming weapon or wall of fire spell, for example) is extinguished if the swarm makes a successful DC 13 Constitution check. Only the swarm\xe2\x80\x99s space is affected; fires larger than the swarm continue burning outside the swarm\xe2\x80\x99s space. For 1 minute after the swarm consumes any flame, its bite attack deals an extra 9 (2d8) fire damage and any creature that ends its turn in the swarm\xe2\x80\x99s space takes 4 (1d8) fire damage. \n'b' Swarm . The swarm can occupy the same space as another creature and vice versa. The swarm can move through any opening large enough for a Tiny bat. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b' Actions \n'b' Multiattack . The swarm can make two bite attacks. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hp or fewer. \n'b' About \n'b' These creatures were bred as part of the schemes of cultists of the demon lord of bats, in the hope of creating a massive swarm of beasts that could fly to the sun and consume it. It\xe2\x80\x99s unlikely this ever could have worked, even if the creatures had turned out as intended, but something went horribly wrong during the ritual. What resulted was flame eaters: highly dangerous creatures that swarm into flying clouds, consume fire, and attack any creatures they encounter. They ignite flammable material, causing more fires, which the flame eaters devour and spread to other areas. \n'b' Bane of the Living . These creatures are hated and feared by most living things. \n'b' Even derros and their fellow insane cultists who created flame eaters are sometimes forced to eradicate the beasts for their own safety. \n'b' Fire Cloud . Individually, a flame eater resembles an ash-colored bat with an oversized head, distended jaws, and glowing red eyes. As a swarm, they resemble a cloud of swirling embers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flame-Scourged Scion \n'b' This tree-like creature\xe2\x80\x99s hide is charred, cracked, and oozing. A crown of long, branching tentacles set with goat-like eyes encircles a central fanged maw at the top of its bulk. Root-like appendages end in blackened, sooty hooves. \n'b' Huge aberration , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 125 (10d12 + 60) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 22 (+6) INT: 16 (+3) WIS: 6 (-2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +10, Wisdom +2, Charisma +6 Skills Insight +6, Perception +6 Damage Resistances fire; slashing from nonmagical attacks Condition Immunities grappled , paralyzed , restrained Senses darkvision 60 ft., passive Perception 16 Languages Common, Deep Speech, Sylvan Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Burning Rage . When a flame-scourged scion takes fire damage, it has advantage on its attack rolls until the end of its next turn. If it takes more than 5 fire damage, it has advantage on its attack rolls for 2 rounds. \n'b' Firesight . A flame-scourged scion can see through areas obscured by fire, smoke, and fog without penalty. \n'b' Groundbreaker . Difficult terrain caused by rocks, sand, or natural vegetation, living or dead, doesn\xe2\x80\x99t cost the flamescourged scion extra movement. Its speed can\xe2\x80\x99t be reduced by any effect. \n'b' Actions \n'b' Multiattack . The flame-scourged scion makes three tentacle attacks. \n'b' Tentacle . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until the grapple ends, the target is restrained , the flame-scourged scion can automatically hit the target with its tentacle, and it can\xe2\x80\x99t use the same tentacle on another target. The flame-scourged scion can grapple up to two creatures at one time. \n'b' Embers (Recharge 6) . The flame-scourged scion fills the area around itself with a cloud of burning embers. Each creature within 10 feet of the flame-scourged scion must make a DC 18 Constitution saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The embers die out within moments. \n'b' About \n'b' Born of Burned Groves . During a great scourge that broke the power of a dark goddess\xe2\x80\x99 followers and the power of the mages who worshiped her, crusaders destroyed her unholy groves. Her loyal followers and guardians were slain and the groves were razed with holy fire. All the unholy trees of those vile groves burned, as did the profane offspring of the dark goddess. However, not all that were burned died. The strongest of her children lived, and they remain as guardians of those lost places of power. Their might has warped and changed, but it is hardly diminished. \n'b' Unholy Trees . Flame-scourged scions often lurk in their unholy mother\xe2\x80\x99s groves in tree form. Where once they would take the shape of living trees, now they appear as leafless, charred husks, to blend in with the hardscrabble nature of these desolate areas. \n'b' Alternate Traits and Actions \n'b' Source ExpCod (Open Design) \n'b' The following allow GMs to alter a flame?scourged scion without modifying its challenge rating. \n'b' Blight Burst (Recharge 6) . The flame-scourged scion showers the area around itself with the ooze leaking from its skin. Each creature within 10 feet of the flame-scourged scion must make a DC 18 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save or half as much damage on a successful one. Plant creatures make this saving throw with disadvantage, and nonmagical plants that aren\xe2\x80\x99t creatures wither and die without a saving throw. The flame-scourged scion loses its Embers action. \n'b' Fiery Rage . When a flame-scourged scion takes fire damage, it inflicts an additional 1d6 fire damage with its melee weapon attacks. If it takes more than 5 fire damage, it instead inflicts an additional 1d10 fire damage. The flame-scourged scion gains this extra damage until the end of its next turn. The flame-scourged scion loses its Burning Rage trait. \n'b' Kick . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) bludgeoning damage. The target must succeed on a DC 16 Strength saving throw or be knocked prone . A flame-scourged scion with a kick attack makes two tentacle attacks and one kick attack when taking the Multiattack action. \n'b' Variant: Frostbitten Scion \n'b' A frostbitten scion has similar origins to a flame-scourged scion, except those who destroyed its grove used powerful cold magic. It gains resistance to cold, loses resistance to fire, loses its Burning Rage and Firesight traits, loses its Embers action, and gains the following traits and action. \n'b' Frosty Vengeance . When a frostbitten scion takes cold damage, it has advantage on its attack rolls until the end of its next turn. If it takes more than 5 cold damage, it has advantage on its attack rolls for 2 rounds. \n'b' Stinging Ice (Recharge 6) . The frostbitten scion fills the area with a cloud of ice shards. Each creature within 10 feet of the frostbitten scion must make a DC 18 Constitution saving throw, taking 14 (4d6) cold damage and 14 (4d6) piercing damage on a failed save or half as much damage on a successful one. The ice melts within moments. \n'b' Wintersight . A frostbitten scion can see through areas obscured by ice, snow, and fog without penalty.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flatfolk, Common \n'b' Medium humanoid (flatfolk, ozian), neutral \n'b' Armor Class 14 (flatfolk armor) Hit Points 18 (4d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 8 (-1) WIS: 8 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1 Senses passive Perception 11 Languages Common Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Braincase . The flatfolk has one braincase on its person. A braincase has AC 19 and 5 hit points . If a braincase is destroyed, the flatfolk\xe2\x80\x99s Intelligence , Wisdom , and Charisma are reduced by 4 for each braincase destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Battleaxe . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands. \n'b'\n'b' ABOUT \n'b' This humanoid\xe2\x80\x99s head is really flat on top, as if it was cut off just above the eyes and ears. Also its head is bald, with no hair on top at all, and the ears are big and stick straight out, and its noses is small and stubby, while the mouth is well-shaped and not unusual. Its eyes are large and bright and a deep violet in color. The men are armed with bows and arrows and have small axes of steel stuck in their metal belts. They wear no hats nor ornaments. \n'b' Flatfolk are led by a Supreme Dictator, who is elected once a year. Given that the Supreme Dictator made a law that he always counts the votes, he stays in his position. \n'b' Other flatheads have the title of dictator, a made up office they hold to feel important. \n'b' Flatfolk have no brains in their head. They do however have brains in cans called braincases, which they use to think. Flatfolk punish their lessers by taking their cans away from them. \n'b' Flatfolk who are punished have no braincase and can only repeat phrases they hear. \n'b' Most flatfolk have just one braincase and therefore are content to do what they\xe2\x80\x99re told. \n'b' Flatfolk with two braincases, usually taken in battle from another flatfolk or doled out as a reward, quickly ascend the ranks of flatfolk military. \n'b' Flatfolk who have three braincases gain the ability to cast spells as a sorcerer . \n'b' Flatfolk who have four braincases gain the ability to cast spells as a warlock .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flatfolk, Indigent \n'b' Medium humanoid (flatfolk, ozian), neutral \n'b' Armor Class 14 (flatfolk armor) Hit Points 18 (4d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 4 (-3) WIS: 4 (-3) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities psychic Skills Perception -1 Senses passive Perception 9 Languages Common Challenge 1/8 (25 XP) \n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This humanoid\xe2\x80\x99s head is really flat on top, as if it was cut off just above the eyes and ears. Also its head is bald, with no hair on top at all, and the ears are big and stick straight out, and its noses is small and stubby, while the mouth is well-shaped and not unusual. Its eyes are large and bright and a deep violet in color. The men are armed with bows and arrows and have small axes of steel stuck in their metal belts. They wear no hats nor ornaments. \n'b' Flatfolk are led by a Supreme Dictator, who is elected once a year. Given that the Supreme Dictator made a law that he always counts the votes, he stays in his position.\xc2\xa0Other flatheads have the title of dictator, a made up office they hold to feel important. \n'b' Flatfolk have no brains in their head. They do however have brains in cans called braincases, which they use to think. Flatfolk punish their lessers by taking their cans away from them.\xc2\xa0Flatfolk who are punished have no braincase and can only repeat phrases they hear.\xc2\xa0Most flatfolk have just one braincase and therefore are content to do what they\xe2\x80\x99re told.\xc2\xa0Flatfolk with two braincases, usually taken in battle from another flatfolk or doled out as a reward, quickly ascend the ranks of flatfolk military.\xc2\xa0Flatfolk who have three braincases gain the ability to cast spells as a sorcerer .\xc2\xa0Flatfolk who have four braincases gain the ability to cast spells as a warlock .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flatfolk, Officer \n'b' Medium humanoid (flatfolk, ozian), neutral \n'b' Armor Class 15 (flatfolk armor) Hit Points 39 (6d8 + 12) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances psychic Skills Perception +3 Senses passive Perception 13 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Braincase . The flatfolk has two braincases on his person. A braincase has AC 19 and 5 hit points . If a braincase is destroyed, the flatfolk\xe2\x80\x99s Intelligence , Wisdom , and Charisma are reduced by 4 for each braincase destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b' Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack . \n'b' Battleaxe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the flatfolk officer 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 flatfolk officer. A creature can benefit from only one Leadership die at a time. This effect ends if the flatfolk officer is incapacitated . \n'b'\n'b' ABOUT \n'b' This humanoid\xe2\x80\x99s head is really flat on top, as if it was cut off just above the eyes and ears. Also its head is bald, with no hair on top at all, and the ears are big and stick straight out, and its noses is small and stubby, while the mouth is well-shaped and not unusual. Its eyes are large and bright and a deep violet in color. The men are armed with bows and arrows and have small axes of steel stuck in their metal belts. They wear no hats nor ornaments. \n'b' Flatfolk are led by a Supreme Dictator, who is elected once a year. Given that the Supreme Dictator made a law that he always counts the votes, he stays in his position. \n'b' Other flatheads have the title of dictator, a made up office they hold to feel important. \n'b' Flatfolk have no brains in their head. They do however have brains in cans called braincases, which they use to think. Flatfolk punish their lessers by taking their cans away from them. \n'b' Flatfolk who are punished have no braincase and can only repeat phrases they hear. \n'b' Most flatfolk have just one braincase and therefore are content to do what they\xe2\x80\x99re told. \n'b' Flatfolk with two braincases, usually taken in battle from another flatfolk or doled out as a reward, quickly ascend the ranks of flatfolk military. \n'b' Flatfolk who have three braincases gain the ability to cast spells as a sorcerer . \n'b' Flatfolk who have four braincases gain the ability to cast spells as a warlock .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flatfolk, Sorcerer \n'b' Medium humanoid (flatfolk, ozian), neutral evil \n'b' Armor Class 15 (flatfolk armor) Hit Points 52 (8d8 + 24) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 16 (+3) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities psychic Damage Immunities charmed Skills Arcana +3, History +3, Perception +3 Senses passive Perception 13 Languages Common Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Braincase . The flatfolk has three braincases on his person. The braincase has AC 19 and 5 hit points . If a braincase is destroyed, the flatfolk\xe2\x80\x99s Intelligence , Wisdom , and Charisma are reduced by 4 for each braincase destroyed. \n'b' Spellcasting . The flatfolk sorcerer is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13; +5 to hit with spell attacks). He has the following sorcerer spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : light , mage hand , poison spray \n'b' 1st level (4 slots) : detect magic , expeditious retreat , ray of sickness, see invisibility \n'b' 2nd level (3 slots) : darkness , invisibility , suggestion \n'b' 3rd level (3 slots) : bestow curse , dispel magic \n'b' 4th level (2 slots) : polymorph , stoneskin \n'b'\n'b' ACTIONS \n'b'\n'b' Poison Spray . Range 10 ft., one creature. Hit : The creature must make a DC 13 Constitution saving throw or take 6 (1d12) poison damage. \n'b'\n'b' ABOUT \n'b' This humanoid\xe2\x80\x99s head is really flat on top, as if it was cut off just above the eyes and ears. Also its head is bald, with no hair on top at all, and the ears are big and stick straight out, and its noses is small and stubby, while the mouth is well-shaped and not unusual. Its eyes are large and bright and a deep violet in color. The men are armed with bows and arrows and have small axes of steel stuck in their metal belts. They wear no hats nor ornaments. \n'b' Flatfolk are led by a Supreme Dictator, who is elected once a year. Given that the Supreme Dictator made a law that he always counts the votes, he stays in his position. \n'b' Other flatheads have the title of dictator, a made up office they hold to feel important. \n'b' Flatfolk have no brains in their head. They do however have brains in cans called braincases, which they use to think. Flatfolk punish their lessers by taking their cans away from them. \n'b' Flatfolk who are punished have no braincase and can only repeat phrases they hear. \n'b' Most flatfolk have just one braincase and therefore are content to do what they\xe2\x80\x99re told. \n'b' Flatfolk with two braincases, usually taken in battle from another flatfolk or doled out as a reward, quickly ascend the ranks of flatfolk military. \n'b' Flatfolk who have three braincases gain the ability to cast spells as a sorcerer . \n'b' Flatfolk who have four braincases gain the ability to cast spells as a warlock .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flatfolk, Witch \n'b' Medium humanoid (flatfolk, ozian), neutral evil \n'b' Armor Class 15 (flatfolk armor) Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 20 (+5) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities psychic Damage Immunities charmed Skills Arcana +8, History +8, Perception +8 Senses passive Perception 18 Languages Common Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Braincase . The flatfolk has four braincases on her person. The braincase has AC 19 and 5 hit points . If a braincase is destroyed, the flatfolk\xe2\x80\x99s Intelligence , Wisdom , and Charisma are reduced by 4 for each braincase destroyed. \n'b' Spellcasting . The flatfolk witch is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +9 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells:\n'b'\n'b'\n'b' Cantrips (at will) : chill touch , mage hand , minor illusion , poison spray \n'b' 1st-5th level (2 5th-level slots) : bestow curse , blight , contagion , counterspell, crown of madness, darkness , dispel magic , invisibility , ray of sickness \n'b'\n'b' ACTIONS \n'b'\n'b' Poison Spray . Range 10 ft., one creature. Hit : The creature must make a DC 16 Constitution saving throw or take 6 (1d12) poison damage. \n'b'\n'b' ABOUT \n'b' This humanoid\xe2\x80\x99s head is really flat on top, as if it was cut off just above the eyes and ears. Also its head is bald, with no hair on top at all, and the ears are big and stick straight out, and its noses is small and stubby, while the mouth is well-shaped and not unusual. Its eyes are large and bright and a deep violet in color. The men are armed with bows and arrows and have small axes of steel stuck in their metal belts. They wear no hats nor ornaments. \n'b' Flatfolk are led by a Supreme Dictator, who is elected once a year. Given that the Supreme Dictator made a law that he always counts the votes, he stays in his position. \n'b' Other flatheads have the title of dictator, a made up office they hold to feel important. \n'b' Flatfolk have no brains in their head. They do however have brains in cans called braincases, which they use to think. Flatfolk punish their lessers by taking their cans away from them. \n'b' Flatfolk who are punished have no braincase and can only repeat phrases they hear. \n'b' Most flatfolk have just one braincase and therefore are content to do what they\xe2\x80\x99re told. \n'b' Flatfolk with two braincases, usually taken in battle from another flatfolk or doled out as a reward, quickly ascend the ranks of flatfolk military. \n'b' Flatfolk who have three braincases gain the ability to cast spells as a sorcerer . \n'b' Flatfolk who have four braincases gain the ability to cast spells as a warlock .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sloth \n'b' Family: Animal \n'b' Small beast , unaligned \n'b' Armor Class 7 \n'b' Hit Points 3 (1d6) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 5 (-5) DEX: 5 (-3) CON: 12 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills passive Perception 16 \n'b' Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Slow . The sloth has a -5 penalty to initiative . \n'b'\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'Flay Beast \n'b' Medium beast , unaligned\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 20 (+5) INT: 3 (-4) WIS: 13 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 14 (natural armor) Hit Points 57 (6d8 + 30) Speed 20 ft., climb 20 ft., fly 60 ft. Skills Athletics +2, Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Foliage Camouflage . The flay beast has advantage on Dexterity ( Stealth ) checks made to hide among plants or other greenery. \n'b' Actions \n'b' Pounce (Recharge 5-6) . The flay beast moves its entire distance and then makes both a bite attack and a claw attack with advantage. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage and the target must make a DC 14 Constitution saving throw or become Poisoned. The target can repeat the saving throw at the end of its turn, ending the effect on a success. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (3d4 + 2) slashing damage. \n'b' Tactics \n'b' The flay beast is usually a solitary hunter and ambushes its prey, either from the sky above or by hiding in foliage until the creature is close enough for an effective pounce attack. Once it reveals itself, it is relentless in its attacks and will use its pounce attack indiscriminately, even if provokes other attacks. They fight to the death, because a wounded flay beast is simply another meal to a healthy one. \n'b' Description \n'b' A flay beast resembles a man-sized praying mantis with the strong back legs and wings of a grasshopper. Despite their size, they possess only animal-level intelligence. Flay beats are relentless and vicious predators, willing to attack anything that they might have a chance of killing. \n'b' Flay beasts almost always hunt alone and remain alone for most of their lives. They are hermaphroditic and lay clutches of eggs beneath the ground. The eggs hatch within 2d4 weeks \xe2\x80\x93 a flay beast\xe2\x80\x99s first meal is often their slightly slower sibling. Those that survive are fully grown after a year. Grown flay beasts will sometimes organize into flights of 4 to 8 creatures in order to hunt something that they could not individually take down.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Church Grim \n'b' Small celestial , lawful good \n'b' Armor Class 12 Hit Points 99 (18d6+36) Speed 40 ft., fly 40 ft. (can hover)\n'b' STATS STR: 1 (-5) DEX: 15 (+2) CON: 15 (+2) INT: 12 (+1) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Wis +4, Cha +4 Skills Insight +4, Perception +6, Religion +3 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 16 Languages Celestial, Common (can\xe2\x80\x99t speak) Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Consecrated Domain . The realm of a church grim encompasses only the churchyard it defends; it can wander freely in its cemetery and any adjoining church grounds, but it cannot move beyond; it must stop at the boundary of consecrated land. \n'b' Incorporeal Movement . The church grim can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Rejuvenation . It is difficult to destroy a church grim through simple combat. A slain church grim restores itself within 24 hours. Even the most powerful spells are often only temporary solutions. A church grim that would otherwise be destroyed returns to its churchyard with a successful DC 13 Constitution saving throw. The only sure way to get rid of a church grim is to raze the church it protects, and cast hallow on the churchyard, dedicating it to an unholy purpose. \n'b' Soul Defender . It is the sacred duty of a church grim to defend the bodies and souls of those buried in its churchyard. Any attempts to cast an animate dead or similar spell to create undead within the confines of an area guarded by a church grim requires the caster to make a successful DC 12 spellcasting ability check. If the check fails, the spell fizzles away just as if it had been cast. Whether the check succeeds or not, the caster incurs the full wrath of the church grim immediately. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) force damage and 5 (2d4) psychic damage. \n'b' Detect Evil and Good . For as long as it concentrates (like a spell), the grim knows if there is an aberration, celestial, elemental , fey, fiend, or undead within its domain, as well as where the creature is located. Similarly, it knows if there is a place or object within its domain that has been magically consecrated or desecrated. \n'b'\n'b' ABOUT \n'b' Church grims are good spirits that guard cemeteries from those who seek to steal from the dead, or those who wish to desecrate the sanctity of the graves there. The eyes of a church grim see all evil that crosses into its territory, and it spares no mercy for such trespassers. The precinct of a church grim is the cemetery and church it has chosen to protect, and it cannot leave that holy ground around. A church grim cannot truly be destroyed, for it is not a mortal creature of flesh and blood. If dispatched, a church grim will return the following night to resume its duties. \n'b' Sacred Guardian . A church grim does not attack or harm anyone that enters the churchyard or the cemetery if they are there to worship or pay their respects. It only attacks evil creatures and those who enter the churchyard to rob from the dead. Church grims always attack undead creatures on sight. At the GM\xe2\x80\x99s option, a church or temple dedicated to a good deity is 25% likely to have attracted a guardian church grim; this chance increases to 75% if the church or temple grounds have been hallowed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fleet of Scalder Crabs \n'b' Huge swarm of Medium beasts , neutral \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 199 (19d12 + 76) \n'b' Speed 5 ft., swim 15 ft.\n'b' STATS STR: 23 (+6) DEX: 3 (-4) CON: 19 (+4) INT: 10 (+0) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +10 \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities fire, poison \n'b' Condition Immunities charmed, frightened, grappled, exhaustion, paralyzed, petrified, prone, poisoned, restrained, stunned \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages understands the languages of its creator but can\xe2\x80\x99t speak \n'b' Challenge 11 (7,200 XP) \n'b' Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Adamantine Hide . A critical hit made against the fleet becomes a normal hit instead. \n'b' Boiling Presence . The heat generated by the fleet reaches a boiling point. Each creature within a 10-foot radius of the fleet takes 4 (2d4) fire damage and on each of its turns until it moves out of range. In addition, the presence of other scalder crabs causes each individual\xe2\x80\x99s internal temperature to rise, making the fleet nigh unbearable to touch. A creature that makes unarmed contact with the fleet takes 6 (2d6) fire damage, ignoring resistances to fire from being underwater. Furthermore, any item made of metal that touches the scalder crab fleet is instantly superheated. A creature that comes into contact with the item takes 8 (4d4) fire damage, ignoring resistances to fire from being underwater. If the item is being held or worn by a creature, the creature must succeed on a DC 16 Constitution saving throw or drop the item if it can. If the creature does not drop the item, it has disadvantage on attack rolls and ability checks until the start of its next turn, when the item cools again. \n'b' Constructed Nature . The fleet doesn\xe2\x80\x99t require food or air. \n'b' Crabs in a Bucket . When the fleet makes a Dexterity saving throw, and it fails by 5 or more, part of the fleet is flipped over. While part of it is flipped over, the fleet has disadvantage on all Strength or Dexterity attack rolls, ability checks, and saving throws. The fleet must use a bonus action to right itself. \n'b' Swarm . The fleet can occupy another creature\xe2\x80\x99s space and vice versa, and the fleet can move through any opening large enough for a Medium scalder crab. The fleet can\xe2\x80\x99t regain hit points or gain temporary hit points. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fleet makes four Claw attacks. It can replace one of the attacks with a use of Crush. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 0 ft., one target in the fleet\xe2\x80\x99s space. Hit : 15 (2d8 + 6) bludgeoning damage and if the target is Large or smaller, it is grappled (escape DC 16). At the start of a grappled target\xe2\x80\x99s turn, it must make a DC 16 Constitution saving throw, taking 17 (5d6) fire damage on a failed save or half as much damage on a successful one, ignoring resistances to fire from being underwater. Until this grapple ends, the target is restrained. The fleet can grapple up to four creatures at a time. \n'b' Crush . The crab crushes down on a creature it has grappled. The creature must make a DC 16 Strength saving throw. On a failed save, the creature takes 27 (6d8) bludgeoning damage, or half as much on a successful one. \n'b'\n'b' TACTICS \n'b' Individual scalder crab sentries may be found up to a mile from their home vents. However, once a crab spots an intruder, it sends an electric signal, detectable only by other scalder crabs, alerting its kind to danger. All crabs within a 1-mile radius will come together to protect their home. \n'b' Crabs not actively defending their homes are otherwise docile and can often be observed cleaning their claws, watching fish swim by, or climbing atop one another for better purchase on rocky surfaces. \n'b' ABOUT \n'b' Down in the deepest ocean trenches lie the boiling fissures where scalder crabs make their homes. Very few individuals have ever encountered these 4-foot-long crustacean Constructs and even fewer have ever uncovered their true mechanical nature. \n'b' Stalwart Sentries . Scalder crabs, despite their uncanny resemblance to actual crabs, are not living beings. Instead, they are automatons left behind by an unknown forge master who once used the sea\xe2\x80\x99s thermal vents as a mighty furnace. Today, the scalder crabs that remain are forgotten guards, dutifully awaiting their creator\xe2\x80\x99s return. \n'b' Tough As Adamantine . Deep-sea darkness makes it difficult to realize that the scalder crab\xe2\x80\x99s shells are adamantine. As a result, not only are these Constructs unphased by scalding temperatures, but they are also resilient to physical damage. \n'b' Heavyweight Hitters . The scalder crab\xe2\x80\x99s hefty build can crush most objects without much effort. However, the crabs each weigh about 500 pounds, making them slow-moving and unable to float. Scalder crab fleets are so large that on land, they are nearly immobile. In addition, scalder crabs are very top-heavy. If flipped onto their backs, they often cannot right themselves and are left defenseless. \n'b' Steam-Powered . Scalder crabs are powered by long-lost artifice and a considerable amount of steam, making their shells scorching to the touch. In the presence of a scalder crab fleet, even the surrounding water becomes superheated. \n'b' Crustacean Camaraderie . The scalder crab lives by an ancient directive to guard the entrance to its forge. However, the GM can choose to allow characters to reprogram a scalder crab over time through Tinker\xe2\x80\x99s Tools and Intelligence (Arcana) checks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flesh Corruptor \n'b' Medium aberration (titanspawn), chaotic evil\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 16 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 (natural armor) Hit Points 67 (9d8 + 27) Speed 30 ft. Skills Deception +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages Titan Speech Challenge 1 (200 XP) \n'b' Special Traits \n'b' Deadly Fervor . A creature slain by the Flesh Corruption feature decomposes at an unnaturally accelerated rate, reduced to a pool of putrefied muck after 2d6 minutes. A remove curse cast upon the body negates this effect. A gentle repose spell halts decomposition as well, but its duration is reduced to 24 hours when cast on a body slain by Flesh Corruption. \n'b' Disease Immunity . The flesh corruptor is immune to disease. \n'b' Septic Aura . Creatures within 10 feet of the flesh corruptor suffer a weakened resistance to necrotic damage. Creatures within the aura that are normally immune to necrotic damage instead have only resistance to necrotic, and those that normally have resistance to necrotic lose that resistance. \n'b' Actions \n'b' Flesh Corruption . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 9 (2d6 + 2) necrotic damage, and the target must succeed a DC 13 Constitution saving throw against disease or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b' Tactics \n'b' Flesh corrupters cover themselves in the robes of beggars and penitents in order to hide their sores and diseased flesh. They slowly prey on the poor and diseased. If exposed, they lash out, trying to slay their foes quickly so that nothing will remain of them. \n'b' Description \n'b' A flesh corruptor is a pitiful creature, a vaguely humanoid walking mass of decay. Oozing sores and seeping wounds run rampant across its exposed flesh, and great, yellowish blisters cover its hands and feet. Its hunched posture and cowl hide its face, and much of its body is concealed by a leper\xe2\x80\x99s rags and tattered robes. \n'b' Cunning, the flesh corruptors hide by joining roving leper bands or other groups of poor, sick, and disenfranchised folk, following them from city to city. If any of the unfortunate wanderers ever notice their numbers shrinking, most assume they have simply lost another fellow to their ailments (or perhaps to predators, or simply to the elements).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flesh Reaver \n'b' This pale, emaciated abomination crawls on four elongated, dissimilar limbs affixed to its inverted torso. Its long neck coils and slithers as its eyeless head searches for prey, accompanied by the sound of chattering teeth. Black ichor oozes from a stained hole at the base of its neck. \n'b' Medium undead , neutral evil \n'b' Armor Class 12 Hit Points 19 (3d8 + 6) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 5 (-3) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages understands Common and Darakhul but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Keen Senses . The flesh reaver has advantage on Wisdom ( Perception ) checks that rely on sight, hearing, or smell. \n'b' Leap . If the flesh reaver moves at least 15 feet, it can jump up to 20 feet in any direction. If it lands within 5 feet of a creature, the creature must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is prone , the flesh reaver can make one Consume Flesh attack against it as a bonus action . \n'b' Pack Tactics . The flesh reaver has advantage on attack rolls against a creature if at least one of the flesh reaver\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Consume Flesh . Melee Weapon Attack : +4 to hit, reach 5 ft., one prone creature. Hit : 4 (1d4 + 2) piercing damage, and the creature must make a DC 13 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Terrifying Sight . A flesh reaver is a grotesque thing made from mismatched parts of the slain. Though it has no eyes, it searches its surroundings with other preternatural senses that unnerve even the most steadfast warrior. Its teeth chatter endlessly as it scours an area, the sound chilling the blood of its quarry. \n'b' Hounds of War . Undead nations have many soldiers among their ranks, and every army needs a way to hunt down its enemies. The flesh reaver\xe2\x80\x99s keen senses and agility make it perfect for this task. Necromancers and ghoul barons bind the flesh reavers with magical chains in small packs to hunt down and destroy their enemies. \n'b' Consuming Flesh . Like the ghouls it often serves, the flesh reaver is driven by an almost uncontrollable hunger, a slave to its need to feed on living flesh. Upon latching onto its prey, the flesh reaver releases a long, black, barbed tongue from the hole at the base of its neck that dissolves and devours the flesh of its victim. \n'b' Hungry Dead Nature . The flesh reaver doesn\xe2\x80\x99t require air or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fleshdreg \n'b' Huge plant , neutral good \n'b' Armor Class 15 (natural armor) Hit Points 115 (10d12 + 50) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 6 (-2) CON: 20 (+5) INT: 13 (+1) WIS: 16 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8 Skills Insight +6, Nature +4 Damage Resistances fire Damage Immunities acid Condition Immunities exhaustion , unconscious Senses darkvision 60 ft., passive Perception 13 Languages Common, Deep Speech, Sylvan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Regeneration . The fleshdreg regains 5 hp at the start of its turn if it has at least 1 hp . If the fleshdreg uses its Disgorge Innards action, this trait doesn\xe2\x80\x99t function at the start of its next turn. \n'b' Actions \n'b' Multiattack . The fleshdreg makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 14 (3d6 + 4) bludgeoning damage. \n'b' Rock . Melee Weapon Attack : +7 to hit, range 60/180 ft., one target. Hit : 20 (3d10 + 4) bludgeoning damage. \n'b' Disgorge Innards (Recharge 6) . The fleshdreg expels acidic sludge in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw takes 9 (2d8) acid damage the end of its next turn, unless it or a creature within 5 feet of it takes an action to remove the sludge. \n'b' About \n'b' A mass of disgorged plant material lies at the base of this fleshy tree. Hollowed out areas give the impression of a mouth and a pair of eyes. \n'b' Disgusting Display . At a distance, the fleshdreg\xe2\x80\x99s appearance is not quite so disturbing, but a close-up view invokes revulsion in many creatures. Their most unsettling aspect-the constant spewing of plant material-is due to a strange regenerative factor. The trees spontaneously generate plant material, which negatively interacts with their acidic interiors and causes them near-constant digestive discomfort. The fleshdregs can direct this acidified material as a spew, which temporarily suspends this continual production, but they are hesitant to do so except in extreme circumstances. If they lose too much acid or their acid somehow becomes neutralized, the pulpy material fills their innards, bloating them and eventually erupting through their skin. \n'b' Friendly Trees . Many intelligent creatures encountering fleshdregs judge them by their horrifying features, but the fleshdregs are amiable hosts. They understand that many creatures find them repulsive and react to hostility with calming words and a show of peace. Assuming they establish a friendly footing with visitors, they prove to be valuable sources of information about the surrounding territory. In some cases, fleshdregs volunteer to accompany their new acquaintances within a swamp, especially if the fleshdregs seek to relocate. \n'b' Otherworldly Origins . Scholars who have studied the strange trees conclude they derive from some foreign environment. They are split on whether the creatures come from beyond the stars or migrated from deep within the underworld. The scholars agree fleshdregs serve an environmental niche in their native habitat similar to trees and may be an otherworldly equivalent to treants. \n'b' Fleshdregs assume that they\xe2\x80\x99ve always existed in their swamps, but they aren\xe2\x80\x99t interested enough in their origins to argue with the scholars.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fleshgine, Haunted Carriage \n'b' Family: Fleshgine \n'b'\n'b' Huge construct , unaligned \n'b' Armor Class 10 \n'b' Hit Points 51 (6d10 + 18) \n'b' Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold damage; nonmagical, nonadamantine weapons \n'b' Damage Immunities necrotic, poison, psychic \n'b' Condition Immunities charm, disease, fright, paralysis, poison, prone , stun, unconsciousness \n'b' Languages Understands Common and Giant but speaks only programmed phrases \n'b' Senses darkvision 60 ft. \n'b' Challenge 3 (700 XP) \n'b' Actions \n'b'\n'b' Multiattack . The carriage slams once and bites once. \n'b' Slam . Melee Weapon Attack : +6 to hit (reach 5 ft.; one creature). Hit : 2d6 + 4 bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +6 to hit (reach 5 ft.; one creature). Hit : 2d4 + 4 piercing damage. \n'b'\n'b' Special Traits \n'b'\n'b' Berserk . Every time the fleshgine is injured in combat, roll d100. If the result is less than or equal to the total number of hit points the fleshgine has lost so far in this combat, its elemental spirit breaks free and the fleshgine goes berserk. The berserk fleshgine attacks the nearest living creature; if no creature is close enough to attack with a single move, it attacks an object instead. The fleshgine\xe2\x80\x99s controller can try to reestablish control, provided the fleshgine is within 60 feet. The controller must use an action to speak firmly and authoritatively to the construct and make a successful DC 15 Charisma check. A damaged fleshgine that spends at least 1 minute outside combat has its chance to go berserk reset to 0 percent. \n'b' Cover . The coach portion of a haunted carriage provides three-quarters cover to occupants. The coach is built from iron and wood. It has AC 8, 80 hit points , and is immune to necrotic, poison, psychic, and radiant damage. If the coach is destroyed, the fleshgine becomes a Large creature and loses its cover, facing, and trample traits. \n'b' Facing . Because the legless ogre is permanently melded to a wagon, it can only move forward and backward, or turn. Its speed is halved when it moves backward. Its slam and bite attacks can be made only against targets in front of it. It can trample while moving forward or backward. behind it as normal. Once a haunted carriage front side has been determined, it requires a move action to turn its facing greater than 90 degrees. A haunted carriage is aware of attackers behind it but cannot see them, though it can accurately estimate what space they are in if within 20 feet. \n'b' Narrow Though a haunted carriage is Huge, it can move through areas only 10 feet wide without penalty. It can\xe2\x80\x99t, however, squeeze through spaces narrower than 10 feet. \n'b' Trample . As the haunted carriage moves, it can enter spaces occupied by enemies but can\xe2\x80\x99t stop there. Creatures in spaces the haunted carriage enters can attempt DC 13 Dex saving throws. On a failed save, the creature takes 2d10 + 4 bludgeoning damage and is knocked prone ; on a successful save, the creature moves 5 feet out of the buggy\xe2\x80\x99s path and can make an opportunity attack if it\xe2\x80\x99s allowed to react. A haunted carriage can trample any number of creatures during its move, but it can\xe2\x80\x99t trample the same creature more than once per round. \n'b'\n'b' About \n'b' Environment Urban \n'b' Organization solitary \n'b' The rumble of a coach\xe2\x80\x99s wheels upon the cobbles comes out of the misty night, but it is not accompanied by the clip-clop of hooves. Rather, there is a soft slapping of skin upon the hard stones. Emerging from the fog is a cab drawn not by a team of horses but rather by the upper torso of an ogre melded to the front of the conveyance. It walks on its massive hands, and its head stares forward, the eyes alert but vacant. \n'b'\n'b' Additional Credit Author Richard Pett.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fleshgine, Macabre Lift \n'b' Family: Fleshgine \n'b'\n'b' Large construct , unaligned \n'b' Armor Class 7 (15 from above) \n'b' Hit Points 90 (12d10 + 24) \n'b' Speed 10 ft., climb 30 ft.\n'b' STATS STR: 22 (+6) DEX: 5 (-3) CON: 14 (+2) INT: 1 (-5) WIS: 4 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold damage; nonmagical, nonadamantine weapons \n'b' Damage Immunities necrotic, poison, psychic \n'b' Condition Immunities charm, disease, fright, paralysis, poison, prone , stun, unconsciousness \n'b' Skills Athletics +8 \n'b' Senses darkvision 30 ft. \n'b' Challenge 3 (700 XP) \n'b' Actions \n'b'\n'b' Multiattack . The fleshgine slams twice. \n'b' Slam . Melee Weapon Attack : +8 to hit (reach 5 ft.; one creature). Hit : 2d8 + 6 bludgeoning damage. \n'b'\n'b' Special Traits \n'b'\n'b' Berserk . Every time the fleshgine is injured in combat, roll d%. If the result is less than or equal to the total number of hit points the fleshgine has lost so far in this combat, its elemental spirit breaks free and the fleshgine goes berserk. The berserk fleshgine attacks the nearest living creature; if no creature is close enough to attack with a single move, it attacks an object instead. The fleshgine\xe2\x80\x99s controller can try to reestablish control, provided the fleshgine is within 60 feet. The controller must use an action to speak firmly and authoritatively to the construct and make a successful DC 15 Charisma check. A damaged fleshgine that spends at least 1 minute outside combat has its chance to go berserk reset to 0 percent. \n'b' Crush . A macabre lift can fall on foes beneath it as its move. Every creature under the lift takes 1d8 bludgeoning damage per 10 feet the lift fell, or half damage with a successful DC 13 Dex saving throw. Creatures that fail the saving throw are restrained under the lift; a restrained creature can escape by using an action and making a successful DC 16 Str ( Athletics ) check. Restrained creatures take 2d8 bludgeoning damage at the start of the lift\xe2\x80\x99s turn. \n'b' Heavy Floor . The floor of a macabre lift is built from heavy wooden planks. Attacks against the macabre lift from creatures above it (such as passengers that were being raised or lowered in the lift) are made against AC 15, not AC 7. \n'b'\n'b' About \n'b' Environment urban \n'b' Organization solitary \n'b' The dark shaft of the vertical tunnel appears to be empty until its wooden floor suddenly lurches and rises from where it rested. Beneath the planking of the floor, you can see that a great fleshy organism has grown like a distended bladder that covers the entirety of its underside. From this sweaty, rugose sac extend four muscular limbs that grasp the walls of the shaft with their multi-fingered appendages and begin to climb, carrying the cargo of its wooden flooring smoothly up the shaft. \n'b' One of the first fleshgines, the macabre lift has found widespread usage among government buildings and other large, multilevel structures with the budget to install such amenities. These constructs are rather simple in design, with a fleshy, leathery hide grown on the underside of a 10-foot-by-10-foot deck of heavy wooden planks. Four stocky limbs extend from the underside of the creature at its four corners and end with club-like pseudopods surrounded by a fringe of grasping fingers with thick, coarse nails. The entire fleshgine is no more than 2 feet thick but weighs 1,500 pounds or more (3,500 pounds if constructed with an iron deck). \n'b' Macabre lifts are designed to be placed in vertical shafts whose dimensions match those of the fleshgine. The fleshgine then lies flat at the base of the shaft and allows passengers to step upon its decking. Upon a signal -usually the ringing of a small bell set into the side of the shaft \xe2\x80\x93 the macabre lift begins to climb the shaft while keeping its deck level and stable. Handholds are often built into the walls of the shaft to make the climb easier for the fleshgine, but its climbing pseudopods are so adept that it rarely needs any sort of assistance. The number of times that the bell is rung indicates to what floor the lift is supposed to carry its passengers. Likewise, bells set into the shaft at floors above summon it from below to pick up passengers. The rise and fall of the climbing fleshgine is so smooth that most passengers easily forget that they are riding upon the back of an animated construct. \n'b' If a macabre lift goes berserk, its usual tactic is to tip itself over to try to dump any passengers to the floor of the shaft below. Anyone riding the lift when it does this must make a successful DC 13 Dex saving throw to grab hold of the fleshgine\xe2\x80\x99s deck and not fall. \n'b'\n'b' Additional Credit Author Richard Pett.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fleshgine, Mighty Pump \n'b' Family: Fleshgine \n'b'\n'b' Gargantuan construct , unaligned \n'b' Armor Class 10 \n'b' Hit Points 205 (10d20 + 100) \n'b' Speed 20 ft., climb 20 ft.\n'b' STATS STR: 30 (+10) DEX: 10 (+0) CON: 30 (+10) INT: 4 (-3) WIS: 4 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Languages Understands Common but can\xe2\x80\x99t speak \n'b' Senses blindsense 60 ft. \n'b' Damage Resistances cold damage; nonmagical, nonadamantine weapons \n'b' Damage Immunities necrotic, poison, psychic \n'b' Condition Immunities charm, disease, fright, paralysis, poison, prone , stun, unconsciousness \n'b' Challenge 12 (8,400 XP) \n'b' Actions \n'b'\n'b' Multiattack . The fleshgine bites once and makes three tentacle attacks in any combination. \n'b' Bite . Melee Weapon Attack : +14 to hit (reach 5 ft.; one creature). Hit : 1d10 + 10 piercing damage. \n'b' Tentacle Slam . Melee Weapon Attack : +14 to hit (reach 20 ft.; one creature). Hit : 4d6 + 10 bludgeoning damage. \n'b' Tentacle Grab . Melee Weapon Attack : +14 to hit (reach 15 ft.; one creature). Hit : creature is grappled (escape DC 20). \n'b' Tentacle Crush . Melee Weapon Attack : automatic hit (one creature already grappled by the fleshgine). Hit : 4d10 + 10 bludgeoning damage and the creature is restrained . \n'b'\n'b' Special Traits \n'b'\n'b' Berserk . Every time the fleshgine is injured in combat, roll d100. If the result is less than or equal to the total number of hit points the fleshgine has lost so far in this combat, its elemental spirit breaks free and the fleshgine goes berserk. The berserk fleshgine attacks the nearest living creature; if no creature is close enough to attack with a single move, it attacks an object instead. The fleshgine\xe2\x80\x99s controller can try to reestablish control, provided the fleshgine is within 60 feet. The controller must use an action to speak firmly and authoritatively to the construct and make a successful DC 15 Charisma check. A damaged fleshgine that spends at least 1 minute outside combat has its chance to go berserk reset to 0 percent. \n'b'\n'b' About \n'b' Environment Urban \n'b' Organization solitary \n'b' The stench of sweat and the distant sounds of heavy breathing engulf you \xe2\x80\x93 whatever it is, you are catching the merest glimpse of the whole. In the oily dark you can see sickly appendages gulping, a horrible sense of brooding vastness, and a glowering cluster of eyes filled with misery just below a vast, idiot, crooked mouth. \n'b'\n'b' Additional Credit Author Richard Pett.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fleshpod Hornet \n'b' Large beast , unaligned \n'b' Armor Class 14 Hit Points 120 (16d10 + 32) Speed 10 ft., fly 60 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 15 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Flying Charge . If the fleshpod hornet flies at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced\xc2\xa0 prone . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The fleshpod hornet makes two attacks: one with its slam and one with its stinger. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Fleshpod Hornet Stinger . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 11 (2d6 + 4) piercing damage. The target must make a DC 13 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. On a failed saving throw, the target is also infected with the eggs of the fleshpod hornet. The injected eggs form a circular lotus pod tumor, roughly half a foot in diameter, on the target within 1 minute of injection. While carrying this tumor, the target has disadvantage on skill checks and saving throws. Exactly 24 hours after the lotus pod appears, a young fleshpod hornet (use giant wasp statistics) erupts from the tumor, dealing does 33 (6d10) slashing damage to the target. The tumor can be excised with a DC 15 Wisdom ( Medicine ) check, causing 16 (3d10) slashing damage to the host. If it is cut out without the check, the patient must succeed on a DC 15 Constitution saving throw or take 22 (4d10) slashing damage. \n'b'\n'b' About \n'b' A giant hornet with a yellow and red body, silver wings, and a black stinger buzzes angrily. Honeycomb-shaped bulbous tumors grow on its body. \n'b' Deadly Jungle Hunters . The fleshpod hornet makes it home in the deepest, darkest jungles. It eats the sweet fruits growing there but has learned to drink blood as well. Three or four fleshpod hornets can bring down even the largest jungle beasts. Very few people live long enough to describe a fleshpod hornet hive, as the beasts attack on sight. \n'b' Honeycomb Tumors . Fleshpod hornets reproduce through their venomous stings. The eggs of the hornet are delivered with the poison, infecting a living creature. Within minutes, the eggs implanted in the victim form a lotus-pod tumor in its flesh. Immediately the eggs begin to hatch, feeding on the victim\xe2\x80\x99s body. Within 24 hours, the dominant larva reaches a form that can survive on its own. It bursts from the tumor and flies off. \n'b' The fleshpod hornet is not immune to its own tumors. While the hornet does not succumb to its own poison, it often bears several tumors, carrying its own eggs. The gestation period for the hornet\xe2\x80\x99s own eggs, however, are much slower than those eggs incubating in a victim.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sphynx Cat \n'b' Family: Animal \n'b' Tiny beast , unaligned \n'b' Armor Class 12 \n'b' Hit Points 2 (1d4) \n'b' Speed 40 ft., climb 30 ft.\n'b' STATS STR: 3 (-4) DEX: 15 (+2) CON: 9 (-1) INT: 4 (-3) WIS: 12 (+1) CHA: 8 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 \n'b' Senses passive Perception 13 \n'b' Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The sphynx cat has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : (1d1) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fleshspurned \n'b' Medium undead , chaotic evil \n'b' Armor Class 14 Hit Points 75 (10d8 + 30) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 18 (+4) CON: 16 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4 Skills Perception +4, Stealth +6 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison 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 4 (1,100 XP) \n'b' Special Traits \n'b' Ghost Eater . The fleshspurned has advantage on attack rolls against ghosts, wraiths, and other undead with the Incorporeal Movement trait, and such creatures aren\xe2\x80\x99t immune to the necrotic damage dealt by the fleshspurned\xe2\x80\x99s bite. When the fleshspurned kills one of these creatures, the fleshspurned gains temporary hp equal to double the creature\xe2\x80\x99s challenge rating (minimum of 1). \n'b' Incorporeal Movement . The fleshspurned 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. A fleshspurned can\xe2\x80\x99t move through other creatures with the Incorporeal Movement trait. \n'b' Actions \n'b' Phantasmal Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 18 (4d6 + 4) necrotic damage. If the target is a creature other than a construct or an undead, it must succeed on a DC 14 Constitution saving throw or become ghostly for 1 minute. While ghostly, it has the Incorporeal Movement trait and is susceptible to the fleshspurned\xe2\x80\x99s Ghost Eater trait. The creature can repeat the saving throw at the end of each of its turns, ending the ghostly effect on itself on a success. \n'b' Chatter . The fleshspurned clashes its oversized teeth together to create a clattering din. Each creature within 30 feet of the fleshspurned must succeed on a DC 14 Wisdom saving throw or be confused for 1 minute. While confused, a creature acts as if under the effects of the confusion spell. A confused 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 target is immune to the fleshspurned\xe2\x80\x99s Chatter for the next 24 hours. \n'b' About \n'b' This horrifying apparition is the disturbing amalgam of a funerary shroud and a set of absurdly large floating teeth. The creature has a roughly humanoid form and clacks its teeth together with terrible ferocity. \n'b' Ghosts with Teeth . A fleshspurned is created when a humanoid is eaten alive or dies while swallowed by a creature such as a purple worm . These people are driven insane by their horrible deaths and arise as monstrous spirits that crave the flesh of other creatures to replace the bodies they lost. However, in a twist of fate, the fleshspurned cannot stomach corporeal flesh, leading it to consume the ectoplasm of wraiths and ghosts or the essence of creatures it turns ghostly with its strange bite. \n'b' Ghosts Hunting Ghosts . Fleshspurned are treated with a mixture of fear and loathing by intelligent ghostly creatures, such as specters and ghosts, since any ghostly creature killed and devoured by a fleshspurned is permanently destroyed, even if it would ordinarily return to haunt an area after being killed. Fleshspurned are sometimes controlled by powerful necromancers to act as ghost exterminators, clearing out haunted graveyards and ruins of other spiritual undead. \n'b' Undead Nature . The fleshspurned doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Churr \n'b' Large monstrosity , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 57 (6d10 + 24) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 18 (+4) INT: 6 (-2) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 Skills Stealth +4 Senses darkvision 60 ft., passive Perception 11 Languages Giant Challenge 4 (1,100 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . A churr makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 10 ft., one creature. Hit : 8 (1d8 + 4) slashing damage and the target is grappled and restrained . \n'b' Howl . A churr unleashes a frightening howl. Creatures within 60 feet of the churr must make a successful DC 10 Wisdom saving throw or become frightened for 1d6 x 10 minutes. A successful saving throw renders a character immune to the howling of churrs until after the character\xe2\x80\x99s next long rest. \n'b'\n'b' ABOUT \n'b' Churrs are savage, apelike creatures that dwell in warm, heavily forested areas. They are reasonably intelligent; some churrs are known to use primitive clubs or even to fashion spears with which to hunt. A typical adult churr stands eight feet tall and has arms that are nearly as long as its body. In rare instances, stone-age tribes have been known to adopt churrs as guardians. The creatures take to sign language readily. Among themselves, they speak a debased, pidgin form of Giant. They can learn to understand Common but they seem unable to speak more than the simplest words, and even those come out with a thick, guttural accent that takes practice to understand. \n'b' Churr can interbreed with some humanoid and most ape species, making them a \xe2\x80\x9cmissing link\xe2\x80\x9d or bridge species. Mixed progeny are usually smaller but more intelligent than a typical churr, and they have an easier time learning and speaking Common and other languages. Evil bands of churr are known to kidnap humanoids until such time as they inadvertently enrage the churr and are killed and eaten on the spot.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flind, Boss \n'b' Family: Flind \n'b' Medium humanoid (flind), lawful evil \n'b' Armor Class 16 (scale mail) Hit Points 97 (13d8 + 39) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8, Constitution +5 Skills Animal Handling +4, Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Common, Gnoll Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Ambusher . The flind has advantage on attack rolls against any creature it has surprised. \n'b' Surprise Attack . If the flind 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' Actions \n'b' Multiattack . The boss flind makes two Greatclub attacks. \n'b' Greatclub . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' About \n'b' Flinds are a race closely related to gnolls . The two races share some strong similarities, and at first sight inexperienced adventurers could easily confuse the two. Flinds are much stockier than their lanky kin, much stronger and hardier, and are certainly more dangerous. \n'b' It is unknown if flinds are a subspecies of the gnoll or a genetic anomaly produced among large gnoll packs. Flinds are often found among gnoll bands acting as leaders, as their strength and relatively superior intelligence puts them above their lesser brethren. \n'b' Flind combat tactics are similar to those of gnolls. They prefer to strike from ambush, using terrain and concealment to their best advantage. They are most often seen acting in the role of leaders to gnoll bands, keeping discipline with a ruthless hand and little mercy.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flithidir \n'b' Small fey (shapechanger), chaotic neutral \n'b' Armor Class 13 Hit Points 27 (6d6 + 6) Speed 30 ft. (20 ft., fly 60 ft. in bird or true form)\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Perception +3, Performance +6, Sleight of Hand +5 Senses darkvision 60 ft., passive Perception 13 Languages Auran, Common, Sylvan Challenge 1 (200 XP) \n'b' Special Traits \n'b' Cacophony . If three or more flithidirs are within 15 feet of each other, they can use their reactions to start a cacophony. Each creature that starts its turn within 30 feet of one of the flithidirs and that can hear the cacophony must succeed on a DC 10 Constitution saving throw or have disadvantage on its next attack roll or ability check. The DC increases by 1 for each flithidir participating in the cacophony to a maximum of DC 16. To join or maintain an existing cacophony, a flithidir must use its bonus action on its turn and end its turn within 15 feet of another flithidir participating in the cacophony. The cacophony ends when less than three flithidir maintain it. A flithidir can still speak and cast spells with verbal components while participating in a cacophony. \n'b' Shapechanger . The flithidir can use its action to polymorph into a Small humanoid, into a Small or smaller bird , or back into its true fey form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. No matter the form, it always has bright or multicolored hair, fur, scales, or feathers. It reverts to its true form if it dies. \n'b' Innate Spellcasting . The flithidir\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : minor illusion (auditory only), vicious mockery \n'b' 1/day each : charm person , enthrall \n'b'\n'b' Actions \n'b' Multiattack . The flithidir makes two melee attacks . \n'b' Dagger (Humanoid or Fey Form Only) . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Beak (Bird Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Reactions \n'b' Mocking Retort . When a creature the flithidir can see misses it with an attack , the flithidir can cast vicious mockery at the attacker. \n'b' About \n'b' The gnome-like creature flutters from tree to tree, sporting colorful, avian features. \n'b' Avian Fey . Flithidirs are small fey that embody the bright, chaotic nature of birds. They are slender and keen-eyed with feathery crests and feathered wings. Flithidirs are creatures of contrasts-loud and lively, yet prone to moments of calm wonder; bold and cocky, yet easily startled; able to sing with breathtaking beauty or confuse their foes with earsplitting noise. \n'b' Shapeshifters . Flithidirs are shapeshifters, able to change into birds or smaller humanoids, and they favor colorful clothes and adornments, even while shapeshifted. Relentlessly curious, flithidirs often take the form of a bird when they encounter strangers, quietly following and studying the creatures. If the strangers are deemed safe and intriguing, the flithidir approaches in a humanoid form to get better acquainted. \n'b' Easily Bored . Flithidirs tirelessly seek out new things. Some desire new experiences-songs and stories, unusual foods, and sudden discoveries-while others are more covetous, ceaselessly collecting objects they find interesting. Sometimes this greed manifests as a magpie-like desire for shiny things, but a flithidir is also just as likely to be fascinated by items of a certain shape, texture, or color. When a flithidir encounters someone who possesses a thing it wants, it may offer something in exchange- usually a splendid song or acrobatic display-or it may simply request the item with great charm, reacting with frustration or rage if the object is denied to it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Floating Skull \n'b' Tiny undead , neutral evil \n'b' Armor Class 13 Hit Points 7 (2d4 + 2) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 17 (+3) CON: 14 (+2) INT: 17 (+3) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, Perception +3 Damage Resistances lightning, necrotic, piercing Damage Immunities cold, fire, poison Condition Immunities charmed , frightened , paralyzed , poisoned , prone Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Illumination . The floating skull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action. \n'b' Magic Resistance . The floating skull has advantage on saving throws against spells and other magical effects. \n'b' Rejuvenation . If the floating skull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on it. \n'b' Spell Conduit . The floating skull possesses this trait when it acts as a familiar. When its companion casts a spell, it can deliver the spell as if it had cast the spell. The floating skull must be within 100 feet of its companion and it must use its reaction to deliver the spell when cast. If the spell requires an attack roll, the companion uses their attack modifier for the roll. \n'b'\n'b' ABOUT \n'b' Floating skulls are made from the severed heads of wizards, warlocks, clerics, and others with potent magical gifts. All that remains are their burning skulls, carved with magical runes and set with gems in the hollow sockets of their eyes.These skulls are ablaze with magical flames which burn the same color as their gemstones. These gems act as crude phylacteries and will restore the floating skull to its animated undeath unless their magic is dispelled or their curse lifted. They are generally created as guardians and eternally charged with watching over a place, object, or person. \n'b' Bound Guardians . Floating skulls are echoes of the creatures they were in life. Though they can speak and have memories from their lives, they are only pale shadows of their living selves. Often, they are driven mad by the solitary existence of their eternal watch, their cursed immortality stretching out long centuries in the dark of tombs and forgotten treasure hoards. It is this very insanity, loneliness, and boredom, that drives some to serve as companions. \n'b' They can prove ironically grateful for those who break their curse by defeating them, stealing or destroying whatever they were charged to protect. \n'b' Once free, they will follow this creature as their new master, at long last being able to leave their eternal post. \n'b' Ascendant Liches . Some floating skulls were never bound, but self created, through dark sacrificial rituals. These greater floating skulls represent a form of ascendant lichdom. Such wizards have outlived the need for mortal flesh and have become something more in the pursuit of the arcane mysteries of the cosmos. Their existence is purely cerebral and they maintain the full dimensions of their personality and mortal memories. Such greater floating skulls bear many gems beyond the pair in the sockets of their eyes. They have crystal fangs in place of teeth, or are crowned in spiked crystal shards. Some wear jewelry holding similar gems. \n'b' These stones serve as their phylacteries and their undeath endures as long as one remains.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bloomhorse \n'b' Family: Florofauna \n'b' Large plant (florofauna), unaligned \n'b' Armor Class 12 Hit Points 52 (7d10 + 14) Speed 60 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 3 (-4) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +3 Damage Resistances poison Senses passive Perception 13 Languages \xe2\x80\x94 Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Path of Ephemeral Flowers . The bloomhorse magically creates a trail of short-lived flowers when its hooves touch a patch of earth or soil as it moves. These flowers disappear at the start of the bloomhorse\xe2\x80\x99s next turn. \n'b' Regeneration . The bloomhorse regains 5 hit points at the start of its turn if it has at least 1 hit point. If the bloomhorse is in sunlight, it regains 10 hit points instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. If the bloomhorse moved at least 20 feet straight toward a creature immediately before the hit, the creature must succeed on a DC 14 Strength saving throw or be forced\xc2\xa0 prone . If the target is prone , the bloomhorse can make another attack with its hooves against it as a bonus action. \n'b' Create Flower . The bloomhorse causes a flower of its choice to magically sprout from a patch of earth or soil it touches, or directly on its back. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. \n'b'\n'b' ABOUT \n'b' Rare and majestic, bloomhorses possess equine bodies adorned with rich manes of exotic flowers. These elusive creatures roam pristine forests and gallop across forgotten valleys, leaving a trail of ephemeral flowers in their path. \n'b' Bloomhorses are brimming with life magic and exceptional regenerative powers that are further enhanced under the sun. \n'b' Their magic also allows them to create flowers at will, an ability they use to adorn their manes with a combination of flowers that is unique to each bloomhorse. \n'b' Agile and resilient, bloomhorses can be excellent steeds for those skilled enough to win their trust. In combat, bloomhorses tend to flee and avoid violence, but they can be motivated to join the fight, especially if their friends are in danger. \n'b' Greater Steed . At the gamemaster\xe2\x80\x99s discretion, a player character who can obtain a greater steed through magic may choose the form of a bloomhorse for their greater steed. \n'b' Awakened Bloomhorses . Bloomhorses are eligible targets for the awaken spell. Awakened bloomhorses typically love to explore the most remote corners of the world and discover rare flowers alongside their friends. Several bloomhorses seek out libraries and universities to study botany, and many take up flower arrangement and floral design. \n'b' The term florofauna refer to unusual creatures that are not quite plants or animals, but a peculiar combination of both. Similarly, the term fungofauna refers to creatures that combine features of fungi and animals. \n'b' Members of both florofauna and fungofauna are hardy and adaptable, relying on their dual nature to survive and even thrive in hostile environments. \n'b' The combination of animal abilities with features of plants or fungi bestows these curious creatures with a range of unusual and often unexpected powers. Many adventurers seek to tame or befriend these cute critters for their unusual abilities, while others seek them out just for their distinctive cuteness. However, handling these creatures, especially those with poisonous fur, can be dangerous for those who do so without taking proper measures. \n'b' Variant \n'b' Some bloomhorses might be infused with additional fey magic, gaining the following bonus action: \n'b'\n'b' Bloom Step . The bloomhorse can use a bonus action to magically teleport , along with any creatures riding it, up to 120 feet to an unoccupied space it can see. That space must be predominantly covered in flowers and can be the short-lived flowers from the bloomhorse\xe2\x80\x99s Path of Ephemeral Flowers trait.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Floster \n'b' Family: Florofauna \n'b' Tiny plant (florofauna), unaligned \n'b' Armor Class 11 (natural armor) Hit Points 3 (1d4 + 1) Speed 25 ft., burrow 5 ft.\n'b' STATS STR: 2 (-4) DEX: 11 (+0) CON: 12 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x94 Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Cheek Pouches . The floster can store and carry tiny objects, such as seeds, up to its carrying capacity in its cheek pouches. \n'b' Flower Camouflage . The floster has advantage on Dexterity ( Stealth ) checks made to hide among flowers. \n'b' Keen Smell . The floster 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 : 1 piercing damage. \n'b' Create Flower (5/day) . The floster causes a flower of its choice to magically sprout from a patch of earth or soil it touches, or directly on its back. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. \n'b'\n'b' ABOUT \n'b' An adorable and unlikely fusion between a hamster and a flower, flosters are tiny critters that delight to play among flowers. Their benign magic allows flosters to create flowers on the ground and directly on their backs, and they love to see and smell each other\xe2\x80\x99s flowers. \n'b' Calm and docile, a floster will run away and either burrow on the ground or hide among flowers at the sight of danger. \n'b' If it\xe2\x80\x99s scared, a floster can pretend to be a flower for hours at a time. \n'b' Familiar . At the gamemaster\xe2\x80\x99s discretion, a player character who can cast find familiar may choose the form of a floster for their familiar. \n'b' Awakened Flosters . Flosters are eligible targets for the awaken spell. Awakened flosters might seek to study botany or become floral designers. When awakened, flosters are typically very gentle and polite, and have remarkably high-pitched voices. \n'b' Variant \n'b' Flosters may gather in swarms known as bouquets. A bouquet of flosters uses the floster stat block but is a medium swarm of tiny plants with 38 (7d8 + 8) hit points and a challenge rating of 1/4 (50 XP); has a Strength score of 9; has resistance to bludgeoning, piercing, and slashing damage; has immunity to being charmed , frightened , paralyzed , petrified , prone , restrained , and stunned ; and it can use Create Flower at will unless it has half of its hit points or fewer. \n'b' The bouquet of flosters gains the following additional trait: 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 floster. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' The bouquet\xe2\x80\x99s bite attack is replaced by the following action: \n'b'\n'b' Bites . Melee Weapon Attack : +2 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fungodillo \n'b' Family: Florofauna \n'b' Tiny plant (fungofauna), unaligned \n'b' Armor Class 11 (14 in bouncy ball form) (natural armor) Hit Points 4 (1d4 + 2) Speed 25 ft. (15 ft. in bouncy ball form), burrow 10 ft. (0 ft. in bouncy ball form)\n'b' STATS STR: 5 (-3) DEX: 12 (+1) CON: 15 (+2) INT: 3 (-4) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning (bouncy ball form only) Condition Immunities prone (bouncy ball form only) Senses passive Perception 10 Languages \xe2\x80\x94 Challenge 1/8 (25 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fungal Rebirth . If the fungodillo dies and is buried in fertile soil, its body transforms into 1d6 new fungodillos after 24 hours. The new fungodillos retain the memories of the original fungodillo and are hostile towards any creatures that caused the original\xe2\x80\x99s death. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw (Fungodillo Form Only) . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 2 (1d4) slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Curl . The fungodillo curls into its bouncy ball form or back into its fungodillo form. its statistics, other than its speed, AC, resistance to bludgeoning damage, and immunity to the prone condition, are the same in each form. The fungodillo reverts to its fungodillo form if it dies. \n'b'\n'b' REACTIONS \n'b'\n'b' Bouncy Defense (Bouncy Ball Form Only) . When another creature deals bludgeoning damage to the fungodillo with a melee attack , the fungodillo reduces the damage to 0 and bounces up to 15 feet away from that creature without provoking opportunity attacks. \n'b'\n'b' ABOUT \n'b' Approachable and easygoing, fungodillos represent an unusual mix between an armadillo and a mushroom cluster. \n'b' Their unique physiology allows fungodillos to curl into a bouncy ball to protect themselves against incoming attacks and roll away from danger. \n'b' Fungodillos like to form groups with their siblings and travel together to avoid predators. When a fungodillo is alone in the world, it will often seek out the company of other benign creatures or friendly humanoids that will not treat it like food. \n'b' Parental Memories . When a fungodillo dies and is buried in fertile soil, its body produces several fungodillo children that retain all the memories of the fungodillo that died. That way, fungodillos carry the memories of their parents without ever meeting them. \n'b' Familiar . At the gamemaster\xe2\x80\x99s discretion, a player character who can cast find familiar may choose the form of a fungodillo for their familiar. \n'b' Awakened Fungodillos . Fungodillos are eligible targets for the awaken spell. Awakened fungodillos often enjoy ball games both as players and as the ball itself. Some awakened fungodillos might seek to become biographers and chronicle the experiences of their ancestors.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Owlnut \n'b' Family: Florofauna \n'b' Tiny plant (florofauna), unaligned \n'b' Armor Class 11 Hit Points 2 (1d4) Speed 5 ft., fly 50 ft.\n'b' STATS STR: 2 (-4) DEX: 13 (+1) CON: 11 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 Senses darkvision 120 ft., passive Perception 13 Languages \xe2\x80\x94 Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The owlnut doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Sight . The owlnut has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Tough Nut (Recharges after a Short or Long Rest) . If the owlnut takes 5 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Nutty Headbutt . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Part owl, part acorn, owlnuts are flying members of the florofauna family known for their mobility and toughness, but also their distinctive cuteness. Owlnuts grow on magical owltrees and look like mundane acorns to the untrained eye until they hatch. \n'b' An owlnut is perceptive, adorable, and a tough nut to crack. \n'b' Its cap allows it to shrug off a direct hit, which contributes to its already remarkable longevity. Owlnuts do not die of old age. When an owlnut grows old and venerable, it might seek to plant itself in the ground. In time, the ancient owlnut will transform into an owltree and a new generation of owlnuts will grow on its branches. \n'b' Familiar . At the gamemaster\xe2\x80\x99s discretion, a player character who can cast find familiar may choose the form of an owlnut for their familiar. \n'b' Awakened Owlnuts . Owlnuts are eligible targets for the awaken spell. Awakened owlnuts usually love to come up with and share inspirational quotes with their friends and with other awakened owlnuts. Some awakened owlnuts might indulge in intentionally bad jokes and silly puns. \n'b' Variant \n'b' Owlnuts may gather in swarms known as parliaments. A parliament of owlnuts uses the owlnut stat block but is a medium swarm of tiny plants with 36 (8d8) hit points , 13 AC, and a challenge rating of 1 (200 XP); has a Strength score of 6 and a Dexterity score of 16; has resistance to bludgeoning, piercing, and slashing damage; and has immunity to being charmed , frightened , paralyzed , petrified , prone , restrained , and stunned . \n'b' The parliament of owlnuts does not have the flyby and tough nut traits and gains the following additional traits instead: \n'b'\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 an owlnut. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Tough Nuts . If the parliament of owlnuts takes 5 damage or less, it only loses 1 hit point unless it has half of its hit points or fewer. \n'b'\n'b' The parliament\xe2\x80\x99s nutty headbutt attack is replaced by the following action: \n'b'\n'b' Nutty Headbutts . Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 7 (2d6) bludgeoning damage, or 3 (1d6) bludgeoning damage if the swarm has half of its hit points or fewer.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flower Mouse \n'b' Tiny beast (fey), unaligned \n'b' Armor Class 11 Hit Points 1 (1d4-1) Speed 20 ft., burrow 20 ft.\n'b' STATS STR: 2 (-4) DEX: 12 (+1) CON: 9 (-1) INT: 2 (-4) WIS: 11 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2 Skills Perception +4, Stealth +5 Senses tremorsense 30 ft. Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b'\n'b' ABOUT \n'b' The flower mouse is a tiny fey creature, often used by flower fey and fairies as a mount. They are brown, with long green fur growing from their back. Their ears are bright colors, and appear to be flower petals.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flowering Lattice \n'b' Tiny plant , neutral \n'b' Armor Class 11 Hit Points 2 (1d4) Speed 5 ft., climb 5 ft.\n'b' STATS STR: 1 (-5) DEX: 13 (+1) CON: 11 (+0) INT: 1 (-5) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 0 (0 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bountiful Fruits. Once per week, a flowering lattice produces a handful of small fruits or berries that remain ripe for 1 week. Eating all of the fruit takes 1 minute and affects the eater as if she had consumed a berry affected by goodberry. \n'b'\n'b' ACTIONS \n'b'\n'b' Pollen (Recharge 5-6) . A flowering lattice can expel a cloud of pollen in a 10-foot cone. Creatures in the area must make a DC 10 Constitution saving throw. On a failed save, until the end of the creature\xe2\x80\x99s next turn, the creature has disadvantage on Wisdom ( Perception ) checks and attack rolls. A creature that fails by 5 or more is blinded until the end of their next turn. \n'b'\n'b' ABOUT \n'b' The result of centuries of plant husbandry, flowering lattices are delicate networks of vines that form blossoming nets about 1 square foot in size . As many as 12 varieties of flower grow from an individual flowering lattice, with each bloom opening at different times of the year and hours of the day to ensure a nearly constant array of colorful petals. \n'b' This plant\xe2\x80\x99s enthusiasts often incorporate the organism into their fashion, draping them over the shoulders like a stole or over the head as a hood. These lattices require regular care, surviving on their own only in regions with rich soil and ample pollinators.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Squirrel \n'b' Family: Animal \n'b' Tiny beast , unaligned \n'b' Armor Class 10 \n'b' Hit Points 1 (1d4-1) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 2 (-4) DEX: 15 (+2) CON: 8 (-1) INT: 2 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Perception +4, Stealth +4 \n'b' Senses darkvision 30 ft., passive Perception 15 \n'b' Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The squirrel has advantage on all wisdom checks related to their sense of smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chuul \n'b' This lobster-like creature has a thick armored shell. A pair of tiny eyes gleams above a mouth full of writhing tentacles. \n'b' Large aberration , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 93 (11d10 + 33) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 5 (-3) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages understands Deep Speech but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Amphibious : The chuul can breathe air and water. \n'b' Sense Magic : The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn\xe2\x80\x99t itself magical. \n'b' Actions \n'b' Multiattack : The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. \n'b' Pincer : Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn\xe2\x80\x99t have two other creatures grappled . \n'b' Tentacles : One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed . The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' Chuuls are armored, crustacean-like predators that lurk beneath the surfaces of shallow ponds and mires, bursting from concealment to snatch up prey in their chitinous pincers and then paralyzing them with their mouth tentacles before eating them alive. \n'b' Chuuls are excellent swimmers but prefer to attack land-bound creatures or those wallowing in shallow water. Once they seize their victims, chuuls often drag grappled foes back into deep water to drown them. Lizardfolk are by far the chuul\xe2\x80\x99s favorite prey, though those pale chuul breeds that live underground prefer morlocks, duergar, unwary drow, and other unfortunates who get too close to their subterranean waterways-with the exception of troglodytes, whose flavor chuuls find particularly offensive. \n'b' Chuuls are surprisingly intelligent, leading many to speculate fruitlessly on their origins and motivations. They speak a chittering, burbling dialect of Common, but few are inclined to speak to those outside their race, and if chuul society exists beyond their frenzied mating season, humanoids have yet to record it. Instead, chuul intellects seem entirely devoted to seeking out the perfect ambush sites to attack other intelligent creatures and decorating their elaborate lairs with trophies from their kills. Though the chuuls themselves seem uninterested in using tools of any kind, they have an almost compulsive need to collect keepsakes from their victims. \n'b' A typical chuul is 8 feet tall and weighs 650 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flowershroud \n'b' Large plant , unaligned \n'b' Armor Class 11 (natural armor) Hit Points 24 (4d10 + 3) Speed 5 ft., climb 5 ft.\n'b' STATS STR: 6 (-2) DEX: 12 (+1) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning and piercing from nonmagical attacks Damage Immunities psychic damage Condition Immunities charmed , deafened , frightened , prone , stunned , unconscious Senses tremorsense 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . A patch of flowershroud looks completely natural to the untrained eye. It always has advantage on Stealth checks, and attempts to detect the flowershroud rely on a character\xe2\x80\x99s Nature skill, not Perception . \n'b' Shroudblossom Poison . The flowershroud releases a virulent poison each time it lashes out with its thorn strands. Any creature struck by the flowershroud must succeed on a DC 11 Constitution saving throw or be poisoned , falling prone and going into convulsions for one minute. During this time, the creature is incapacitated and cannot take any actions or reactions . 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' ACTIONS \n'b'\n'b' Multiattack . The flowershroud makes three Thorn Strand attacks. \n'b' Thorn Strand . Melee Weapon Attack : +3 to hit, reach 15 ft., one target. Hit : 4 (1d6 + 1) piercing damage and the target must make a successful DC 11 Constitution saving throw or be affected by shroudblossom poison. \n'b'\n'b' ABOUT \n'b' Flowershrouds are plants that crave to sink their roots into warm flesh and drink the nutrients held within. They are slow moving but camouflage themselves as masses of wildflowers. Thus hidden, they wait beside streams, in glades, or along paths for the unwary. The plant attacks lone prey with several long, thorn-covered tendrils that tear and choke while injecting poison. Larger parties or more dangerous-looking prey are stalked, slowly but patiently, and attacked while they sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flumph (Leader) \n'b' Family: Flumph \n'b' Small aberration , lawful good \n'b' Armor Class 16 (natural armor) Hit Points 45 (10d6 + 10) Speed 5 ft., fly 20 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 13 (+1) INT: 12 (+1) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, Perception +6, Stealth +6 Damage Resistances acid Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Spellcasting . The flumph is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells: \n'b'\n'b' Cantrips (at will) : light , mage hand , ray of frost , resistance \n'b' 1st level (4 slots) : burning hands , color spray , magic missile \n'b' 2nd level (3 slots) : blindness/deafness , enlarge/reduce , see invisibility \n'b' 3rd level (3 slots) : hypnotic pattern , slow \n'b' 4th level (1 slots) : hallucinatory terrain , phantasmal killer \n'b'\n'b' Actions \n'b'\n'b' Sting . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage and 10 (3d6) acid damage. \n'b' Stench Spray (Recharge 5-6) . When the flumph unleashes its stench spray, all creatures within a 20-foot radius of it must succeed on a DC 13 Dexterity saving throw or be covered in a disgusting, oily fluid. A covered creature is poisoned for 1d4 hours, and any creature within 5 feet of it is also poisoned . Creatures poisoned in this manner also have disadvantage on Dexterity ( Stealth ) checks. The fetid flumph musk can only be removed by vigorously bathing in lamp oil or kerosene. The smell wears off once the creature is no longer poisoned .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flumph Hunter \n'b' Family: Flumph \n'b' Small aberration , lawful good \n'b' Armor Class 17 (natural armor) Hit Points 60 (11d6 + 22) Speed 5 ft., fly 20 ft.\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 15 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +7 Damage Resistances acid Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Keen Hearing and Sight . The flumph has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Actions \n'b' Multiattack . The flumph makes two stinging dart attacks. \n'b' Stinging Dart . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft., or range 60 ft., one target. Hit : 8 (1d6 + 5) piercing damage and 3 (1d6) acid damage. \n'b' Stench Spray (recharge 5-6). When the flumph unleashes its stench spray, all creatures within a 20-foot radius of it must succeed on a DC 11 Dexterity saving throw or be covered in a disgusting, oily fluid. A covered creature is poisoned for 1d4 hours, and any creature within 5 feet of it is also poisoned . Creatures poisoned in this manner also have disadvantage on Dexterity ( Stealth ) checks. The fetid flumph musk can only be removed by vigorously bathing in lamp oil or kerosene. The smell wears off once the creature is no longer poisoned .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flumph Master Hunter \n'b' Family: Flumph \n'b' Small aberration , lawful good \n'b' Armor Class 17 (natural armor) Hit Points 82 (15d6 + 30) Speed 5 ft., fly 20 ft.\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 15 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +7, Survival +6 Damage Resistances acid Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Sight . The flumph has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Spellcasting . The flumph is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells:\n'b'\n'b'\n'b' 1st level (3 slots) : alarm , fog cloud , hunter\xe2\x80\x99s mark \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The flumph makes two stinging dart attacks. \n'b' Stinging Dart . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft., or range 60 ft., one target. Hit : 8 (1d6 + 5) piercing damage and 3 (1d6) acid damage. \n'b' Stench Spray (Recharge 5-6) . When the flumph unleashes its stench spray, all creatures within a 20-foot radius of it must succeed on a DC 11 Dexterity saving throw or be covered in a disgusting, oily fluid. A covered creature is poisoned for 1d4 hours, and any creature within 5 feet of it is also poisoned . Creatures poisoned in this manner also have disadvantage on Dexterity ( Stealth ) checks. The fetid flumph musk can only be removed by vigorously bathing in lamp oil or kerosene. The smell wears off once the creature is no longer poisoned .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flumph Protector \n'b' Family: Flumph \n'b' Small aberration , lawful good \n'b' Armor Class 15 (natural armor) Hit Points 31 (7d6 + 7) Speed 5 ft., fly 20 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 13 (+1) INT: 12 (+1) WIS: 18 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +6 Damage Resistances acid Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Spellcasting . The flumph is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells:\n'b'\n'b'\n'b' Cantrips (at will) : light , mage hand , ray of frost , resistance \n'b' 1st level (4 slots) : burning hands , color spray , magic missile \n'b' 2nd level (3 slots) : blindness/deafness , enlarge/reduce , see invisibility \n'b'\n'b' Actions \n'b'\n'b' Sting . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage and 10 (3d6) acid damage. \n'b' Stench Spray (Recharge 5-6) . When the flumph unleashes its stench spray, all creatures within a 20-foot radius of it must succeed on a DC 13 Dexterity saving throw or be covered in a disgusting, oily fluid. A covered creature is poisoned for 1d4 hours, and any creature within 5 feet of it is also poisoned . Creatures poisoned in this manner also have disadvantage on Dexterity ( Stealth ) checks. The fetid flumph musk can only be removed by vigorously bathing in lamp oil or kerosene. The smell wears off once the creature is no longer poisoned .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flumph, Common \n'b' Family: Flumph \n'b' Small aberration , lawful good \n'b' Armor Class 12 Hit Points 10 (3d6) Speed 5 ft., fly 20 ft.\n'b' STATS STR: 7 (-2) DEX: 15 (+2) CON: 11 (+0) INT: 14 (+2) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +4, Persuasion +2 Senses darkvision 60 ft., passive Perception 12 Languages understands but can\xe2\x80\x99t speak Common and Undercommon, telepathy 60 ft. Challenge 1/2 (100 XP) \n'b' Actions \n'b'\n'b' Multiattack . The flumph makes two Tentacle attacks or uses its Stench Spray and makes one Tentacle attack . \n'b' Stench Spray (recharge 5-6). The flumph expels a 20-foot cone of foul-smelling liquid. Any creature in the area must succeed on a DC 13 Dexterity saving throw or become coated in the liquid and poisoned . A coated creature has disadvantage on Charisma and Stealth checks. The stench lasts for 1 day or until thorough bathing or magic are employed to remove the odor. \n'b' Tentacle . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage and the target is smeared with acid. It takes 5 (2d4) acid damage immediately and 2 (1d4) acid damage at the end of its next turn. \n'b'\n'b' About \n'b' Come from distant stars to protect unprepared worlds from cosmic horrors, flumphs are jellyfish-like creatures that float in the air and hunt with acidic spikes growing from their undersides. Gentle at heart, flumphs understand that their appearance often terrifies viewers, and thus conceal themselves and observe neighboring settlements from afar, only revealing themselves when absolutely necessary. They also know full well the limitations of their fragile forms, and rather than directly opposing the horrors they seek to defeat, they prefer to recruit and advise heroes to tackle these dangerous tasks instead. \n'b' Flumphs float and speak via a constant flow of air through tiny pores in their white bodies, emitting a rhythmic puffing whenever they\xe2\x80\x99re aloft. Typical flumphs weigh 15 pounds and are 3 feet across. Flumphs deeply revere dreams, seeing them as omens and portents. While they normally mate and reproduce on the world of their birth, flumphs occasionally engage in a ritual called the Seeding, in which seed pods are flung into outer space in order to provide other planets with guardians. \n'b' Strange and enigmatic creatures, often feared for their bizarre appearances, flumphs live a difficult life, constantly attempting to warn intelligent species of horrors from other worlds, only to find themselves shunned by the very creatures they hope to enlighten. \n'b' Filled with altruistic urges to warn fellow sentient beings of the sinister things lurking in the folds beyond space and time, flumphs\xe2\x80\x99 pleas often fall on deaf ears. Taking their common name from the rhythmic air exchange keeping them aloft, flumphs keep small families in hidden places across those planets where they make their homes, ready to lend a hand in defeating any horrors from the cosmic depths and beyond that might invade these placid worlds. \n'b' In their own language, flumphs are known as oiv\xe2\x80\x99hass. While naturally shy and cognizant of their alien appearance, flumphs attempt contact with anyone willing to listen to their stories and heed their apocalyptic warnings. Most adventurers encountering these creatures find them frightening and mark them as enemies, and so flumphs often take great pains to appear unaggressive. Despite their bizarre nature, they only seek audiences with benevolent and intelligent creatures so they might prepare them to respond to the threats from afar. \n'b' When hunting or forced to aggression, flumphs attack by dropping down onto foes to pierce them with hollow spikes of cartilage or by slapping at them with their tentacles. The physical damage from their tentacles is minimal. However, their strange physiology causes them to produce an acidic slime that coats their wriggling bodies. This slime causes a burning pain in those struck, and prolonged contact dissolves minerals and organic matter. \n'b' Flumphs are consummate observers, lurking just outside of humanoid communities and watching the movements of the creatures they are bound to protect. Most sages familiar with the flumphs agree that these creatures hail from beyond this world, and may have arrived through gates used by ancient, magical empires to visit other planets. In fact, the truth is much stranger: when it comes time to reproduce, flumphs sometimes send their durable seeds flying toward other worlds, carrying with them the burden of enlightening the local populace about the celestial threats that loom at the universe\xe2\x80\x99s edge. \n'b' A flumph resembles a pallid disk trailing dozens of writhing tentacles and hollow, needle-sharp spikes, almost like a flattened jellyfish. Its pale skin is nearly transparent in direct sunlight, and atop its domed body stand two eyestalks holding unblinking eyes with dark, horizontal pupils like those of a goat. Normally reaching up to 3 feet in diameter, the flumph weighs only 15 pounds, with most of the weight accounted for by its rigid spikes and tough tentacles. The flumph\xe2\x80\x99s tentacles grow slightly longer than the width of its body, allowing it to reach entirely across its own width. These tentacles are as agile as human fingers, and when used in groups can manipulate objects as easily as human hands do. \n'b' Except when sleeping or feeding in their homes, flumphs constantly float in midair, their highly specialized method of flight allowing them to hover motionless when desired. As flumphs float through the air, they create a low, vibrating hum as thousands of pores like spiracles or stomata take in and release air in tiny jets, keeping the creatures aloft. A complex tracheal system maintains this gas exchange throughout the creatures\xe2\x80\x99 bodies, also aiding in their ability to deliver a noxious defensive spray of foul gasses and aerosolized acid at range. Though they float through the air, rarely touching the ground, flumphs are reliant on water for their life cycle, developing from larvae in an aquatic environment. Because of the world\xe2\x80\x99s relatively thin atmosphere, adult flumphs rarely grow beyond 3 feet in diameter, but the flumphs themselves insist that on worlds with denser atmospheric gasses, their size can double or even triple. \n'b' Though most flumphs encountered are from local family groups that have reproduced in the same area for generations, flumphs also have the ability to spread their seed across entire solar systems, gravitating toward gas giants or the moons surrounding such celestial bodies. In both cases, flumph reproduction is a communal affair, with dozens of flumphs contributing their genetic material. Almost like the pollination of plants, flumphs generate a seed that grows as more material is added. Eventually this translucent seedpod grows dense and heavy and must be submerged in a deep body of water or some similar liquid, or sometimes even be driven deep toward a gaseous planet\xe2\x80\x99s core where pressure is high. As time passes, the seed pod begins breaking down, releasing larval flumphs. Anywhere between four and 32 larvae spawn from each seed pod. After spending a year in larval form, flumphs emerge from their dense or aquatic home and begin their final stage, living in the air (or less dense regions of a gaseous plane). In ideal conditions, with plenty of food and an agreeable environment, a flumph can live for a hundred years or more. \n'b' When a group of flumphs decides that it\xe2\x80\x99s time to send young to another planet-either to warn its inhabitants of impending disaster or to escape local dangers, such as the destruction of habitable regions-the ritual known as the Seeding begins with polite but weighty debate, to ensure that all involved understand the sacrifices being made. Few seeds cast into the trackless void of space ever reach another world, let alone a habitable one, and to send one\xe2\x80\x99s own unborn children away to face the very real possibility of eternal, frozen stasis between the stars is at once a joy and a terrible burden for the parent group. \n'b' Once the opening formalities of the Seeding are complete, the flumphs enter into the normal exchange of genetic material required to create one of their egglike seeds. Rather than place the completed seed in water, however, the flumphs then begin the second stage of the debate, in which they compete for the honor of bearing the seed, citing both their personal achievements and their lack of responsibilities and dependants left on the home world. The winner, chosen by acclaim, carefully wraps up the seed in all of its tentacles. The rest of the community then forms a platform beneath the chosen member, sometimes several flumphs deep, and begins ascending as quickly as their strange flight allows, bearing the seed-holder aloft. \n'b' Taking turns, the Seeding flumphs carry the Honored One straight up as high as they can, until the atmosphere begins to get too thin and cold for them to safely continue. At this point, the supporting flumphs give a ragged cheer of encouragement and fall away, leaving the Honored One- who\xe2\x80\x99s been conserving its strength-to rocket up into the atmosphere. \n'b' This last, solo ascent is both difficult and dangerous, and most scholars believe that the relatively high success rate of the Honored Ones hints at latent magical abilities that are unlocked only by the thin atmosphere. Ice forms on the flumph\xe2\x80\x99s tentacles, and its respiration slows to almost a crawl, yet its speed continues to increase. When at last it seems it can rise no further, having reached the end of both the atmosphere and its stamina, the Honored One begins to spin. Faster and faster it rotates, until at the moment of maximum acceleration it unfurls its tentacles and flings the precious seed upward, with all its strength. Sped on by the flumph\xe2\x80\x99s momentum (and perhaps the collective power of the flumphs\xe2\x80\x99 mental energy), the seed is able to break free of the planet\xe2\x80\x99s gravity well and sail off into the blackness of space, while behind it the flumph who delivered it falls back to earth, completely exhausted. While this process is not necessarily a suicide mission, it\xe2\x80\x99s common for Honored Ones to be too tired to pull up and arrest their fall, instead lancing straight into the ground, where their fragile bodies burst upon impact. \n'b' For the seed pod, sent off alone into the cosmos to help prevent creatures of the outer darkness from establishing a foothold on any planet, the journey is just beginning. Each seed is made of a durable, fibrous husk, and while most of the protective layer dissolves or is blown away in the journey, the seed\xe2\x80\x99s generative forces allow the larvae within to hibernate in the cold of space indefinitely until it either is destroyed by colliding with a star or inhospitable world or finally splashes down into a warm sea or lake where it can successfully germinate. \n'b' After quickening and hatching to release the flumphs\xe2\x80\x99 aquatic larvae, each looking somewhat like a bizarre cuttlefish mixed with a grub, the seed pod begins to dissolve into jelly in the water, eventually leaving no evidence of its existence. Sometimes especially large seed pods landing in calm waters dissolve their materials on the ocean or lake floor, attracting corals, crustaceans, mollusks, and other bottom feeders. Immobile aquatic creatures and plants growing in these areas tend to form swirling geometric fractal patterns and develop far different coloration than other specimens of their kind. \n'b' Flumphs have no sense of smell and little sense of taste beyond a vague impression that a given material is nutritious, inedible, or potentially poisonous. Eating for the sake of nutrition rather than enjoyment, a flumph consumes minerals and organic matter, feeding it into a small mouth hidden among the spikes and tentacles on its ventral side. Paying close attention to its physiology and always trying to maintain a chemical balance, the flumph consumes large quantities of salts and alkaline materials to keep its acid production in check-the acid covering its tentacles and used for its noxious spray forms in a thick gland connected to its stomachs. \n'b' Flumphs also eat vegetable matter and hunt small animals from time to time. They prefer small, warm-blooded animals when they hunt, and delight in chasing bats and flying squirrels. Particularly brave flumphs hunt badgers, weasels, and dogs, but leave cats strictly alone because of a taboo whose origin remains unknown. When eating, a flumph secretes acid, digesting most of the food outside its body. It then uses its tentacles to draw the resulting sludge to its mouth, some also being absorbed by the openings in the tentacles or sucked in through the hollow spikes. \n'b' Flumphs require little sleep, and achieve sufficient rest even while leaving half of their minds awake indefinitely; yet as a race, they relish dreams and can sometimes sleep for weeks or even months (perhaps hearkening back to an ancestral memory of the long hibernation between the stars). Some isolated communities of flumphs sleep in highly regulated patterns, seeking enlightenment from their dreams by sleeping for short periods, then waking and relating their dreams to an interpreter, only to return to another sleep cycle. \n'b' Habitat & Society \n'b' On the ancient world where flumphs first originated, these misunderstood creatures served as heralds of their elder gods, deities so old and far off that humans have forgotten them. Naturally docile and protective creatures, they serve the greater good, aiding kind and sentient creatures in an eternal fight against horrors that should not be. \n'b' Flumphs understand that their appearance is alien to humanoids, and since many humanoids react violently to bizarre creatures, they tend to keep their communities hidden. In seaside caves, caverns containing underground lakes and rivers, and even below populated cities, flumphs live out their lives ever vigilant of threats from beyond. When they catch wind of a potential incursion, either in their mystic dreams or by watching the stars for telltale signs, the creatures generally send an emissary to make contact with a civilized race, often lurking on the fringes of a community and observing the populace before picking the most accepting person to approach. \n'b' Flumphs communities maintain a rigid structure. Every flumph knows its part and preserves order within the community, acting as hunter, interpreter, laborer, or provider as need determines. Flumphs see nothing wrong with this automatic designation, and see outsiders with unpredictable and self-serving natures as strange. Always eager to help, flumphs constantly offer assistance to other races they befriend. Since most members of a given flumph generation within a community stem from the same seed pod, they have a strong sense of family, seeing their brothers and sisters as parts of their own being. \n'b' Flumphs find great pleasure in making pacts and upholding them. Most conversations with flumphs end with small oaths or agreements. While such accords may seem to be nothing more than the outcome of polite conversation and social chitchat, flumphs take great pride in staying true to these arrangements, and expect the same of their conversational partner. \n'b' Many flumphs practice a form of complex cave painting. They mix pigments pulled from their environment and dissolved in their acidic secretions in order to paint intricate swirling patterns with their tentacles. These patterns are repeated on successively smaller scales, with each repetition a perfect, miniature copy of the whole picture. Flumphs focused on their dream culture claim these fractal patterns show a \xe2\x80\x9cwholeness\xe2\x80\x9d in the universe, with the minute identical to the vast. \n'b' Dreams are very important to flumphs. They compile complicated interpretations of various dreams in exacting detail. Using these interpretations of their nocturnal hallucinations, they dictate their courses of action, use the things they learn to correct behaviors deemed inferior, and of course watch for signs of impending danger from dark and alien forces. This rigid system of interpretation leaks into their understanding of their waking life as well. Flumphs believe strongly in omens, and many times their community interpreters steer the group\xe2\x80\x99s actions according to seemingly trivial events. A flock of grackles suddenly taking flight from a willow tree can be interpreted as a reason to abandon a previously chosen course of action, while three lizards sunning themselves on a rock means the group will find a generous deposit of salt in the following days. Flumphs pay great attention to the stars and their movements across the sky, weaving a complex zodiac into their folklore. Yet for all their focus on the cosmos, flumphs growing up on a given planet generally know few facts about the other worlds of the heavens, retaining only an instinctual understanding of the Seeding and a history that mixes dreams and astrology with actual information. \n'b' While most flumphs are good-natured, a small percentage who succumb to various terrestrial diseases are driven to insanity, developing a unique psychosis. These renegade flumphs seek out planetary gates on their world in order to draw forth the very alien horrors that their cousins hope to thwart. \n'b' Campaign Role \n'b' As good-aligned creatures, flumphs fill the role of allies most aptly. Their long lives allow them to acquire encyclopedic knowledge of strange lore regarding aberrations and secrets of the worlds beyond. Flumph sages can instruct PCs in ways of defeating cosmic threats, or even lead a group of adventurers to planetary gates leading to worlds of wonder or madness. If a campaign delves into the esoteric realm of dreams, a flumph interpreter can guide the PCs on a dream quest, revealing the omens of their nighttime journeys, or taking them into the strange corners of the dreamlands where fantasy and reality collide. With the aid of a skilled dream interpreter, PCs might even learn possible outcomes for their actions as if learning the result from an augury spell. \n'b' Though generally pacifistic, preferring to hide from interlopers instead of engaging them, flumphs also have a strong chivalrous streak, and can\xe2\x80\x99t stand to see good creatures killed when the flumphs\xe2\x80\x99 own assistance might be enough to turn the tide. Many communities observed by flumphs never even realize that they\xe2\x80\x99re under surveillance until something suitably dire-a shepherd attacked by wolves or a child about to become prey for a tribe of goblins-causes the flumphs to break their cover and charge to the rescue, floating up over the attackers and then stabbing downward with their acidic spikes. Player characters might never fight against a flumph themselves unless the creature is cornered, defending its community from aggressors, or greatly wronged by the PCs. Even then, the creatures first attempt to repel their attackers, either with words or their disgusting stench. \n'b' Alternatively, a GM could pit a group of low-level PCs against a cult of deranged flumphs who have fallen to a rare disease that is corrupting their sanity. An insane flumph could also control a group of goblins, mites, or human cultists hoping to carry out a horrid summoning, or a whole community of infected flumphs could serve as minions for a larger, more violent cosmic horror. \n'b' Finally, should the PCs get past their initial revulsion at the strange and aromatic creatures, flumphs might actively seek their aid and succor, convincing the PCs to help them in defending their community from the usual cosmic horrors-or from the same xenophobic townsfolk the flumphs are trying to watch over and protect. \n'b' Treasure \n'b' Though flumphs see little value in conventional treasure, many of their communities stockpile valuable items collectively as they stumble across them, knowing that gold, gems, and magic items can be extremely useful in convincing nearby humanoid settlements to respond positively to the flumphs\xe2\x80\x99 overtures. Individuals within a flumph community share everything, the most important commodity being food. With their strange diet, flumphs gather minerals they harvest from the ground or acquire in subterranean expeditions, dissolving them with acid before returning to the surface. Salt-usually harvested from the sea shore-is the most common mineral flumphs require, and the creatures occasionally find their communities raided for this trade good. Alchemical tomes sometimes list flumphs as a ready source for ingredients, both in their stores and in the fabric of the flumphs\xe2\x80\x99 bodies themselves. An unscrupulous sage or alchemist willing to boil down and refine the corpse of a flumph might extract as much as 200 gp worth of rare components. \n'b' Flumphs hold a great fondness for rings, seeing the circle as a symbol of wholeness. Though they rarely seek out treasures in a mercenary fashion, flumphs may accept rings in trade, happen upon them in dungeons, or even take them from defeated foes. Flumph elders and community champions sometimes sport half a dozen rings, both magical and mundane. \n'b' A flumph\xe2\x80\x99s first year of life is spent in larval form deep within warm seas and lakes. To represent a larval flumph, use the young simple template, add the aquatic subtype, and change the creature\xe2\x80\x99s fly speed to a swim speed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flumph, Common \n'b' Family: Flumph \n'b' Small aberration , lawful good \n'b' Armor Class 15 (natural armor) Hit Points 10 (3d6) Speed 5 ft., fly 20 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 11 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7 Damage Resistances acid Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Actions \n'b'\n'b' Sting . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage and 3 (1d6) acid damage. \n'b' Stench Spray (Recharge 5-6) . When the flumph unleashes its stench spray, all creatures within a 20-foot radius of it must succeed on a DC 11 Dexterity saving throw or be covered in a disgusting, oily fluid. A covered creature is poisoned for 1d4 hours, and any creature within 5 feet of it is also poisoned . Creatures poisoned in this manner also have disadvantage on Dexterity ( Stealth ) checks. The fetid flumph musk can only be removed by vigorously bathing in lamp oil or kerosene. The smell wears off once the creature is no longer poisoned .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fluttercat \n'b' Medium beast , unaligned \n'b' Armor Class 17 (natural) Hit Points 162 (25d8 + 50) Speed 40 ft., fly 50 ft.\n'b' STATS STR: 17 (+3) DEX: 20 (+5) CON: 15 (+2) INT: 2 (-4) WIS: 16 (+3) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +8 Senses darkvision 120 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Soothing Purr . A calm and happy fluttercat can purr almost like a housecat, and like its roar, a fluttercat\xe2\x80\x99s purr is suffused with magic. Those who spend at least an hour in close proximity to a purring fluttercat (including the fluttercat itself) are affected as if by a long rest and lesser restoration . A creature other than the fluttercat can receive this benefit no more than once per day. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fluttercat makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (1d6 + 8) slashing damage, plus if the fluttercat hits one target with both Claw attacks on one turn, the target takes an additional 23 (5d6 + 6) slashing damage. \n'b' Aerial Pounce . Fluttercats are adept at using aerial dives to knock prey to the ground. If a fluttercat is both in the air and at least 10 feet above an opponent, the fluttercat may move up to twice its speed in a dive, ending with two Claw attacks. If both attacks hit, then in addition to extra damage the target must succeed on a DC 12 Dexterity saving throw or be knocked prone . \n'b' Frightful Roar (recharge 6) . When a fluttercat roars, the sound is magically projected and amplified, causing all creatures that can hear it and that are within 60 feet of it to make a successful DC 12 Constitution saving throw or be stunned for 1d3 rounds. \n'b'\n'b' ABOUT \n'b' Cloud giants magically bred fluttercats to be pets and to keep down bird populations. While this worked out splendidly for the cloud giants, prides of feral fluttercats, with no fear of humanoids, have learned that cows and sheep are tasty meals. Cloud giant communities have yet to acknowledge any responsibility in this matter, and fluttercats are a terrible problem in ranching and herding communities wherever fluttercat prides claim territory. \n'b' Fluttercats are natural pack hunters and adroit in their flight. They prefer easy fights with slow prey whenever possible, but a well-fed fluttercat pride sometimes chases and toys with a meal for some time before digging in. They prefer sheep over all other food, and eat humanoids only if starving. They defend themselves if threatened. \n'b' Fluttercats are beautiful creatures, as sleek and graceful as one might expect of large, winged cats. The size of a cheetah or puma, their fur and feathers have been bred to come in a range of blues and grays, with lynx-like fur patterns and hawk-like feather patterns. Each pride varies a bit in colors and markings, and captive-bred fluttercats show more variety still. Domesticated fluttercats turn wild easily, and even a lazy, fat, house fluttercat, raised among giants, can sometimes become a deadly predator around smaller creatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flutterflesh \n'b' Large undead , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 187 (22d10 + 66) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 17 (+3) INT: 12 (+1) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +4, Wis +7 Skills Deception +4, Perception +7, Stealth +8 Damage Vulnerabilities radiant Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , paralyzed , exhaustion , poisoned , stunned , unconscious Senses darkvision 120 ft., passive Perception 17 Languages Common, Darakhul Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Merciful Exchange . If the flutterflesh reduces a creature to 0 hp with a melee attack , it can cut off one of the creature\xe2\x80\x99s limbs. If it does so, the target is reduced to 1 hp instead. \n'b' Necrotic Weapons . The flutterflesh\xe2\x80\x99s weapon attacks are magical. When the flutterflesh hits with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the attack). \n'b' Regeneration . The flutterflesh regains 10 hp at the start of its turn. If the flutterflesh takes fire or radiant damage, this trait doesn\xe2\x80\x99t function at the start of the flutterflesh\xe2\x80\x99s next turn. The flutterflesh dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b' Turn Resistance . The flutterflesh has advantage on saving throws against any effect that turns undead. \n'b' Undead Nature . The flutterflesh doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The flutterflesh makes three Bone Spur or Tormenting Gaze attacks. If two Tormenting Gaze attacks hit one creature, the target must succeed on a DC 16 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Bone Spur . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 17 (2d12 + 4) piercing damage plus 9 (2d8) necrotic damage, and the flutterflesh impales the target on one of its bone spurs, grappling the target (escape DC 16). The flutterflesh can have no more than two creatures impaled at a time. \n'b' Tormenting Gaze . Ranged Spell Attack : +7 to hit, range 120 ft., one creature. Hit : 21 (4d8 + 3) psychic damage. \n'b' Creeping Death (Recharge 5\xe2\x80\x936) . The flutterflesh emits a wave of necromantic energy, hastening the journey toward death. Each creature within 20 feet of the flutterflesh must make a DC 16 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature below half its hp maximum has disadvantage on this saving throw. \n'b'\n'b' ABOUT \n'b' This mass of fused corpses resembles a butterfly with wings of skin, limbs of bone, and a head formed of several different skulls. The dark magic that formed this abomination swirls around it hungrily. \n'b' Bound by Necromancy . Flutterfleshes are created in terrible necromantic rituals. Cultists gather in the name of a dark god, powerful lich, or crazed madman, and forever bind themselves body and soul into a single evil being. Flutterfleshes take recently severed limbs and fuse these new pieces to themselves in accordance with some unknowable aesthetic. \n'b' Dilemma of Flesh . The most horrifying thing about a flutterflesh, however, is its devious nature. A flutterflesh offers its prey the choice to either die or lose a limb. If it accepts the limb, the flutterflesh then leaves the victim alone. One can always tell where a flutterflesh resides because so many of the locals are missing appendages.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fly, Giant \n'b' Medium beast , unaligned \n'b' Armor Class 13 Hit Points 22 (3d8 + 9) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 16 (+3) INT: 2 (-4) WIS: 7 (-2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Keen Smell . The giant fly has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) piercing damage. If the target is a creature it must succeed on a DC 13 Constitution saving throw or be diseased until the condition is cured. While the creature is diseased it is poisoned .. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b' About \n'b' Bristling with coarse hairs, this enormous fly\xe2\x80\x99s legs twitch just before it launches into the air on buzzing wings. This human-sized insect has large, red, globular eyes, a body covered in hairy bristles, and two rapidly vibrating translucent wings. \n'b' Giant flies are larger relatives of normal flies. Like their lesser cousins, they are most often found in areas of garbage, litter, and refuse. A giant fly resembles a normal fly and can grow to a length of 12 feet, though most average about 6 feet long. \n'b' Giant flies attack by biting their opponents.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chuul Tyrant \n'b' Family: Chuul \n'b' Huge aberration (brutal), any neutral or unaligned \n'b' Armor Class 18 (natural armor) Hit Points 126 (12d12 + 48); Wound Threshold 32 Speed 40 ft., swim 30 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 18 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +7, Wis +4 Skills Athletics +9, Perception * +7 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 17 Languages Deep Speech Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The chuul tyrant can breathe air and water. \n'b' Carnage . When the chuul tyrant scores a critical hit, all hostile creatures within 30 feet must make a DC 14 Wisdom saving throw, becoming frightened until the end of their next turn on a failed save. \n'b' Sense Magic . The chuul tyrant senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn\xe2\x80\x99t itself magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chuul tyrant makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. \n'b' Pincer . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Huge or smaller creature and the chuul tyrant doesn\xe2\x80\x99t have two other creatures grappled . \n'b' Tentacles . One creature grappled by the chuul tyrant must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed . 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' Command (Recharges after a Short or Long Rest) . For 1 minute, the chuul tyrant can utter a special instruction or warning when a nonhostile creature it can see within 30 feet makes an attack roll or saving throw. The creature can then aDD a d4 to the result of its roll, as long as it can hear and understand the chuul tyrant. A single creature cannot benefit from more than one command die at a time. The effects end if the chuul tyrant is incapacitated . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Attack Order . The chuul tyrant chooses a chuul within 30 feet, which makes a pincer attack against a target in range. \n'b' Movement Order . The chuul tyrant chooses a chuul within 30 feet, which moves up to its speed without provoking attacks of opportunity. \n'b'\n'b' ABOUT \n'b' These particularly large chuul are easily identified, having brightly colored carapaces bristling with sharp protrusions. They lead their kin in battle with brutal efficiency, diving into the thick of the fray while brilliantly coordinating the actions of the other chuuls, even in the midst of the bloody slaughter they crave.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Abyssal Harvester \n'b' Gargantuan aberration , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 370 (20d20 + 160) Speed 20 ft.\n'b' STATS STR: 27 (+8) DEX: 10 (+0) CON: 26 (+8) INT: 10 (+0) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +9 Damage Resistances acid, cold, fire Damage Immunities poison Condition Immunities poisoned , prone Senses darkvision 120 ft., passive Perception 19 Languages Abyssal Challenge 20 (25,000 XP) \n'b' Special Traits \n'b' Far Reaching (3/day) . An Abyssal harvester can remain on its Abyssal plane and inject up to four of its tentacles across the dimensions and into the Ethereal Plane, Astral Plane, material planes, or Nine Hells. All of its tentacles must be injected into the same plane, and all appear within the same 20-foot square. While using this ability, it uses sensory organs on its tentacles to see, hear, smell, and feel its surroundings. It can attack normally while using this ability, but it cannot move from its current location. It can withdraw its tentacles as an action and reinject them into the same plane (or a different plane) on its next turn. The dismissal effect of a dispel evil or good spell causes an Abyssal harvester to withdraw a single tentacle if it fails its Charisma saving throw. It cannot reinject that same tentacle into the same plane for one day. A banishment spell forces an Abyssal harvester to withdraw all of its tentacles if it fails its Wisdom saving throw. It cannot reinject any tentacles that were banished into the same plane for one day. \n'b' Harvest . A target that has been grappled for 4 consecutive rounds must succeed on a DC 18 Wisdom saving throw or be drawn through an invisible planar gate (created around the Abyssal harvester\xe2\x80\x99s tentacles) into the same plane where the Abyssal harvester currently resides. An opponent drawn into the same plane with the harvester is still grappled upon arrival. This ability can only be used when the Abyssal harvester is on its Abyssal Plane and injects its tentacles into the Ethereal Plane, Astral Plane, a material plane, or the Nine Hells. \n'b' Innate Spellcasting . The Abyssal harvester\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : plane shift (functions in Astral Plane, the Abyss, the Nine Hells, or the Material Plane only) \n'b'\n'b' Keen Hearing and Smell . The Abyssal harvester has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Magic Weapons . The Abyssal harvester\xe2\x80\x99s attacks are magical. \n'b' Tentacles . An Abyssal harvester has 4 tentacles, each of which is 20 feet long, has an AC of 20, 30 hit points , resistance to acid, cold, and fire damage, immunity to poison and psychic damage, and the same senses as the Abyssal harvester. A severed tentacle deals no damage to the Abyssal harvester. A tentacle cannot be broken by mere feats of strengths. A tentacle regrows in 1 week. \n'b' Actions \n'b' Multiattack . The Abyssal harvester makes four tentacle attacks. \n'b' Tentacles . The Abyssal harvester makes an attack with its tentacles using one of the following options:\n'b'\n'b' Debilitating Slam . Melee Weapon Attack : +14 to hit, reach 20 ft., one target. Hit : 29 (6d6 + 8) bludgeoning damage and the target\xe2\x80\x99s maximum hit points are reduced by an equal amount. The target dies if this reduces its maximum hit points to 0. Otherwise, the reduction lasts until the target finishes a long rest . \n'b' Grapple . Melee Weapon Attack : +14 to hit, reach 20 ft., one target. Hit : 29 (6d6 + 8) bludgeoning damage and the target is grappled (escape DC 22). A grappled creature is restrained . An Abyssal harvester can grapple one creature of Huge size or smaller for each tentacle it has remaining. \n'b' Constrict . Each creature the Abyssal harvester has grappled takes 22 (4d6 + 8) bludgeoning damage at the start of the harvester\xe2\x80\x99s turn. \n'b'\n'b' About \n'b' This creature looks like a puffy and bloated human-sized whitish-yellow maggot with purplish veins pulsating under its ?eshy form. A vaguely humanoid head sits atop its body, and its facial features are twisted and distraught as if the creature was in a constant state of pain. A pair of large, downward-curving horns juts from its head, just above its sunken eyes. Its mouth is lined with filthy and sharpened fangs. \n'b' Abyssal larvae are believed to be the final form of an evil soul deemed too weak to become a demon or even the servant of a demon. Another theory suggests that the larvae are the imprisoned forms of slain demon princes and lords. Whatever their true origin, Abyssal larvae are plentiful throughout the Abyssal planes and are some of the most disgusting and loathsome creatures encountered there. \n'b' These creatures feed on anything they can consume, be it rotting carcasses, freshly slain creatures, and even waste. Consumables are first liquefied through a process requiring the Abyssal larva to regurgitate stomach acids onto its meal. As the food breaks down, the larva slurps it up and consumes it. \n'b' While loathed by the more civilized, some demons such as dretches and babaus savor the juicy flesh of these creatures and often engage in hunting expeditions across the Abyss, killing and devouring as many as they can find. \n'b' Acting as if almost mindless, Abyssal larvae attack any living creature they encounter. They have no real tactics other than swarming a foe and biting relentlessly. These creatures fight until destroyed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sugar Glider \n'b' Family: Animal \n'b' Tiny beast , unaligned \n'b' Armor Class 10 \n'b' Hit Points 1 (1d4-1) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 2 (-4) DEX: 14 (+2) CON: 7 (-2) INT: 2 (-4) 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 \n'b' Senses darkvision 30 ft., passive Perception 15 \n'b' Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Glide . The sugar glider slowly descends as it falls; it descends 5 feet for every 5 feet it moves horizontally. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flying Clione \n'b' Tiny aberration (brute), unaligned \n'b' Armor Class 14 Hit Points 10 (4d4) Speed 10 ft., swim 40 ft., fly 40 ft.\n'b' STATS STR: 4 (-3) DEX: 18 (+4) CON: 11 (+0) INT: 4 (-3) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened Senses blindsight 60 ft., passive Perception 10 Languages understands simple words in Deep Speech but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The flying clione can breathe air and water. \n'b' Screech . When a creature moves within 10 feet of the flying clione for the first time on a turn or starts its turn there, it must make a DC 10 Constitution saving throw or be deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns and end the effect on a successful save. \n'b' Aerial Grace . The flying clione does not provoke attacks of opportunity when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Swarm Agility . The flying clione can occupy the same space as another creature and vice versa. \n'b'\n'b' ACTIONS \n'b'\n'b' Blood Drain . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 5 piercing damage, and the clione attaches to the target. While attached, the clione doesn\xe2\x80\x99t attack . Instead, at the start of each of the flying clione\xe2\x80\x99s turns, the target loses 5 hit points due to blood loss. The flying clione can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points or the target dies. Any creature, including the target, can use its action to detach the clione. \n'b'\n'b' ABOUT \n'b' The flying clione is an aberration that defies scholars\xe2\x80\x99 attempts to describe it. It\xe2\x80\x99s small and appears to swim through the air. It\xe2\x80\x99s translucent and bioluminescent with shades of yellow, orange, and blue. An oblong body ends in an eyeless head that has a mouth and graceful tentacles reminiscent of an animated flower\xe2\x80\x99s corolla. \n'b' An elegant, agile, and dangerous predator of small prey, it behaves very violently, often with no regard to its own survival when swarming. This property is readily used by greater aberrations that turn the clione into a fearsome weapon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flying Cliones \n'b' Tiny aberration (brute), unaligned \n'b' Armor Class 14 Hit Points 10 (4d4); Wound Threshold 4 Speed 10 ft., swim 40 ft., fly 40 ft.\n'b' STATS STR: 4 (-3) DEX: 18 (+4) CON: 11 (+0) INT: 4 (-3) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened Senses blindsight 60 ft., passive Perception 10 Languages understands simple words in Deep Speech but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The flying clione can breathe air and water. \n'b' Screech . When a creature moves within 10 feet of the flying clione for the first time on a turn or starts its turn there, it must make a DC 10 Constitution saving throw or be deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns and end the effect on a successful save. \n'b' Aerial Grace . The flying clione does not provoke attacks of opportunity when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Swarm Agility . The flying clione can occupy the same space as another creature and vice versa. \n'b'\n'b' ACTIONS \n'b'\n'b' Blood Drain . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 5 piercing damage, and the clione attaches to the target. While attached, the clione doesn\xe2\x80\x99t attack . Instead, at the start of each of the flying clione\xe2\x80\x99s turns, the target loses 5 hit points due to blood loss. The flying clione can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points or the target dies. Any creature, including the target, can use its action to detach the clione. \n'b'\n'b' ABOUT \n'b' The flying clione is an aberration that defies scholars\xe2\x80\x99 attempts to describe it. \n'b' It\xe2\x80\x99s small and appears to swim through the air, preferring the acid mists typical of Blackwater. It\xe2\x80\x99s translucent and bioluminescent with shades of yellow, orange, and blue. An oblong body ends in an eyeless head that has a mouth and graceful tentacles reminiscent of an animated flower\xe2\x80\x99s corolla. \n'b' An elegant, agile, and dangerous predator of small prey, it behaves very violently, often with no regard to its own survival when swarming. This property is readily used by greater aberrations that turn the clione into a fearsome weapon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flying Dagger \n'b' Tiny construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 17 (7d4) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 11 (+0) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Antimagic Susceptibility . The flying dagger is incapacitated while in an area of antimagic, such as an antimagic field . If targeted by a dispel magic spell, the dagger must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC, or fall unconscious for 1 minute. \n'b' False Appearance . While the flying dagger remains motionless, it is indistinguishable from a normal dagger of its kind. \n'b' Actions \n'b' Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flying Fish \n'b' Tiny beast , unaligned \n'b' Armor Class 13 \n'b' Hit Points 1 (1d4 \xe2\x80\x93 1) \n'b' Speed 10 ft., climb 30 ft., swim 40 ft.\n'b' STATS STR: 2 (-4) DEX: 16 (+3) CON: 9 (-1) INT: 1 (-5) WIS: 7 (-2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 \n'b' Senses darkvision 60 ft., passive Perception 8 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The flying fish can breathe air and water. \n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b' Glide . When the flying fish falls and is not incapacitated , it can subtract up to 30 feet from its fall when calculating fall damage and can move horizontally 2 feet for every 1 foot it falls. \n'b' Spider Climb . The flying fish can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Standing Leap . The flying fish\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'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This small fish has transparent wings where most fish would have gills. Their claws, somewhat like a crab\xe2\x80\x99s, make it possible for them to perch jauntily on outcroppings. \n'b' These strange little fish can swim and dive as well as fly . \n'b' Found primarily in the rare sea forests that crop up occasionally in the Nonestic Ocean of Faerie, flying fish have retractable claws they use to hold fast and, if need be, nip attackers who get too close. They live in the trees but are adaptable to any outcroppings near the shore. \n'b' Fight or Flight . Flying fish developed their pincers and flight as a response to predators. They are amphibious, capable of traveling significant distances after launching themselves out of the water. Their ability to cling to larger objects is one way they get around, hitching a ride on ships or whales until danger passes, and then releasing themselves back into the ocean. In this manner flying fish quickly propagate to every island and even on river shores. \n'b' Fast Food . Flying fish fill an important ecological niche in any land masses near the shore. They provide sustenance to land-dwelling beings who can\xe2\x80\x99t survive in the ocean, as they deliver potential meals inland. They are also aggravating pests; more than one ship is infested with flying fish, who cling fast to the rigging and hull. Unfortunately, flying fish aren\xe2\x80\x99t particularly tasty but are edible in a pinch.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flying Halberd \n'b' Medium construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 22 (5d8) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 11 (+0) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Antimagic Susceptibility . The flying halberd is incapacitated while in an area of antimagic, such as an antimagic field . If targeted by a dispel magic spell, the weapon must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC, or fall unconscious for 1 minute. \n'b' False Appearance . While the flying halberd remains motionless, it is indistinguishable from a normal halberd of its kind. \n'b' Actions \n'b' Halberd . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 7 (1d10 + 2) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flying Polyp \n'b' A towering column of flesh, eyes, tentacles, and mouths wriggles in the air. Wild winds whip about the creature in all directions. \n'b' Huge aberration , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 171 (18d12 + 54) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 17 (+3) INT: 22 (+6) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Wisdom +6 Skills Arcana +10, History +10, Perception +6 Damage Vulnerabilities lightning Damage Resistances acid, cold, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities prone Senses blindsight 60 ft., passive Perception 16 Languages Deep Speech, telepathy 120 ft. Challenge 11 (7,200 XP) \n'b' Special Traits \n'b'\n'b' Aura of Wind . A creature that starts its turn within 15 feet of the polyp must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away from the polyp. \n'b' Incorporeal Movement . The polyp 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' Magic Resistance . The polyp has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The polyp\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 18). The polyp can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : invisibility (self only) \n'b' 3/day : wind walk \n'b' 1/day : control weather \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The polyp makes two melee attacks . \n'b' Tentacle . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 15 (3d6 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and is not affected by the flying polyp\xe2\x80\x99s Aura of Wind. The flying polyp can grapple up to two creatures at one time. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target grappled by the polyp. Hit : 18 (3d8 + 5) piercing damage. \n'b' Cyclone (Recharge 5-6) . Each creature within 30 feet of the polyp must make a DC 17 Strength saving throw. On a failure, a creature takes 27 (5d10) bludgeoning damage and is knocked prone . On a success, a creature takes half the damage but isn\xe2\x80\x99t knocked prone . \n'b' Etherealness . The flying polyp magically enters the Ethereal Plane from the Material Plane, or vice versa. \n'b'\n'b' Reactions \n'b'\n'b' Fist of Wind . When a creature the flying polyp can see targets it with an attack , the flying polyp can unleash a line of strong wind 60 feet long and 10 feet wide in the direction of the attacker. The wind lasts until the start of the flying polyp\xe2\x80\x99s next turn. Each creature in the wind when it appears or that starts its turn in the wind must succeed on a DC 17 Strength saving throw or be pushed 15 feet away from the flying polyp in a direction following the line. Any creature in the line treats all movement as difficult terrain . \n'b'\n'b' About \n'b' Flying polyps are ancient, wind-controlling aberrations that once dominated the Material Plane. They plot to take back what they believe is their rightful home. \n'b' Former Rulers . Flying polyps once ruled from cities of towers. Other creatures bowed to them until dragons appeared and refused to serve. A blood-soaked conflict ended with dragons victorious. They bound the few surviving polyps in the Ethereal Plane. \n'b' Exist in Two Worlds . After centuries in exile, the polyps uncovered a ritual that allowed them to exist in the Material Plane while still being bound to the Ethereal Plane. This ancient secret allows them to manipulate objects in the Material Plane as they please, but the use of this magic makes them vulnerable to lightning. \n'b' Masters of Weather and Distance . Flying polyps sometimes destroy crops, flood rivers, or call storms down on those who trouble their remote peaks and strongholds.\xc2\xa0Invisible and capable of covering vast distances in little time, they maintain a web of malign alliances from arctic regions to tropical peaks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flying Polyp \n'b' Huge aberration (mythos), chaotic evil \n'b'\n'b' Armor Class 19 (deflecting winds) Hit Points 288 (16d12 + 96) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 23 (+6) INT: 18 (+4) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +11, Wis +6, Cha +8 Skills Perception +6 Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, cold, thunder Damage Vulnerabilities lightning Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, restrained Senses darkvision 60 ft., passive Perception 16 Languages Aklo Challenge 16 (15,000 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The flying polyp\xc3\xaf\xc2\xbf\xc2\xbds innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : eldritch blast (3 beams, +3 bonus to each damage roll), gust of wind, wind walk \n'b' 3/day : wind wall \n'b' 1/day : control weather (also see the Tornado action) \n'b'\n'b' Legendary Resistance (3/Day) . If the flying polyp fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . A flying polyp\xc3\xaf\xc2\xbf\xc2\xbds weapon attacks are magical. \n'b' Aerial Evasion . While airborne, if the flying polyp is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the flying polyp instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Gusting Wound . When a creature within 5 feet of the flying polyp damages it with a piercing or slashing attack, the attacking creature is struck by an explosive gust of air issuing from the flying polyp\xc3\xaf\xc2\xbf\xc2\xbds wound. The attacking creatures takes 14 (4d6) points of bludgeoning damage and is knocked prone. \n'b' Numbing Winds . Any creature that takes damage from a flying polyp\xc3\xaf\xc2\xbf\xc2\xbds wind blast or gusting wound attack has disadvantage on attack rolls and -10 feet to movement until the end of the target\xc3\xaf\xc2\xbf\xc2\xbds next turn. \n'b' Otherworldly Reflexes . Whenever a flying polyp must make a Dexterity saving throw, it rolls three dice and keeps the highest roll. \n'b' Partial Invisibility . A flying polyp\xe2\x80\x99s body constantly flickers and shifts, passing from visibility to invisibility in a seemingly random pattern and often not wholly at once, leaving the creature\xe2\x80\x99s body in what appear to be multiple sections. This ability, combined with the flying polyp\xe2\x80\x99s amorphous, elastic form, makes it difficult to target the creature, imposing a -1d4 on attack rolls against it. By concentrating (as concentrating on a spell), a flying polyp can become fully invisible. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The flying polyp makes four tentacle attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn. The target is also grappled (Escape DC 19). \n'b' Wind Blast (Recharge 5-6) . A mythic flying polyp can create a powerful blast of wind at a range of up to 240 feet. This blast of wind creates a sudden explosion of flesh-scouring wind in a 30-foot-radius sphere. All creatures within this area take 59 (17d6) points of bludgeoning damage, with a successful DC 16 Dexterity saving throw halving the damage. These winds automatically extinguish torches and small fires and can check or blow away creatures as if they were tornado-strength winds. Additionally, when a corporeal creature reduced to less than 0 hit points from a flying polyp\xe2\x80\x99s wind blast attack, the flying polyp can expend 1 use of its legendary actions as a reaction to reduce the creature\xc3\xaf\xc2\xbf\xc2\xbds body to a fine red mist if the target fails a DC 16 Constitution saving throw. \n'b' Tornado . When a flying polyp uses its control weather spell it may also summon a chaotic evil air elemental as a bonus action which remains for 7 minutes and obeys the flying polyp. \n'b'\n'b' Reactions \n'b'\n'b' Breath-Stealer . When a creature within 20 feet of the flying polyp fails a saving throw, the flying polyp gains 10 temporary hit points. \n'b'\n'b' Legendary Actions \n'b' The flying polyp 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\xc3\xaf\xc2\xbf\xc2\xbds turn. The flying polyp regains spent legendary actions at the start of its turn. \n'b'\n'b' Spell . The flying polyp casts one spell. \n'b' Slamming . The flying polyp makes one slam attack. \n'b' Sucking Wind . This attack allows the flying polyp to send an eerie wind out to slow and eventually stop a creature\xc3\xaf\xc2\xbf\xc2\xbds escape. The wind itself isn\xe2\x80\x99t particularly strong, but it creates a peculiar sucking sensation as if it were attempting to pull creatures back toward the flying polyp. The flying polyp must concentrate each round to maintain the effect (as if concentrating on a spell). The sucking wind manifests as a 100-foot-radius sphere, with the flying polyp at the center. Each round the polyp maintains concentration, the sucking wind\xc3\xaf\xc2\xbf\xc2\xbds radius increases by 100 feet, to a maximum radius of a mile. A flying polyp can detect creatures within this area via tremorsense. As a free action, it can increase the effects of the sucking wind on up to five different creatures within the area at one time. Each targeted creature must succeed at a DC 16 Strength save each round it remains in the area of the sucking wind or it is slowed until it leaves the area losing 10 feet of movement. A creature already under the effects of any slowing effect (such as from this sucking wind or a slow spell) that fails this save is restrained and held in place for 1 round \xe2\x80\x93 it is not helpless but cannot move via any means. Freedom of movement protects against the effects of the sucking wind, and control winds negates its effects in the area of effect of the control winds spell. Natural windstorms or other powerful winds have no effect on a sucking wind. A flying polyp can maintain concentration on the effect for up to an hour (as if concentrating on a spell). \n'b'\n'b' About \n'b' A flying polyp is a nauseating mass of flesh, eyes, tentacles, and mouths surrounded by a vortex of sucking wind. A typical flying polyp measures 30 feet in length but is unusually light for its size, weighing no more than 2,000 pounds. These creatures seem to have no maximum lifespan, but their violent, warlike nature ensures that death eventually occurs\xc3\xaf\xc2\xbf\xc2\xbdeven if it takes eons for the polyp to encounter something capable of defeating it. \n'b' Unstable Substance . A flying polyp is a physical being, but one composed of material strangely unlike the flesh that garbs most living creatures. While the stuff that makes up the exterior of a flying polyp\xc3\xaf\xc2\xbf\xc2\xbds body might seem similar to ordinary flesh, it often behaves in ways that should be impossible. The material seems to fade in and out of visibility, almost at random, at points becoming transparent enough that the nauseating inner workings of the thing\xc3\xaf\xc2\xbf\xc2\xbds body are laid bare. Although the polyp feels moist and damp to the touch, what might serve as blood in other creatures behaves more like strange vortices of wind within a flying polyp\xc3\xaf\xc2\xbf\xc2\xbds body. When wounded, its damaged flesh does not bleed so much as whistle and gust. \n'b' Eldritch Architects . Although flying polyps display some of the features of other sentient races, particularly in their habit of building cities (although these towering settlements usually incorporate architectural features that most other races find awkward and unsettling), in other areas they seem strangely primitive or uninterested. They are as aberrant in mind and philosophy as they are in physical form. For example, they seem to have neither a name for their own race, nor a language to call their own. Their cities, while bewildering in their vast scale, seem to serve little purpose other than to unnerve, for flying polyps do not engage in trade or politics or other social constructs. They are relentless in the pursuit of war and genocide, however, using their powers to drag armies across continents (and in some cases even to other planets) and annihilate all who oppose them. Even if defeated and sealed away, they seethe in immortal hatred awaiting release to seek revenge.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flying Polyp \n'b' Huge aberration , chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 202 (15d12+105) Speed 30 ft., fly 60 ft. (hover)\n'b' STATS STR: 28 (+9) DEX: 15 (+2) CON: 24 (+7) INT: 19 (+4) WIS: 20 (+5) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wisdom +10 Skills Arcana +14, History +9, Nature +14, Perception +14, Stealth +7 Damage Immunities acid, cold, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Vulnerabilities lightning Senses blindsight 30 ft., darkvision 60 ft, passive Perception 24 Languages Deep Speech Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The flying polyp can move through a space as narrow as 1 inch wide without squeezing. \n'b' Deflecting Winds . The flying polyp has an aura of wind. Ranged attacks against the flying polyp have disadvantage if they are made with arrows, bolts, and other ordinary projectiles. This effect is considered a strong wind and can disperse gaseous effects. \n'b' Magic Resistance . The flying polyp has advantage on saving throws against spells and other magical effects. \n'b' Partial Invisibility . The flying polyp moves in and out of visibility outside of its own control. The flying polyp can use its bonus action to concentrate and become either fully visible or fully invisible , but it cannot maintain this invisibility if it makes an attack or casts a spell. \n'b' Sucking Wind . The flying polyp can use its action to create a wind vortex as an aura out to 100 feet in every direction. The flying polyp must concentrate on this effect as if it were a spell. While the flying polyp concentrates on this effect, the space within this area is difficult terrain . A creature that ends its turn in this area must make a DC 16 Constitution saving throw. On a failure, it moves 10 feet closer to the flying polyp, unless it is already adjacent. If a creature fails by 5 or more, it also restrained after it involuntarily moves, and remains so until the end of its next turn. The control winds spell can be used to negate this ability as an action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The flying polyp uses its Frightful Presence. It then makes four tentacle attacks. \n'b' Frightful Presence . Each creature of the flying polyp\xe2\x80\x99s choice that is within 120 feet of the flying polyp and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the savin 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 flying polyp\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Tentacle . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained . The flying polyp has eight tentacles, each of which can grapple one target. \n'b' Wind blast (Recharge 5-6) . The flying polyp creates a powerful blast of wind within a 120 ft. range, in a 30 ft. radius sphere. Creatures in this each creature in that area must make a DC 18 Dexterity saving throw, taking 52 (15d6) bludgeoning damage on a failure, or half as much on a success. If a Large sized or smaller creature fails this saving throw by 5 or more, they are blown 15 away in a random direction.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Carbunclo \n'b' Tiny monstrosity , unaligned \n'b' Armor Class 12 Hit Points 21 (6d4 + 6) Speed 20 ft.\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 12 (+1) INT: 7 (-2) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5, Survival +3 Damage Resistances slashing Damage Immunities acid Condition Immunities blinded , deafened , exhaustion Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Empath . Carbunclos possess a crude form of telepathy, allowing them to detect thinking creatures within 60 feet. This grants the carbunclo advantage on Dexterity ( Stealth ) checks made to hide from creatures it has detected. Creatures other than constructs, plants, and undead cannot succeed on a Dexterity ( Stealth ) check made to sneak up on a carbunclo. \n'b' Innate Spellcasting . The carbunclo\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 11). The carbunclo can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : feign death, levitate (self only) \n'b' 1/day each : fear \n'b'\n'b' Spell Vulnerability . A carbunclo is affected by spells that normally only affect beasts. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Never have legend and misinformation met upon a more inauspicious brow than that of the lowly carbunclo. They appear to be little more than ungainly reptiles but are set apart by their strange magical abilities and the fist-sized gemstone horn jutting from above their bulging eyes. Although tales differ regarding the type and value of the stone, many claim it is a ruby or garnet. In truth, however, a carbunclo\xe2\x80\x99s gem is merely a highly reflective growth, not unlike a fingernail. \n'b' Cowardly but practical creatures, carbuncles make their dens wherever they might live comfortably and with little threat from predators and hunters. This typically means near groves of fruit trees deep within ancient forests, amid berry briars in stagnant marshlands, or near falls thick with water bugs. Wherever a carbuncle can eat its fill and hide from both real and imagined dangers, these nervous creatures are satisfied. Such tendencies contribute to the species\xe2\x80\x99 rarity, as they have little reason or desire to ramble. Thus, only those who wander the most secluded paths of the world-and even then only those with sharp eyes-ever stumble across carbuncles. \n'b' Most carbuncles regard others of their kind with indifference. A safe and comfortable glen far from scary creatures might hold up to a half dozen carbuncles, but as soon as the group proves too large for the sanctuary to support, the youngest slink off in search of new homes. Carbuncles-even those living in close proximity-have little to do with others of their kind. While certainly intelligent enough to form relationships and societies, most carbuncles would rather spend their days pilfering honeysuckle, floating in cool springs, or reclining amid shadowy tree branches. Some carbuncle groups have even been known to die out, as none of the members can be bothered to mate. Yet should a group be threatened, they can prove quite clever in distracting enemies from others of their kind. A frequent tactic involves using their empathic abilities to create pleasing smells and sensations to coax dangerous trespassers into the path of other threats while the wily carbuncle quietly slips away.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chuul Tyrant \n'b' Family: Chuul \n'b' Huge aberration (brutal), any neutral alignment or unaligned \n'b' Armor Class 18 (natural armor) Hit Points 126 (12d12 + 48); Wound Threshold 32 Speed 40 ft., swim 30 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 18 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +7, Wis +4 Skills Athletics +9, Perception * +7 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 17 Languages Deep Speech Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The chuul tyrant can breathe air and water. \n'b' Carnage . When the chuul tyrant scores a critical hit, all hostile creatures within 30 feet must make a DC 13 Wisdom saving throw, becoming frightened until the end of their next turn on a failed save. \n'b' Sense Magic . The chuul tyrant senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn\xe2\x80\x99t itself magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chuul tyrant makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. \n'b' Pincer . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Huge or smaller creature and the chuul tyrant doesn\xe2\x80\x99t have two other creatures grappled . \n'b' Tentacles . One creature grappled by the chuul tyrant must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed . 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' Command (Recharges after a Short or Long Rest) . For 1 minute, the chuul tyrant can utter a special instruction or warning when a nonhostile creature it can see within 30 feet makes an attack roll or saving throw. The creature can then add a d4 to the result of its roll, as long as it can hear and understand the chuul tyrant. A single creature cannot benefit from more than one command die at a time. The effects end if the chuul tyrant is incapacitated . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Attack Order . The chuul tyrant chooses a chuul within 30 feet, which makes a pincer attack against a target in range. \n'b' Movement Order . The chuul tyrant chooses a chuul within 30 feet, which moves up to its speed without provoking attacks of opportunity. \n'b'\n'b' ABOUT \n'b' These particularly large chuul are easily identified, having brightly colored carapaces bristling with sharp protrusions. They lead their kin in battle with brutal efficiency, diving into the thick of the fray while brilliantly coordinating the actions of the other chuuls, even in the midst of the bloody slaughter they crave.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flying Skull \n'b' Tiny undead , chaotic evil \n'b' Armor Class 13 Hit Points 30 (12d4) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 5 (-3) DEX: 16 (+3) CON: 10 (+0) INT: 7 (-2) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +3 Skills Perception +5, Stealth +5 Damage Immunities fire, poison Condition Immunities poisoned , prone Senses darkvision 60 ft., passive Perception 15 Languages the languages it knew in life Challenge 2 (450 XP) \n'b' Special Traits \n'b' Master\xe2\x80\x99s Spy . Flying skulls are often created by spellcasters for use as spies or guardians. The flying skull\xe2\x80\x99s creator can communicate with the skull telepathically and can use an action to see through the skull\xe2\x80\x99s eyes and hear what it hears until the start of the creator\xe2\x80\x99s next turn, gaining the benefits of the skull\xe2\x80\x99s darkvision . During this time, the creator is deaf and blind with regard to its own senses. The creator can sense through the flying skull in this way only if the two are on the same plane of existence. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Spark Shower (recharge 5-6) . The flying skull exhales searing sparks in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Flying Snake \n'b' Tiny beast , unaligned \n'b' Armor Class 14 \n'b' Hit Points 5 (2d4) \n'b' Speed 30 ft., climb 10 ft., fly 60 ft.\n'b' STATS STR: 4 (-3) DEX: 18 (+4) CON: 11 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 10 ft., passive Perception 11 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The snake doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b' Standing Leap . The flying snake\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'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 1 piercing damage plus 7 (3d4) poison damage. If the poison 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'\n'b' ABOUT \n'b' This flying snake species reaches up to three feet in length. Its body is brown, but covered in rich red scales. \n'b' Clusters of red, orange, and yellow-colored scales in the shape of flower petals line the dorsal area from the base of the neck to the tail. It has feathered wings that match its coloration jutting from its back. \n'b' Flying snakes are native to Ozamaland, where they are tamed by the local communities as pets. Some hunters use them to assist in pursuing game, particularly small birds hiding in trees after they flush them out from the bushes. \n'b' Coconut Climbers . Flying snakes are arboreal and rarely descend from the high canopy of trees in the wild. They live in a variety of habitats, from the densest jungles to secondary forests and wizards\xe2\x80\x99 gardens. On islands, they have a notable preference for the tops of coconut palms. While best known for flying from tree to tree, they are also skillful climbers. \n'b' Vermin Hunters . Flying snakes hunts small prey, mainly tree-dwelling lizards, rodents, frogs, and birds. Their fangs are short, located in the back of their mouth, with the venom injected through grooves in their fangs. This mild venom incapacitates most small prey that they\xe2\x80\x99ve bitten and are well inside their mouths. They lay between six and eleven eggs, which look much like adults but with brighter colors upon hatching.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Turtle \n'b' Family: Animal \n'b' Tiny beast , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 3 (1d4+1) \n'b' Speed 15 ft.\n'b' STATS STR: 2 (-4) DEX: 2 (-4) CON: 12 (+1) INT: 2 (-4) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 \n'b' Challenge 0 (10 XP) \n'b' ACTIONS \n'b'\n'b' Shell . The turtle retracts its head and limbs inside its shell, gaining a +5 bonus to AC. It may emerge from its shell as a bonus action on its turn. \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'Flytrap, Giant \n'b' Huge plant , unaligned \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 160 (14d12+70) \n'b' Speed 10 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 20 (+5) INT: 1 (\xe2\x80\x935) WIS: 12 (+1) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid \n'b' Condition Immunities blinded , deafened , exhaustion , frightened \n'b' Senses tremorsense 60 ft., passive Perception 11 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 10 (5,900 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The giant flytrap makes four bite attacks (one for each mouth). \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 16 (2d10+5) piercing damage. The target is grappled (escape DC 16) and the giant flytrap uses its Engulf on it. A giant flytrap that is grappling a foe cannot attack other targets with that bite but is not otherwise hindered. \n'b' Engulf . The giant flytrap engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded , restrained , and unable to breathe, and it must succeed on a DC 16 Constitution saving throw at the start of each of the mound\xe2\x80\x99s turns or take 9 (1d8+5) bludgeoning damage and 7 (2d6) acid damage. If the giant flytrap moves, the engulfed target moves with it. The giant flytrap can have only one creature engulfed at a time per bite. \n'b'\n'b' ABOUT \n'b' This towering plant is a mass of vines and barbs. Several stalks are horribly mobile, each ending in a set of green, toothy jaws. Whereas the smaller flytraps supplement their growth by catching insects, the giant flytrap does the same with animals, humanoids, and anything else foolish enough to draw too near. A giant flytrap\xe2\x80\x99s stalks are 20 feet long, but generally sprawl relatively close to the central mass\xe2\x80\x94a set of full-grown flytrap jaws is 7 feet across. A giant flytrap weighs 9,000 pounds. \n'b' Killer Flytrap . Giant flytraps are more aggressive than their smaller brethren, able to lumber slowly along to relocate to better hunting grounds. Their prey is much smarter than insects, however, and some giant flytraps have evolved to be swifter, more intelligent hunters to compensate, cannily blending in with surrounding foliage. A killer flytrap\xe2\x80\x99s jaws and stalks are swift-moving\xe2\x80\x94it reaches out and snaps at passersby with lightning speed. With a modicum of intelligence, a killer flytrap is capable of limited tactical choices, such as knowing when to break off an attack against a powerful foe.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fogwarden \n'b' Medium aberration , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 27 (5d8 + 5) Speed fly 40 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Vulnerabilities radiant Damage Immunities cold, lightning, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Auran, Common Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Animate Dead . The electrical aura of the fogwarden can animate up to four dead creatures within 20 feet. The animated creatures resemble zombies and are under the control of the fogwarden. If the fogwarden is slain or moves more than 20 feet from a zombie , the animated creature collapses and cannot be animated again. The animated creatures use zombie statistics. \n'b' Electricity Discharge . A creature that touches the fogwarden or hits it with a melee attack while within 5 feet of it takes 14 (4d6) lightning damage. If the creature is wielding a metal weapon or wearing metal armor, it must succeed on a DC 14 Constitution saving throw or be stunned until the end of the fogwarden\xe2\x80\x99s next turn. \n'b' Gaseous Form . While in this form, the fogwarden\xe2\x80\x99s only method of movement is a flying speed of 10 feet. The Fogwarden can enter and occupy the space of another creature. The Fogwarden has resistance to nonmagical damage, is still hypersensitive to sunlight, and it has advantage on Strength , Dexterity , and Constitution saving throws. The Fogwarden can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid. The Fogwarden can\xe2\x80\x99t fall and remains hovering in the air even when stunned or otherwise incapacitated. \n'b' Innate Spellcasting . The fogwarden\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The fogwarden can innately cast animate dead at will requiring no material components. \n'b' Sunlight Hypersensitivity . The fogwarden takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b'\n'b' Actions \n'b'\n'b' Shock . Melee Spell Attack : +4 to hit, reach 5 ft., one creature. Hit : 9 (2d8) lightning damage. \n'b'\n'b' About \n'b' This creature resembles a humanoid formed of fog and mist. The only discernible facial feature is its icy blue eyes. \n'b' The fogwarden is sometimes called the ice apparition, for much like the standard apparition, the fogwarden feeds on the fear of its victims. The fogwarden, however, is not undead. A fogwarden is usually found inhabiting the coldest and most desolate areas of the world. The fog surrounding it flashes with its life force. These flashes are often mistaken for the will-o\xe2\x80\x99-wisp. \n'b' Fogwardens favor instilling fear and panic in their opponents to actual combat. In melee, the fogwarden attacks by launching a bolt of lightning at its foes. When a fogwarden is destroyed, it evaporates completely, leaving no trace of its existence.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Folk of Leng \n'b' Medium humanoid , neutral evil \n'b' Armor Class 14 (studded leather) Hit Points 68 (8d8 + 32) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 18 (+4) INT: 14 (+2) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Wis +5 Skills Arcana +4, Deception +8, Perception +5 Damage Resistances cold Damage Immunities necrotic Condition Immunities frightened Senses passive Perception 15 Languages all Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Ethereal Sight . The folk of Leng can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Leng Rejuvenation . If the folk of Leng dies on the Material Plane, it gains a new body in 1d10 days, regaining all its hp and becoming active again, unless it is killed with radiant damage wielded by a good-aligned creature or its remains are sprinkled with holy water within 24 hours of its death. The folk\xe2\x80\x99s new body appears in its family\xe2\x80\x99s crypt in Leng. \n'b' Mortal Void Traveler . The folk of Leng doesn\xe2\x80\x99t require air or ambient pressure. \n'b' Phrenic Weapons . The folk of Leng\xe2\x80\x99s weapon attacks are magical. When the folk hits with any weapon, the weapon deals an extra 3d6 psychic damage (included in the attack ). \n'b' Regeneration . The folk of Leng regains 2 hp at the start of its turn. If the folk of Leng takes fire or radiant damage, this trait doesn\xe2\x80\x99t function at the start of the folk\xe2\x80\x99s next turn. The folk of Leng dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage plus 10 (3d6) psychic damage. \n'b' Psychic Bolt . Ranged Spell Attack : +6 to hit, range 120 ft., one creature. Hit : 14 (3d6 + 4) psychic damage. \n'b' Hooked Spider Net . Ranged Weapon Attack : +4 to hit, range 10/30 ft., one target. Hit : 4 (1d4 + 2) piercing damage plus 10 (3d6) psychic damage, and the target is restrained . While restrained , the target takes 5 (1d10) poison damage at the start of each of its turns. Any creature, including the restrained target, can take an action to remove the net by succeeding on a DC 14 Strength check. If the check succeeds by 5 or more, the creature breaks the net instead, and the folk of Leng can\xe2\x80\x99t use the broken net again until it finishes a long rest. \n'b' Spellcasting . The folk of Leng casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):\n'b'\n'b'\n'b' At will : message , minor illusion \n'b' 3/day each : disguise self , suggestion \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Etherealness . The folk of Leng enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b'\n'b' ABOUT \n'b' This person has goatlike legs, small horns partially hidden beneath a hood, and a mouth full of rows of serrated teeth. Its clothes are a mixture of heavy leathers and bright silks. \n'b' Dimensional Merchants. The folk of Leng are interplanar merchants and avid slavers, trading silks, rubies, and the magicinfused stones of Leng for humanoid slaves. They sail between worlds in peculiar ships with split, lateen-rigged masts and rigging that howls like the damned in high winds. They are said to befriend Void dragons, heralds of darkness, and other servants of the Void. \n'b' A High Plateau . Leng is a forbidding plateau surrounded by hills and peaks. Its cities are places which some claim have fallen into ruin, and which others claim to have visited in living memory. \n'b' Love of Nets . When in combat, the folk of Leng use nets woven from silk taken from their enemies, the spiders of Leng.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forest Child \n'b' Small undead , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 209 (22d6 + 132) Speed 20 ft.\n'b' STATS STR: 13 (+1) DEX: 20 (+5) CON: 23 (+6) INT: 7 (-2) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Con +11 Damage Immunities poison Condition Immunities exhaustion , fright, poisoned , unconscious . \n'b' Resistances Bludgeoning, piercing and slashing damage from nonmagical attacks; necrotic damage. Senses darkvision 60 ft., passive Perception 13 Languages None, though it repeats a few phrases in any languages common to the region (see below). Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Boundless Hunger . The forest child can eat the flesh of sapient beings very quickly, without ever growing full. When eating, its mouth stretches impossibly wide to reveal a limitless void within. Whenever a forest child successfully deals damage with a bite, the target must make a DC 19 Constitution saving throw or take terrible harm to an appendage. Roll 1d4 to determine which limb is being eaten. It takes four bites to the same limb to consume it completely, though only two bites are required to fully disable the limb. Disabled limbs heal normally, but lost limbs can be restored only with regeneration. \n'b' Charm . Any sapient creature who hears the forest child\xe2\x80\x99s voice must succeed on a DC 19 Wisdom saving throw or be charmed by the forest child. The charmed target regards the forest child as a real child to be cared for and protected. Although the target isn\xe2\x80\x99t under the forest child\xe2\x80\x99s control, it interprets the forest child\xe2\x80\x99s requests or actions in irrationally favorable ways. The effect lasts 24 hours or until the forest child is destroyed, or is on a different plane of existence than the target, or if the ability is countered by a bard\xe2\x80\x99s countercharm or similar magical effects. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it (for any reason other than the 24-hour duration), the creature is immune to the forest child\xe2\x80\x99s Charm for the next 24 hours. \n'b' Forest Lullaby . Anyone who falls victim to a forest child\xe2\x80\x99s Charm ability must, in the next round, succeed on a DC 19 Intelligence saving throw or be caught in a kind of dreamy daze. An affected character hears lovely, tinkling music from nowhere, and feels comfortable and safe. The target can take no action and can no longer feel pain or register damage or danger while in this state. In any round in which the target takes damage, a new saving throw may be made to shake off the effects and act normally until the Forest Lullaby reasserts itself. Effective recharge 6, but rolled individually on each charmed creature\xe2\x80\x99s initiative . The overall Forest Lullaby continues until either the forest child is destroyed or a remove curse or dispel magic is cast upon the target. Creatures immune to the forest child\xe2\x80\x99s Charm, for any reason, are also immune to the Forest Lullaby. \n'b' Legendary Resistance (3/day) . If the forest child fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The forest child has advantage on saving throws against spells and other magical effects, unless they specifically target undead. \n'b' Regeneration . The forest child heals 3 hit points at the start of its turn. This ability doesn\xe2\x80\x99t function if it took damage from any magical ability that specifically targets undead since its previous turn. \n'b' Rise Again . After a forest child is defeated, the region in which it spawned remains vulnerable to the spawning of a new forest child within 1d6 moon cycles. This effect can be ended only by casting hallow on the spot where the forest child was destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 18 (2d12 +5) slashing damage, plus boundless hunger. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The forest child can take three 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 forest child regains spent legendary actions at the start of its turn. \n'b'\n'b' Skittering Advance . The forest child moves up to twice its movement, only to close distance with a single chosen target. This provokes opportunity attacks as normal. \n'b' Unsettling Touch . Smiling sweetly, the forest child touches one opponent, like a child\xe2\x80\x99s fond caress. The target must make a DC 19 Wisdom save or be frightened for one round. This ability works only once per opponent, and not at all on opponents who make their saves. \n'b' Chomp (costs 2 actions) . The forest child makes a bite attack on one target in range. If successful, it also uses its Boundless Hunger ability. \n'b' Disappear (costs 2 actions) . The forest child magically teleports up to 60 feet to a suitable hiding place, if any is in range, and immediately makes a Dexterity check to hide . \n'b'\n'b' ABOUT \n'b' Forest children are born as amalgams of the restless spirits of children who were murdered or who died of prolonged suffering. When such innocent, outraged souls go unavenged or are unable to pass on, they sometimes drift toward the heart of the nearest forest and merge into a forest child\xe2\x80\x99s unquenchable malice. Only in cases of nearby mass child tragedy do two or more forest children appear together, but when they do, they appear and behave as close siblings. \n'b' Forest children are not intelligent, and their hunger cannot be sated. They do speak, but only to repeat phrases such as \xe2\x80\x9cI\xe2\x80\x99m so hungry\xe2\x80\x9d and \xe2\x80\x9cPlease give me some food.\xe2\x80\x9d Ignoring all offers of actual food, a forest child seeks to eat any beings it encounters and does not distinguish between good or evil, kind or cruel. Forest children charm anyone they can and then eat their victims alive, all the while behaving as if they are sweet, innocent children. The only way to release the tormented souls is to destroy them, and until a forest child is destroyed, it never stops attempting to feed. That said, if a forest child is attacked, it retaliates savagely until either it or its attacker is slain.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forest Dragon, Adult \n'b' Huge dragon , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 262 (21d12+126) Speed 40 ft., burrow 20 ft., climb 30 ft., fly 100 ft.\n'b' STATS STR: 26 (+8) DEX: 10 (+0) CON: 22 (+6) INT: 16 (+3) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Str +15 Damage Immunities poison Condition Immunities poisoned Skills Perception +9, Stealth +6 Senses blindsight 60 ft., darkvision 60 ft., passive Perception 19 Languages Common, Draconic, Elven, Goblin, Sylvan Challenge 19 (22,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Animate Trees (1/Day) . The imperial forest dragon magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant , except they have Intelligence and Charisma scores of 1, they can\xe2\x80\x99t speak, and they have only the Slam action option. An animated tree acts as an ally of the imperial forest dragon. The tree remains animate for 1 day or until it dies; until the imperial forest dragon dies or is more than 120 feet from the tree; or until the imperial forest dragon takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. \n'b' Innate Spellcasting . The imperial forest dragon\xe2\x80\x99s spell casting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : obscuring mist, magic missile , speak with plants \n'b' 3/day each : fog cloud , hideous laughter , invisibility \n'b' 1/day each : charm monster, plant growth , lightning bolt \n'b'\n'b' Legendary Resistance (3/Day) . If the imperial forest dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The imperial forest dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +14 to hit, 1reach 5 ft., one target. Hit : 47 (6d12 + 8) piercing damage. \n'b' Claw . Melee Weapon Attack : +14 to hit, 1reach 5 ft., one target. Hit : 17 (2d8 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +14 to hit, 1reach 5 ft., one target. Hit : 26 (4d8 + 8) bludgeoning damage. \n'b' Frightful Presence . Each creature of the imperial forest dragon\xe2\x80\x99s choice that is within 120 feet of the imperial forest dragon and aware of it must succeed on a DC 19 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 imperial forest dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Poison Breath (Recharge 5-6) . The imperial forest dragon exhales a smog of poisonous breath in a 60-foot line that is 5 feet wide. Each creature in that line must succeed a DC 19 Constitution saving throw or take 13 (3d8) poison damage and become poisoned for 1 minute. \n'b' Splinter Breath (Recharge 5-6) . The imperial forest dragon exhales piercing splinters in a 60-foot cone. Each creature in that cone must make a DC 19 Dexterity saving throw, taking 31 (7d8) piercing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The imperial forest dragon 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 imperial forest dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The imperial forest dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The imperial forest dragon makes a tail attack . \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the imperial forest dragon takes a lair action to cause one of the following effects; The imperial forest dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' A imperial forest dragon can summon one creature that lives in the forest that is CR 2 or less to a space within 60 feet of it. This creature is loyal to the imperial forest dragon and will do anything to defend it. \n'b' The imperial forest dragon can cause vines to entangle one creature in its lair. The creature must succeed a DC 19 Dexterity saving throw or become restrained for 1 round. \n'b' The imperial forest dragon can cause a 10 foot radius area of dirt to grow full of plants and underbrush, making it difficult terrain . \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the imperial forest dragon\xe2\x80\x99s lair is shaped by the its natural power, which creates one or more of the following effects: \n'b'\n'b' Plants within 5 miles of the imperial forest dragon\xe2\x80\x99s lair grow at ten times their normal speed. \n'b' Previously normal creatures become venomous or poisonous, usually inflicting such wounds with their bites or claws. \n'b' All plant creatures within 1 mile of the imperial forest dragon\xe2\x80\x99s lair are drawn to it by some strange supernatural compulsion. \n'b'\n'b' ABOUT \n'b' Forest dragons are fickle and malevolent dragons that dwell in deep, rugged woodlands. Forest dragons stalk the earth to pursue objects of its wrath. These wingless creatures have jade scales and antlers, and sound like grinding stones as they stalk forth. \n'b' Dragons are an integral part of the mythology of Asia, though they are quite different from the winged dragons known in the Western mythology. Some are benevolent and others sinister, but while their appearance is different from Western dragons they are equally capable of the savage rapacity and legendary greed of their chromatic cousins and the stern and aloof devotion to goodness of their metallic kin. Like most monsters, imperial dragons have an assigned typical alignment, but they are highly individualistic and much more likely to have an alignment that varies from the typical than would be true for metallic or chromatic dragons. \n'b' Imperial dragons, sometimes termed dragons of the celestial host, in the \xe2\x80\x9cdragon empires\xe2\x80\x9d are serpentine agents of cosmic balance, though some of them are not above sowing chaos and discord for their own gain. Imperial dragons differ in appearance from the more commonly known chromatic and metallic dragons, possessing a long serpentine body. Most lack wings but can fly gracefully through supernatural means. \n'b' All imperial dragons have large antlers, some sweeping back in delicate curves and others thrust forward to gore their foes. \n'b' Like all dragons, imperial dragons can breathe potent torrents of elemental force, and many can cast spells and perform other supernatural feats. Additionally, all can magically transform themselves into a humanoid shape. \n'b' Imperial Entanglements . Imperial dragons are defenders of ancient lands and protectors of cosmic balance. They take a much more active role in humanoid societies than their metallic or chromatic kin, to such a degree that the kingdoms of in lands they are known sometimes refer to themselves as \xe2\x80\x9cdragon empires.\xe2\x80\x9d They are active in times of social upheaval, and may be sought out for their wisdom or aid. Imperial dragons are seen by humanoids as either benevolent guardians or vile threats depending on their type. Some imperial families trace their bloodlines to the semi-divine dragon-emperors of old or still rely on the counsel of living dragons or, in rare cases, ask a dragon to rule as their wise sovereign. \n'b' Mandate of Heaven . More so than any other dragons, imperial dragons are closely tied to the religious beliefs of their native lands. Imperial dragons are often associated with divinity, whether as guardians or emissaries of a god, as the representation of a god, or as a deity themselves. It is said that imperial dragons inhabited their lands in an Age of Dragons, long before other races arose there, and were charged by the gods to safeguard the land in anticipation of humanity\xe2\x80\x99s arrival. Some of the gods themselves may in fact be incredibly powerful dragons transcended into immortality, and each of the five species of imperial dragon is represented as a constellation. \n'b' Adult Dragons . The imperial dragons presented in this book are all adults. As agents of the highest deities, young dragons sometimes wander in mortal lands before they ascend, though many are kept safe in the realms of the divine until they reach maturity and complete their training. Older dragons may likewise \xe2\x80\x9cgraduate\xe2\x80\x9d from their status and join the celestial bureaucracy, while others roam freely to live as they wish. If you wish to extend the lifespans of imperial dragons into youth or old age like other true dragons, you can adjust their abilities up or down in a manner similar to other dragons with equivalent Challenge levels.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forest Emperor \n'b' Huge aberration , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 161 (14d12 + 70) Speed 30 ft., climb 30 ft., fly 60 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 21 (+5) INT: 12 (+1) WIS: 20 (+5) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +10 Skills Nature +6, Perception +10, Stealth +6 Damage Immunities acid, cold; bludgeoning from nonmagical attacks Senses darkvision 60 ft., passive Perception 20 Languages Common, Giant Challenge 15 (13,000 XP) \n'b' Special Traits \n'b'\n'b' Forest Camouflage . The forest emperor has advantage on Dexterity ( Stealth ) checks made to hide in forest terrain. \n'b' Keen Smell . The forest emperor has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Rattle . The forest emperor constantly rattles its tail when in combat. Each creature that starts its turn within 60 feet of the forest emperor and that can hear it must succeed on a DC 18 Wisdom saving throw or become frightened until the start of its next turn. A creature that succeeds on two saving throws is unaffected by the forest emperor\xe2\x80\x99s rattle for the next 24 hours. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The forest emperor makes two claw attacks and one tail attack . If both claws hit the same target, the target must succeed on a DC 18 Constitution saving throw or its hp maximum is reduced by 7 (2d6) and the forest emperor regains hp equal to this amount. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hp maximum to 0. \n'b' Acidic Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) slashing damage plus 7 (2d6) acid damage. \n'b' Tail . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 17 (2d10 + 6) bludgeoning damage. \n'b' Toxic Nectar Spray (Recharge 5-6) . The forest emperor sprays a 60-foot cone of acid from its flower-ringed eye pits. Creatures in the path of this cone must make a DC 18 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' The smell of freshly turned soil and bubbling sulfur accompanies this terrible monster, an amalgam of wood and flesh vaguely reminiscent of a giant centaur with bony wooden limbs. Vast draconic wings sprout from the creature\xe2\x80\x99s back, and it bears a serpentine tail ending in a cone-shaped rattle. \n'b' Born of Dragons . When a particularly hardy child of Yggdrasil comes across the still-fresh corpse of an adult or older dragon, it attempts to devour the dragon\xe2\x80\x99s heart and metamorphose into a larger and more vicious aberration known as a forest emperor. This process takes one week, and, while transforming, the child of Yggdrasil spins a thick green cocoon of acidic vines around itself. When the forest emperor finally emerges, it is close to starving and attacks and devours any creature that comes within reach of its terrible, gnarled limbs. \n'b' Continually Growing . Forest emperors never stop growing, and specimens of gargantuan size have been found residing in the most desolate and treacherous forests and mountains, often in the lairs of dragons they have consumed. Unusually powerful forest emperors have even made it as far as the tangled roots of the World Tree itself, spending their time communing with evil fey spirits and the terrible serpents said to twine about its boughs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forest Falcon \n'b' Medium beast , unaligned \n'b' Armor Class 13 Hit Points 13 (3d6 + 3) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 12 (+1) INT: 3 (-4) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +4 Skills Perception +4 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Falcon Dive . If the falcon is flying and dives at least 20 feet straight toward a target, it has advantage on the next attack roll it makes against that target before the end of its turn. If the attack hits, it deals an extra 2 (1d4) damage to the target. \n'b' Keen Sight . The falcon has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' A forest falcon is a large, swift raptor adapted to agile flight through dense canopy rather than bursts of speed in open air. It prefers a high perch, watching for movement from prey on the forest floor. The falcon strikes in a diving ambush and can even run down prey on foot.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alux \n'b' Large fey (alux), any alignment \n'b' Armor Class 13 (natural armor) Hit Points 84 (8d10 + 40) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 20 (+5) INT: 8 (-1) WIS: 13 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Con +7 Damage Vulnerabilities Obsidian Condition Immunities Frightened Senses darkvision 60 ft, passive Perception 11 Languages Primordial Notoan (understands but doesn\xe2\x80\x99t speak) Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The alux has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Mountain Camouflage . The alux has advantage on Dexterity ( Stealth ) checks made to hide in mountain terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The alux makes two Bash attacks. \n'b' Bash . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage, and the alux can push the target five feet away if the target is Large or smaller. \n'b' Block the Path . The alux can use its action to prohibit other creatures from moving past it or escaping its grasp. Until the start of the alux\xe2\x80\x99s next turn, attack rolls against the alux have disadvantage. The alux has advantage on opportunity attack rolls, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the alux\xe2\x80\x99s reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the alux\xe2\x80\x99s next turn. \n'b' Trigger Rockslide (recharge 5-6) . The alux begins wildly pounding the surrounding earth and rock to create a rockslide that rushes down the incline atop which the creature stands. The rockslide is 10 feet wide and travels in a straight line down the incline until it reaches the nadir. Each creature within the area of the rockslide must make a DC 13 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also forced\xc2\xa0 prone . \n'b'\n'b' ABOUT \n'b' The aluxes are made up of several races of proto-humans whom the earliest gods created during the prehistoric ages long before the rise of the hero-gods. Each of a different era, the aluxes were formed from the remains of the creations that came before them after their worlds were laid waste by cataclysm, war, and other apocalypses that befell the world before the age of man. They span thousands of years of creation and are the precursors to what the world recognizes as human. They walk upright, possess the ability to reason, and are human in appearance, though each age has identifiable traits that are distinctly non-human \xe2\x80\x93 some subtle, some hideous, or deformed. The earliest aluxes are more bestial than manlike. They are crude, barbaric, and barely able to speak. Aluxes hold a wide range of dispositions, though most have a chaotic bent. Some are kind and helpful. Others resent humanity, believing they stole the world from them and seek to reclaim it for themselves. \n'b' Few aluxes exist today. Those that escaped extinction remain hidden from the world, though they sometimes settle with their own kind. To exist in the realms of the living and the dead, the gods gave the aluxes souls. However, they can remove them when they pass into the land of the dead. For this reason, all aluxes are semi-immortal in that they do not age. Nonetheless, they can be killed by physical violence.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forest Lord \n'b' Medium fey (canine, shapechanger), chaotic neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit points 52 (8d8 + 16) \n'b' Speed 40 ft., climb 30 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered \n'b' Skills Deception +3, Intimidation +3, Nature +3, Perception +4, Persuasion +3, Stealth +5, Survival +4 \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Common, Sylvan \n'b' Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Charge (Humanoid Form Only) . If the forest lord moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . Fey Ancestry. The forest lord has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the forest lord to sleep . Keen Hearing and Sight. The forest lord has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. Plant Camouflage. The forest lord has advantage on Dexterity ( Stealth ) checks it makes in any terrain with ample obscuring plant life. \n'b' Pounce (Lion Form Only) . If the forest lord 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 knocked prone . If the target is prone , the forest lord can make one bite attack against it as a bonus action. Running Leap. With a 10-foot running start, the forest lord can long jump up to 25 feet. Shapechanger. The forest lord can use its action to polymorph into a lion, or back into its true form, which is humanoid. Its statistics, other than its AC, 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 . In humanoid form, the forest lord makes two melee or ranged attacks . In lion form, the forest lord makes one attack with its bite and one with its claw. \n'b' Bite (Lion Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claw (Lion Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Ram (Humanoid Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. \n'b' Shortsword (Humanoid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Shortbow (Humanoid Form Only) . 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' The keen senses of a forest lord make it almost impossible to surprise one in the wild. Conversely, with their own natural grace and agility, forest lords can sneak up on travelers who are not carefully watching the surrounding wilderness. A forest lord expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing. \n'b' This large, ape-like beast has vaguely human features. It is covered in long, stringy hair. Hateful red eyes peer out from beneath its tresses.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forest Marauder \n'b' Large giant , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 6 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6 Skills Stealth +4 Senses darkvision 120 ft., passive Perception 10 Languages Giant, Orcish, Sylvan Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Forest Camouflage . The giant has advantage on Dexterity ( Stealth ) checks made to hide in forested terrain. \n'b' Sunlight Sensitivity . While in sunlight, the forest marauder 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 forest marauder makes two Boar Spear attacks. If both attacks hit one creature, the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the marauder. The marauder can choose not to push a creature. \n'b' Boar Spear . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage. \n'b' Rock . Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Forest Ambusher . While in a forest, the forest marauder can take the Hide action. \n'b'\n'b' ABOUT \n'b' Forest Marauder . A relatively diminutive giant stalks beneath the forest\xe2\x80\x99s dark canopy, large spear in hand. \n'b' Painted Skin . Roughly the size and shape of an ogre, the forest marauder is covered in paint or colored mud. An exaggerated brow ridge juts out over close-set eyes, and corded muscle stands out all over the giant. \n'b' Keep to the Wilderness . Cruel and savage when encountered, the forest marauders\xe2\x80\x99 demeanor has worked against them, and they have nearly been driven to extinction in places where they can be easily tracked. They have since learned to raid far from their hidden homes, leading to sightings in unexpected places. \n'b' Orc Friends . Forest marauders get along well with orcs and goblins, who appreciate their brute strength and their skill at night raids.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forest Nymph \n'b' Medium plant , neutral \n'b' Armor Class : 17 Hit Points 55 (10d8) Speed : 50 ft., climb 30 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 15 (+2) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Animal Handling +5, Insight +5, Nature +5, Perception +5, Survival +5 Senses : darkvision 120 ft., passive Perception 15 Damage Vulnerabilities : necrotic, Acid, Fire Damage Resistances : psychic, radiant, cold, lightning, thunder, bludgeoning from nonmagical weapons Damage Immunities : poison Condition Immunities : poisoned , charmed , fatigued , petrified Languages : Common, sylvan, primordial, telepathic communication Challenge : 6 (2,300 XP) \n'b' Special Traits \n'b' Camouflage : Forest nymphs become nearly invisible when traveling through the forest. They are treated as invisible to anyone more than 30 feet away from them, unless they choose to be seen. This applies even in combat, but only while in their native terrain. \n'b' Multiattack : Vine grapple and a thorned slam every round. \n'b' Jagger Bush : As a bonus action, the forest nymph may thorn slam any creatures it has grappled . \n'b' Sneak Attack : Forest nymphs can sneak attack as a rogue , as long as they are in the forest. \n'b' Sylvan Allies : The forest of a forest nymph usually has other guardians that the nymphs had befriended. The forest nymph can communicate with these creatures -be they unicorns, tree warriors, or even dire animals, as a matter of course. A forest nymph\xe2\x80\x99s scream can be heard for several miles within their own forest (carried from one tree to the next), and it usually brings guardians running. In game terms this means that a forest nymph can use the conjure animals or conjure woodland beings spell 3/long rest (up to 6th level spell slot). \n'b' Telepathic Communication : The forest nymph can telepathically communicate with any creature that it can see, which can also see it. \n'b' Actions \n'b' Thorned Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d8+2) slashing damage. \n'b' Vine Grapple . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : Target is grappled and drawn towards the nymph. Each round, the target can make a DC 13 strength check to break free. The nymph can grapple up to 4 targets simultaneously. \n'b' About \n'b' Forest nymphs are powerful protectors of the natural realm and guardians of the forest -living plants that possess all the strength of their tree cousins. They bear the deceptive appearance of slim-bodied young girls, though their hair is a tangled mass of long, flexible branches. \n'b' Similarly, their toes are able to lengthen into roots, allowing the forest nymph to feed or drink. and although their skin looks human, to the touch its true nature is revealed -a dry, birch-like bark over hard wood. \n'b' Swamp Nymphs \n'b' Certain secluded swamps or bayous enjoy the protection of a swamp-dwelling version of the forest nymph. These \xe2\x80\x9cswamp maidens,\xe2\x80\x9d as they\xe2\x80\x99re sometimes called, are like their forest cousins in most ways. Swamp maidens, however, tend to be a little more malicious towards human interlopers, and their allies tend to be of a darker cast.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Viper, Giant \n'b' Family: Animal \n'b' Huge beast , unaligned \n'b' Armor Class 13 Hit Points 115 (11d12+44) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 3 (-4) WIS: 15 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 12 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Serpent Gaze Any living creature that starts its turn within 10 feet of the giant viper must make a Wis save (DC 10). On a failed save, the target is paralyzed until the beginning of its next turn. On a successful save, the creature is immune to the gaze of the giant viper for 1 hour. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 2d10+5 piercing damage and the target must make a Con save (DC 15) if it is a living creature. On a failed save, the target takes 2d10 poison damage and becomes poisoned . At the start of each of its turns, a poisoned creature takes 2d10 poison damage. At the end of each of its turns, a poisoned creature can attempt a new save, ending the effect on a success. \n'b' Tail Lash . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 1d10+5 bludgeoning damage, and if the target is Medium size or smaller, the target must make a Dex save (DC 16) or be forced prone . \n'b'\n'b' REACTIONS \n'b'\n'b' Thrashing Coils When an attacker hits the giant viper with a melee attack , it can make a tail lash attack against the attacker if the attacker is within its reach. \n'b'\n'b' ABOUT \n'b' This huge reptilian creature has a crocodile-like body with flippers instead of legs and a powerful, finned tail.\xc2\xa0It has a body as thick as a barrel and a head as large as a hippo\xe2\x80\x99s. Its foot-long fangs would be deadly weapons even without the glistening blue venom dripping from their hollow tips. \n'b' Perhaps no natural beast is feared so much as the giant viper. Bigger and stronger than even the mightiest constrictor snakes, it is a stealthy hunter whose venom can kill a mammoth with one bite. The viper\xe2\x80\x99s body is easily 50 feet in length and 3 feet thick at its widest, although it usually coils up in a much smaller space. It can weigh more than 2,500 pounds. \n'b' The giant viper usually saves its venom for large prey, relying on the sheer strength of its bite and its battering- ram like body to crush and kill human-sized prey. However, when hungry, the viper poisons anything it bites to make sure of a meal. Its venom is so powerful that most victims are instantly paralyzed, and die within the minute.'}