&name
Size, Type, Alignment
AC, HP, SPEED
STR, DEX, CON, INT, WIS, CHA
Skills
Damage Resistances
Condition Immunities
Senses
Languages
Traits
ActionsDurlian
Gondaran
Imautian
Oxuhah
Averonan
Bodrahan
Babbulese
Astahani
Golthian
Goolunzan
Mandrooni
Nurlian
Perdarian
Pugari
Thancian
Mlidi
Dynathian
Kongrosan
Marthisan
Meenathian
Mondasan
Nardisian
Zahnian
Nenese
Yannese
Syrinaisan
Belzoondian
Pathnam
Bethmooran
Irasian
Golnuzian
Agdoran
Noorian
Mlunan
Nawutan
Mondanan
Aghrinaun
Rhoogan
Skunian
Hapian
Acroctian
Glormian
Irusian
Lispasian
Cyresian
Mloonese
Grimbolian
Zeebolian
Saigothan
Cathese
Ceylonan
Runazarian
Yarnithian
Rhoodran
Aradecian
Azhanan
Ezekese
Pathian
Sidithian
Zoonese
Arimian
Sundari
Kurlistanian
Tarphetian
Sacremoni
Tlunese
Aklan
Arizimese
Oonranan
Irillian
Segastian
Imranan
Obedi
Marnese
Mahni
Araxesian
Hyraglian
Ingazi
Mindese
Yoan
Zadresian
Ilauni
Asarni
Ozahni
Yodethi
Harzan
Zimani
Lilliputian
Kadathi
Lengese
Carcosan
Rlyehan
Sarkomandi
Pandemoni
Amtorian
Barsoomian
Jasoomian
Sasoomian
Rasoomian
Yuggothi
Yithian
Nevian
Osnomian
Wani
Tromancian
Cygnusi
Porosian
Balnibarbian{
(replace: "&placename")[(display: "Place Names")]
(replace: "&firstname")[(display: "First Names")]
(replace: "&lastname")[(display: "Last Names")]
(replace: "&description")[(display: "Descriptions")]
(replace: "&captivity")[(display: "Captivity")]
(replace: "&madness")[(display: "Madness")]
(replace: "&defense")[(display: "Defenses")]
(replace: "&meleeHitDamage")[(display: "Melee Hit Damage")]
(replace: "&meleeSuffixDamage")[(display: "Melee Suffix Damage")]
}
{(display: "Generator")}
<div class = "monsterName">The $newMonsterName</div>
==|===
(css: "font-size:0.85em")[//$creatureSize $creatureType, $alignment//]
<hr>(css: "font-size:0.85em")[''Armor Class'' ... (print: 10 + (random: 1,10)) (text-style: "subscript")[(natural armor)]
''Hit Points'' ... (set: $creatureHP to ($PROFbonus * ($hitDice + $CONmod)))$creatureHP
''Speed'' ... (either: 20, 30, 40) ft.(either: "", ", fly (either: 40, 60, 80) ft.", ", swim (either: 30, 40, 60) ft.", ", climb (either: 20, 30, 40) ft.", ", burrow (either: 20, 30, 40) ft.",)]
<hr>(css: "font-size:1.1em")[''STR'' ... $STR ((if:$STRmod > -1)[+]$STRmod)
''DEX'' ... $DEX ((if:$DEXmod > -1)[+]$DEXmod)
''CON'' ... $CON ((if:$CONmod > -1)[+]$CONmod)
''INT'' ... $INT ((if:$INTmod > -1)[+]$INTmod)
''WIS'' ... $WIS ((if:$WISmod > -1)[+]$WISmod)
''CHA'' ... $CHA ((if:$CHAmod > -1)[+]$CHAmod)]
<hr>(css: "font-size:0.85em")[''Senses'' ... (either: "darkvision 60 ft.", "blindsight 60 ft.", "darkvision 60 ft.", "tremorsense 60 ft.", "truesight 60 ft."), passive perception (print: 10 + $WISmod)
''Languages'' ... (either: "abyssal", "infernal", "primordial", "undercommon", "aklo", "zaum", "mangani", "barsoomian", "vrilya", "zinta", "rlyehian", "utopian", "lunar", "laputian" )]
||=
==>
[[Next Page->Monster Description]]
<==
//&description &captivity
&defense &madness//
(display: "Signs")
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(display: "Creature Trait")
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(display: "Special Attack 1")
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''$newMeleeName.'' //Melee Weapon Attack:// (+$meleetohit) to hit, reach (either: 5, 5, 5, 5, 5, 5, 10, 10, 10, 15, 20) ft., one target. //Hit:// &meleeHitDamage (display: "Melee Attack Suffix")
(text-color: "darkgray")[(css: "font-size:0.5em")[The Curpus Bestiary v0.4 is created by @kylelatino. This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.]](either: "It attacks with the utmost fury, tumbling and rolling over, biting and tearing and scratching, and shrieking with furious rage.",
"It knows perfectly well that no one will try to kill it, or even to trap it, so it goes into the villages, visits the bazaars, and helps itself to anything to which it may take a fancy.",
"This creature devours rats and lizards with great pleasure, never caring even for the bites of venomous snakes and experiencing no discomfort from them.",
"Every creature it holds to be its inferior in strength. It is a deadly enemy.",
"Frogs seem to be one of its favorite dainties, for it catches them in great quantities, and keeps them in its burrow by the dozen.",
"When it hunts in packs, it also attacks horses and cattle, though these animals know how to defend themselves.",
"It is said that hungry packs even attack bears and finally come out victorious in the deadly struggle.",
"It certainly is a fact that it hunts every living thing that it thinks it can subdue. However, it always shuns Man, as long as it is possible to do so.",
"It is said that out of one single flock, one thousand heads of sheep were lost in three months because of the depredations of this monster.",
"Of friendship with other animals it knows as little as of companionship with its own species. It has been repeatedly observed to be on friendly terms even with its deadly foe, the dog, but these cases have certainly been rare exceptions.",
"Hollows in trees or under their roots, caverns, dark, impenetrable thickets and swamps with dry islands afford it shelter and protection from Man, its deadly enemy.",
"When hurried, it goes at a gallop, overtaking Man with ease, and in other respects displays a degree of speed and activity not generally credited to it.",
"It is an excellent swimmer and climber, but in old age, when it is large and heavy, it gives up the latter accomplishment; or, at least, does not climb smooth trees devoid of boughs.",
"Its powerful muscles and strong, hard talons much facilitate its climbing, and it will sometimes even mount very steep, rocky walls.",
"Of its senses, hearing and smelling seem to be the most acute. Its sight is rather deficient, though its eyes cannot be called weak. Its sense of taste seems to be quite well developed.",
"Among all peoples, those from the North seem to be those who not only know how to hunt it most successfully, but also how to put the $newMonsterNames to the most manifold uses.",
"It is always violent when brought in contact with dogs; it snorts angrily and tries to drive the canine intruders away by clapping their teeth together.",
"The expression of its eye is worthy of notice, as is also the fact, that when moved by emotions of any kind, it shed tears.",
"In the large and very slightly protruding eyes the iris fills the entire space left open by the lids; the white of the eye is seldom seen.",
"Its pupil is neither circular nor elliptical but four-cornered.",
"Of its senses, that of hearing is excellent, in spite of the absence or small size of the external ear; sight and smell are less strongly developed.",
"Its habits are nocturnal. It prefers to spend the day sleeping and basking in the sunshine, and then exhibit characteristics which are the reverse of those they display at night.",
"It is established that the warnings of older beasts are heeded and acted upon by the younger ones.",
"Besides Man, the $newMonsterNames have an enemy in the dog, before which all the smaller ones fly in abject terror.",
"It is dangerous, as it swoops down on them as unexpectedly as a flash of lightning coming from a clear sky, takes up a young kid without the least ado and tries to drag larger creatures into some abyss, despite their resistance.",
"When its passions are aroused, it often forgets the consideration of safety, which is usually uppermost with it. Its usual timidity is undoubtedly the result of its experience that Man is its most deadly foe.",
"When kept in close confinement, or even when at liberty during the mating season, it frequently becomes irritated from the most trifling cause, and may attack even Man. Both ancient and modern books of hunting contain many stories of the $newMonsterName which have, without any apparent provocation, made injurious or fatal attacks upon people.",
"During the mating season, most determined battles occur, the combatants using their antlers as weapons. There are instances on record where the antlers of the two participants in such combats have become so firmly interlocked that the $newMonsterNames have been unable to separate and have died in consequence.",
"It will slay much larger beasts and then feast on the gigantic carcass for days.",
"But Man is a much more deadly enemy to it than any monster.",
"Frequenting the riverside, it looks for carrion washed ashore.",
"If it does not find any carrion it confines itself to attacking defenseless prey, and therefore does damage only to the weaker domestic animals, in whose ranks it may make considerable havoc.",
"The marauder eats every part of its prey but the skull.",
"Probably they attack healthy living animals only when they cannot find sick, exhausted or dead ones.",
"They are the vultures among quadrupeds, and their veracity is really extraordinary.",
"When it finds carrion it forgets all considerations of prudence, and even the cowardice which it usually displays.",
"It is told that these creatures engage in violent fights, and there is such a croaking, shrieking and laughing at such times that inhabitants of the infernal regions are let loose.",
"It is useful in removing dead animals, but the loss it entails by attacking flocks is far greater, since the carcasses would, without its assistance, be taken away by far better scavengers among the birds and insects.",
"It follows caravans, as if it knows that out of such bands something will surely fall to its share.",
"This is, like the other species, a carrion eating animal, and the dispute over the possession of a bone is a very common occurrence.",
"It does not affect woods, but delights in the open country. There is so much carrion, or bones at least, lying around in its native country, that it is seldom driven by hunger to boldly attack living animals.",
"Its cowardice exceeds all bounds; still it sometimes enters villages and prowls around their outskirts.",
"Carcasses put out by us as bait to decoy vultures within range of our weapons always attracted this beast during the night, and it annoyed us very much.",
"When we were camping out, several often came sneaking up, and even entered the encampment.",
"In spite of this animal's voracious importunity, nobody fears it, and it is really too cowardly to attack even sleeping people.",
"It digs up the dead, unless the bodies are covered with ample sand or earth; and it is quite guilty of the ghoulish practices imputed to it by showmen.",
"We put it in a stable and I visited it daily. At first it was addicted to vicious biting, but three months after the day of purchase I could play with it as I would with a dog, without having to fear any mischief on its part. Its affection for me increased every day, and it was overjoyed when I visited it.",
"Its food is mainly animal, consisting of mammals and birds. It does not eat freshly killed meat in preference to carrion, showing in very many cases a considerable predilection for the latter, and a fondness for bones.",
"It is very greedy and kills more than it can devour.",
"It delights in the blood of its victims to the point of intoxication.",
"The smaller species do us good service, as they catch rodents and insects or devour carrion and other noxious matter, also yielding their skin, fur and teeth for useful purposes.",
"Sometimes it contents itself with following the lowest of prey.",
"As soon as night has really set in, one hears a howl of many voices, highly piteous in character, resembling that of our dogs, but combining a much greater variety of sounds.",
"Its melancholy howlings cannot be regarded as the expression of grief on the part of these animals, for they howl in a manner equally mournful when their food is plentiful, and they have every reason for expressing joyful satisfaction.",
"The slight amount of useful service it performs is out of all proportion to the destruction wrought by it. It is useful in clearing away carrion and all kinds of vermin, but it does much harm by its insolent robberies.",
"Not only does it devour everything edible, but it also steals all kinds of non-edible things in the house, tent, stable, and wagon, taking anything that strikes its fancy.",
"Its thievish disposition is perhaps as great as its voracity. In the poultry-yard they slay with greed, and steal with all the insolence, if not the cunning, of the fox.",
"According to circumstances, it may also attack a stray lamb or goat, pursue small game and plunder orchards and vineyards.",
"Taken young, it can become very tame.",
"It ranges throughout the whole continent and is rather common in all parts of it. It is considered the most dangerous foe of flocks and is hunted in every possible manner.",
"It hides all day in its lair, in localities where it is not quite secure, and prowls around at night.",
"It is said that families keep faithfully together, and that each family takes possession of an allotted range, never encroaching on the domain of another pack, nor suffering others to cross the boundaries they have appropriated for their own hunting grounds.",
"It besieges the cities and villages, sometimes entering the streets, but never penetrating into a yard; for, if it did, it would be driven away by the dogs of the house.",
"It feeds chiefly on carrion or occasionally upon small animals, especially mice and the like.",
"It is sometimes kept by peasants but fed very little at home, and it prowls about at night, seeking food.",
"Sounds of barking, howling, or quarreling are heard, according to the mood the $newMonsterNames are in.",
"A large carcass always causes it to collect in great numbers; it is eaten up even to the largest bones by the hungry pack.",
"If it is very hungry, it goes to the carrion even in the daytime, especially if its most disagreeable rivals, the vultures, should come down, and it fears their competition. It is possessed of professional envy to a high degree, and enters into violent combats with all uninvited guests.",
"When carrion fails it, it undertakes long journeys, enters cities and prowls through the streets.",
"As it clears away vast quantities of filth it is tolerated though not welcome guests, and nowadays it is probably very seldom that a pious man mentions them in his will, as is said to have happened not infrequently in former times.",
"It is wont to regularly visit even those brooding-places of seabirds which are difficult of access, and levy a tribute on the surplus of eggs and nestlings, occasionally displaying great climbing abilities.",
"It feeds on carrion as well as on fresh meat, and is said not even to disdain the carcass of another of its kind. In those regions which are frequented by hunters, carcasses of its kind deprived of skin and fat constitute a convenient and plentiful article of its diet.",
"Its veracity is so well known that nothing need be said about it; all other qualities are really absorbed and overshadowed by it, with the sole exception of the unparalleled uncleanliness which has made it the object of the aversion of mankind.",
"It is a queer fact that it always display a certain aversion towards dogs.",
"Tame or wild, it has no scruples against eating all other sorts of carrion, but are said never to touch dog-flesh; on the other hand strange dogs are often attacked by a gangs of the $newMonsterName, and sportsmen and promenaders, who, with their dogs, visit villages where it is allowed to run abroad, do well in being cautious.",
"It happens not infrequently, when the number of its progeny annoys it, that it eats some of them, this usually happens after it has smothered them by rolling over the young accidentally."
)(either: "I have never seen so ill-natured an animal. It rages at everybody who approached it, bit at the cage bar, looking around with ferocious eyes and shows its viciousness and ill-nature at every opportunity.",
"Its thick-set, robust shape, its muscular arms, its face with its large, clever eyes all strike one as exceedingly human.",
"All of its kind are gifted with exceedingly strong voices, which they use a great deal in the morning hours.",
"It is protected on account of its supposed sanctity, for the locals dare not molest it.",
"It is one of the greatest thieves in the world, robbing shops, houses and fields and standing in no dread of Man, whom it seems to regard as a sort of servant to provide for its greedy wants.",
"It is connected in some way with the transmigration of souls.",
"It seems that some think that after death their souls, as well as that of their king, enter the body of one of these creatures.",
"Its face is decidedly humanlike.",
"There are also a few deep sounds, reminding one of the roaring of a leopard, or the low grumble of an ox.",
"A pack might roar, growl, bark, shriek, grunt and squeal in chorus.",
"When a troop of these creatures is watching for enemies, sitting still, they all keep perfectly silent until something happens.",
"In mature age it is a hideous beast in every respect, and its moral nature completely harmonizes with its physical characteristics.",
"The body is very strong, bordering on clumsiness, the head is horrid, the teeth are formidable, the fur is rough, the color of the hairless spots vivid and repulsive.",
"Its character is utterly spoiled. It accepts everything that pleased it, but is grateful for nothing.",
"It boldly opposes Man, not openly, to be sure, but as a stealthy, cunning foe.",
"Its cruelty and Man-eating propensities were not exaggerated.",
"The large eyes have round pupils and are of a yellowish-brown color.",
"So brilliantly adorned an animal would seem to be very conspicuous and easily detected by the very animals it pursues; but that is not the case.",
"The keeper treats it as it would a good-natured domestic cat.",
"For a long time it was thought to be the ancestor of ours, but closer investigation does not support this belief.",
"At first it is tied in the vicinity of the home, and soon becomes completely at home in the house, where it makes it its business to catch the pests which infest these dwellings.",
"It has a discriminating sensibility as to both color and sound, for it knows Man by its dress and by its voice.",
"It possesses an excellent understanding of locality and practices it, for it prowls through an entire neighborhood, through basements and garrets and over roofs and hay-sheds, without bewilderment.",
"It is an ideally local animal, and if the family moves it might easily decline to accompany them.",
"It is a peculiar fact that the tricolored types, which in some localities are regarded as witches, and for this reason slain, are nearly without exception females.",
"The hind feet have four toes attached to distinct metatarsal bones, and provided with strong, broad nails, which are rather short and nearly hoof-like.",
"It has large eyes with circular pupils.",
"It has tolerably large eyes with obliquely placed oblong pupils, more or less compressed and angular horns curving backward and outward.",
"The pupils of which contract into narrow slits, look forth.",
"The tail is generally long and prehensile, its snout is short and broad.",
"The flesh is considered a delicacy, and, as the $newMonsterName attains a considerable size, it is eagerly pursued on this account.",
"These animals are of exceedingly clumsy frame, the body heavy and stout, the neck thick and short, the head uncouth, the tail a small, nearly bare stub; the limbs are short and crooked, the feet five-toed and armed with long strong, curved claws.",
"Of the five fore toes only the two or three middle ones are large and well developed, and they are armed with strong, curved claws.",
"It is useless to file off their canine and incisor teeth to the roots and to cut their fangs from time to time, for they are so strong that they can do a great deal of mischief without these weapons.",
"When fed a snake, it bit off a piece, but did not dare take it by the neck and kill it until about two hours later, when it carried the dead thing to the nest and ate it with evident pleasure, but not with avidity.",
"I once gave it a slug, which was greeted with a sniff.",
"Its sense of taste seems to be quite well developed.",
"It likes to play in the common cage, but conducts itself there as an unconditional autocrat.",
"When I would scratch this sympathetic fellow on its hindquarters, the cage rang with its merry peals of laughter.",
"Two specimens which were kept housed in a cage in the Royal Zoological Gardens were very accomplished.",
"Perhaps its narrow quarters in a cage and constant traveling combine to sour its tempers and limit its capacity for learning.",
"If it soils its hands, it tries to clean them, and if it does not succeed, it comes to us with a human-like request to perform that office for it.",
"It is a lovely and ill-natured little creature.",
"It is the comedian, always ready for merry pranks, always in good humor, and in spite of its unlimited impudence.",
"Every evening it is let loose in the yard and wildly romped and plays around until dusk, it comes in of its own accord to be locked up in its cage.",
"It is fond of insects, but does not know how to distinguish between those that are poisonous and those that are harmless. Ignorance on this point caused three of mine to lose their lives.",
"It is kept in a spacious cage, or in a room, but not chained up, as it entangles itself easily in ropes.",
"When captive, it remains all day long in the darkest corner of their place of abode and sleeps, sitting with the legs drawn up, the body bent forward, and the face hidden in its crossed arms.",
"Its eyes flash like a cat's or an owl's and they begin to walk around their cage and look for food.",
"Its movements seem easy, though not graceful.",
"Having been once tamed it soon becomes good friends with people and with other domestic animals, especially cats, with which it likes to play and to sleep, the latter probably because of the warmth afforded.",
"It is forever protecting itself against the cold, carrying all the cotton and rags it can get hold of to a corner of its cage, and covering itself with it.",
"A pretty sight is afforded when the $newMonsterName, lying on its bed, is approached by the keeper, bearing some sweet morsel, for which it extends daintily forward.",
"At sunset it awakes, stretches itself and noiselessly walks to and fro in its cage.",
"Its habits are nocturnal, and in captivity it is prone to seek the dark portion of its cage by day.",
"At dusk it rouses itself; first looking around with eyes yet full of sleep, rubs them, and then begins to wander about the cage.",
"Whenever I approach the cage it expresses its dissatisfaction by grinning, showing its teeth and sometimes hissing.",
"Whenever I approach an inch nearer than usual, it watches for an unguarded moment and tries to give me a blow with its claws.",
"As soon as it enters the yard, it begins to act as if mad; it jumps, stretches itself, hisss and looks wildly around.",
"The longer I make its chain the greater its rage.",
"Its eyes threaten danger and death to all the rest of the $newMonsterNames.",
"With all its might, it tries to break its chain, and I must confess that several times we were afraid it would succeed.",
"The most difficult task is to get it back into its cage. It will not go of its own accord, and we cannot compel it to do so.",
"Threats are of no avail; when we show it the whip, it shows us its jaws; when we shout at it, it hisses back; when we attempt to approach it it crouches down ready for a jump.",
"Generosity and gratitude are emotions unknown to it; it shows no permanent attachment for its keeper, nor for any animal that has been brought up with it, and therefore there is great risk in keeping it outside of a cage after it is a year old.",
"Forgetful of all former castigations, it will spring at other animals at every opportunity and then nothing can keep it from killing. For this reason it is kept in a cage.",
"No zoological garden has as yet succeeded in taming the ferocious little beast beyond mere toleration of the presence of its keeper in its cage.",
"In captivity it is kept in special stables or cages and is fed with meat and poultry.",
"To obtain the perfume, the $newMonsterName is tied to the stakes of its cage; the pouch is turned out with the fingers.",
"One day it left its cage and killed a falcon in its nest, eating the head, neck and part of the breast.",
"I offer it many kinds of food over the course of time and find that it prefers small birds to everything else.",
"Once, I let it go hungry and then tempted it with a frog, a lizard and a snake. It paid no attention to them; neither did it care for a young raven.",
"It is kept in a cage, the hay and straw are frequently changed and it is protected from the cold in winter.",
"Traditionally it is fed on bread and milk, but a diet of tender flesh of freshly killed animals is much more conducive to its health.",
"My chamber is the place of its residence and I have found a method of dispelling its strong odor by perfumes.",
"By day it sleeps in a quilt, during the night it is kept in a cage which it always enters with reluctance and leaves with pleasure.",
"If it is set at liberty before my time of rising, after a thousand playful little tricks, it gets into my bed, and goes to sleep beside me.",
"If I am up first, it spends a full half-hour caressing me, playing with my fingers like a little dog, nuzzling my head and my neck with a lightness and elegance which I have never found in any other animal.",
"When it was put in a large cage and saw that there was no escape for it, the $newMonsterName did not suffer any one to approach toward the cage without jumping to the bars, biting viciously, and uttering the sound described above in a long trill resembling the weeping.",
"It feels secure in the cage, and does not even fear the dog, and the two animals bark into each other's faces, each on its own side of the bars.",
"When I put the fingers of a glove through the bars it bites at and rips them.",
"When it is very angry (and so little a cause as disturbing its sleep was sufficient to rouse its ire), all the hairs of its long neck stand on end.",
"In general, the $newMonsterName is very wicked.",
"It detests music. If one plays on a guitar in front of its cage, it jumps against the bars as if insane, and barks and hisses as long as the playing continues.",
"It never tries to use its claws for the laceration of its prey, but always uses its teeth.",
"When the $newMonsterName had been four and one-half months in my possession, I tried for the first time to pet it, having gloves on. It bit into them.",
"At first it tried to evade my caresses, but later it seemed to like them, lying down on its back and closing its eyes.",
"The fur of the $newMonsterName is not very expensive, but is still highly valued for its beauty. In olden times it was used only by princes, but now it is more common.",
"All day long it lies curled up on a bundle of hay in the cage. At night it prowls around in its spacious dwelling, and several times has left it.",
"The first time it escaped its cage, I found it hidden in a corner of a room.",
"Whenever it succeeds in freeing itself during the night, I always find it on its hay in the morning, as if it has undertaken its nocturnal wanderings with a view to relaxation rather than with the intention of escape.",
"Late in the evening, never before sunset, it quits its bed and prowls around in the cage. This it does every night, and thus explains the ignorance that prevails concerning its habits; for who can follow the it in the dark of night in its favorite haunts.",
"When play is over, it trips through the cage, sniffs in all corners, throws the dishes containing food and water over and vexes the honest washerwoman who has to clean its cage, displaying a great liking for the investigation of things which do not in the least concern it.",
"It is capable of domestication and affection, especially if it is fed mainly a carrion diet. It may become so tame as to follow its keeper about and return to its cage at command.",
"For hours it lies like a log; then it jumps up, looks at people with a remarkably dull-witted expression, rubs itself against the bars from time to time and then breaks out with its abominable laughter.",
"When it catches sight of its friends, it leaps with joy, comes to the bars of its cage to be petted. But it never licks anybody's hands; at the most, only sniffs them.",
"When left alone, it is very miserable and relieves its feelings by a pitiful howl; but when it has company, it ill-treats the $newMonsterNames, unless they are better biters than itself.",
"the $newMonsterName has learned to speak (a noteworthy accomplishment) and uses the newly-acquired language to good advantage.",
"When a door near the cage is opened and it hears its untamed comrades produce long-drawn, laughing tones, the tamed animal always joins the chorus with a truly dog-like howl.",
"I am of the opinion that the progeny of these beasts might be trained to be very useful companions to Man.",
"It does not very well tolerate others of its own kind in its cage.",
"In our cages the $newMonsterName proves to be very different, at least in so far as my experiences go: it seems stupid, though anything but good-natured, rather exhibiting an obstinate, wicked temper.",
"It rarely makes friends with its keeper, in spite of the best of care.",
"It may on occasions go to the length of romping around, but still captivity is never to its taste."
)(either: "But I see the tower in the dark. There is a monstrous odour.",
"I see it. The three-lobed burning eye",
"I can see everything with a monstrous sense that is not sight, light is dark and dark is light.",
"Heaven be thanked for the instinct which led me unconscious to places where men dwell; to the peaceful village that slept under the calm stars of clearing skies.",
"Its region was one of traditionally evil repute, substantially unknown and untraversed by Man.",
"There are legends of a hidden lake unglimpsed by mortal sight, in which dwelt a huge, formless white polypous thing with luminous eyes.",
"When it was first discovered, my companion looked back and went mad, laughing shrilly as it kept on laughing at intervals till death found it one night in the cabin whilst it was wandering deliriously.",
"The green, sticky spawn of the stars has awaked to claim its own.",
"Those slippery greyish-white blasphemies are worshipped as gods.",
"No one ever complains when scores of their best and fatted males were taken away.",
"The great horror slides darkly past.",
"I caress the unwholesome mane of that loathly and equine creature.",
"Ever it howls of vague blackness and loneliness beyond the cosmos.",
"It is only partly material as we understand matter.",
"Its type of consciousness and media of perception differ wholly from those of terrestrial organisms.",
"Its senses do not include that of sight; its mental world being a strange, non-visual pattern of impressions.",
"Though its senses can penetrate all material barriers, its substance cannot.",
"Its mind is of such texture that no exchange with it can be affected.",
"Vast and loathsome, it darts like a stupendous nightmare about the cage, about which it flung its gigantic scaly arms.",
"It bows its hideous head and gives vent to certain measured sounds.",
"I think I’ll go mad soon.",
"I hear the shrieking of men and of things which are not men.",
"Its screams reach the house.",
"Once, at night, in the midst of its howling, I spied a vague black cloudy thing silhouetted against the rising moon.",
"When I speak to it, it cannot answer coherently.",
"All it can do is to whisper, then collapse, an inert mass of mangled flesh.",
"As the baying of that dead, fleshless monstrosity goes louder and louder, I contemplate oblivion which is my only refuge from the unnamed and unnamable.",
"In the same breath, it might be called a snake and a giant, a thunder devil and a bat, a vulture and a walking tree.",
"No sound eye could ever wholly grasp, or sound brain ever wholly remember its true nature.",
"It flops limply along, half with its webbed feet and half with its membranous fins.",
"A pulpy, tentacled head surmounts a grotesque and scaly body; but it is the general outline of the whole which made it most shockingly frightful.",
"It is of vaguely anthropoid outline, but whose face is a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet.",
"In this phantasy of prismatic distortion it moves anomalously in a diagonal way, so that all the rules of matter and perspective seem upset.",
"The aperture is black with a darkness almost material.",
"The odour is intolerable, and everyone stops to listen still when it stirs.",
"It gropingly squeezes its gelatinous green immensity through the black doonway into the tainted outside air.",
"It is frightfully cold and damp and slippery, and its paws kneaded one detestably.",
"It is a shocking and uncouth being with smooth, oily, whale-like surfaces.",
"It has an ugly, barbed tail that lashes needlessly and disquietingly.",
"Worst of all, it never speaks or laughs, and never smiles because it has no face at all to smile with, but only a suggestive blankness where a face ought to be.",
"the $newMonsterName leers, tittering in malignant joy.",
"It is a pinkish thing; a crustaceous body bearing vast pairs dorsal fins and several sets of articulated limbs.",
"the $newMonsterName has a sort of convoluted ellipsoid, covered with multitudes of very short antennae, where a head would ordinarily be.",
"the $newMonsterName is a sort of huge, light-red crab with many pairs of legs.",
"It sometimes walks on all its legs, and sometimes on the hindmost pair only, using the others to convey large objects of indeterminate nature.",
"On one occasion it was spied cavorting with its own kind, a detachment of them wading along a shallow watercourse three abreast in evidently disciplined formation.",
"Once a specimen was seen launching itself from the top of a bald, lonely hill at night and vanishing in the sky, silhouetted an instant against the full moon.",
"the $newMonsterName comes from another planet, being able to live in interstellar space.",
"Do not dismiss me at once as a madman. They come here to get metals from mines that go deep under the hills, and I think I know where they come from.",
"I cannot yet assign it positively to be of the $newMonsterName or vegetable kingdom.",
"Its kind seem able to traverse the interstellar ether on their vast membranous wings.",
"The many slender tentacles into which the crinoid arms branch are infinitely delicate, flexible, and strong.",
"Very few of its kind seem to die at all except by violence.",
"It is normally shapeless composed of a viscous jelly which looks like an agglutination of bubbles.",
"It has, however, a constantly shifting shape and volume; throwing out temporary developments or forming apparent organs of sight, hearing, and speech in imitation, either spontaneously or according to suggestion.",
"And now, when I see the freshly glistening and reflectively iridescent black slime, I understand the quality of cosmic fear to its uttermost depths.",
"It seemed aeons that I stood there, but actually it could not have been more than ten or fifteen seconds.",
"It can be so hideously silent.",
"At times I fancy that every contour of this blasphemous fish-frogs is overflowing with the ultimate quintessence of unknown and inhuman evil.",
"Pervading everything is the most nauseous odour imaginable.",
"The air of death and desertion is ghoulish, and the smell is almost insufferable.",
"The odour is detestable, and I wonder how I can stand it without fainting.",
"It is mostly shiny and slippery, but the ridges of its back are scaly.",
"Its form vaguely suggests the anthropoid, while its head is the head of the ichthyoid, with prodigious bulging eyes that never closed.",
"At the sides of its neck are palpitating gills, and its long paws are webbed.",
"It hops irregularly, sometimes on two legs and sometimes on four.",
"I am somehow glad that it has no more than four limbs.",
"Its croaking, baying voices, clearly used for articulate speech, hold all the dark shades of expression which its staring face lacks.",
"But for all of its monstrousness, it is not unfamiliar to me.",
"It is a green voiceless thing with bulging eyes.",
"When my hand touches its ear I shudder.",
)(either: "This sucker of blood secretes, in a gland placed at the base of its trunk, so subtle a poison, that three or four bites are sufficient to kill an ox.",
"As it kills other animals very rapidly, by piercing them with its long beak, it is probable that it secretes some kind of venom. But as yet the organ that produces this poison has not been discovered.",
"Its death becomes the cause of a great evil. Its carcase explodes with a poisonous gas, immediately entering into a state of putrefaction.",
"It has attributed to it a venom which one cannot breathe without being poisoned.",
"It has been said that a single bite from it enough to cause a mortal fever.",
"It has two sharp horns, which terminate in long, forked points.",
"the $newMonsterName is flat like a slug, with four yellow horns.",
"The workers have a rounded head and short mandibles, and are blind. The soldiers, less numerous, have an enormous head, nearly as big as the rest of their body, and very strong, crossed mandibles, and are blind like the workers.",
"Its mouth is armed with two very sharp horny mandibles.",
"It is by the alternate movement of these mandibles that it devours its food with so much greediness and ease.",
"The mouth is composed of jaws and lips adapted for suction.",
"It makes for itself a web, rather like a spider's nest, and lives therein.",
"What it wants is the sanies of corpses.",
"It is most notable for its bombastic defense mechanism: when disturbed, it ejects an explosive chemical spray from the tip of the abdomen. The damage caused can be fatal.",
"It has horns on its head and back that it uses to fight",
"Reports suggest its kind is able to carry up to one hundred times their body mass, at which point they can barely move.",
"It has calcified clubs that can strike with great power, as well as sharp forelimbs it uses to capture prey.",
"Although the poison-teeth are commonly regarded as purely defensive weapons, their chief use is for the destruction of the prey, which is always killed before being swallowed.",
"It throws itself into an attitude of defence and offence, coiled up like a spring, rustling its carinated scales as it moves one fold of the body against another.",
"The teeth behind the fangs are solid, and the shields on the head (among which the loreal is wanting) are of large size.",
"Its long movable fangs are very prominent objects, and with them it is capable of inflicting deep as well as poisoned wounds.",
"When it touches the flesh of some organism, the latter seems to become paralysed.",
"It is armed with two strong jaws, in shape very similar to the beak of a parrot.",
"Its body is very changeable in form, pouch-like, oval, rounded, or pointed behind, smooth or warty, just as the $newMonsterName likes. It can also cleverly change its color to blend into its surroundings nearly seamlessly.",
"Round the mouth are also twenty tentacles, which are really the modified tube-feet.",
"Judging by other specimens, it is probable that this creature might have grow to have a body ten or twelve feet in length, with tentacles over thirty feet long.",
"The shell is rather triangular in shape, the lateral angles being sometimes produced into long, straight, sharp spines. It is of a most delicate glassy substance, and highly glossy.",
"This perfect specimen bristles with long slender spines.",
"I have many times seen it occasionally bending its head to tear a piece from a small snake that it held in its talons, and I have never seen it alight to eat its food.",
"After resting a minute or two, it again raised itself out of the water, and I saw it had some large black object in the grasp of one of its talons.",
"Its kind is easily recognised by the powerful tuberculated and molar-like teeth with which their mouths are armed.",
"It will be unnecessary to give any description of the electric organs here; and it will accordingly suffice to mention these organs are capable of giving shocks sufficient to kill.",
"Sufficiently distinguished by the production of the upper jaw into the long, wedge-shaped, sword-like weapon.",
"The mouth is situated on the underside of the head, filled with a continuous succession of new teeth to replace the old ones as they are worn away and shed.",
"The curved tusks are so placed that they stand out at right angles to the sides of the head, like the swords upon the axles of ancient war chariots.",
"It is recognized by its enormous bony shield covering the neck, with a pair of horns over the eyes.",
"It is most most recognizable due to its distinctive, upright bone plates along its back.",
"It is covered in armor plates, with bony half-rings covering the neck, and has a large club on the end of its tail. Bones in the skull and other parts of the body were fused, increasing their strength.",
"The thick skull dome of the $newMonsterName is used for percussive ritual combat.",
"Recognized at great distance from its one long horn reaching forward, and a smaller horn between the eyes. Its shoulder are raised with a powerful hump, used to support the $newMonsterName's massive front horn.",
"It is easily spotted by the narrow, segmented tail, often carried in a characteristic forward curve over the back, ending with a venomous stinger.",
"It has an oversized pincer claw; used in clashes of ritualised combat. The movement of the smaller claw from ground to mouth during feeding looks as if the $newMonsterName were playing the larger claw like a fiddle.",
"It shoots an aimed stream of noxious blood from its eyes into the eyes of the victim.",
"It can attack by expelling its sticky entrails to entangle its victims in an autonomic process known as evisceration. The release of these tubules can also be accompanied by the discharge of a toxic chemical that can be quite harmful.",
"Two oversized, poison-filled mandibular glands run the entire length of the $newMonsterName’s body. When combat takes a turn for the worse, it violently contracts its muscles to rupture glands, thereby spraying an corrosive glue upon all nearby victims.",
"Its back and tail are covered in hollow, rattling quills. Its tail is able to swing in the direction of the victim. If contact is made, the quills could be impaled into the target, causing injury or death.",
"It will vomit a foul-smelling orange liquid onto its food for external digestion, even if its food is still alive."
)sphinx
hydra
chimera
gorgon
griff
don
dyte
metrοn
pegasus
dragon
angel
clops
fury
harpy
siren
colossus
phantom
kraken
titan
morph
muse
phage
lion
ceratops
pod
nid
demon{
(set: $placenamearray to (words: (passage: "Place Names")'s source) )
(set: $placenamearraylength to $placenamearray's length)
(set: $firstnamearray to (words: (passage: "First Names")'s source) )
(set: $firstnamearraylength to $firstnamearray's length)
(set: $secondnamearray to (words: (passage: "Second Names")'s source) )
(set: $secondnamearraylength to $secondnamearray's length)
(set: $MeleeNamearray to (words: (passage: "Melee Attack Names")'s source))
(set: $MeleeNamearraylength to $MeleeNamearray's length)
}{
(set: $creatureSize to "Medium")
(set: $creatureType to "monstrosity")
(set: $alignment to "unaligned")
(set: $hitDice to 6)
(set: $terrainAdj to (either: "snowy", "rocky"))
(set: _randomEntry to (random: 1, $placenamearraylength) )
(set: $newPlaceName to $placenamearray's (_randomEntry) )
(set: _randomEntry to (random: 1, $firstnamearraylength) )
(set: $newFirstName to $firstnamearray's (_randomEntry) )
(set: _randomEntry to (random: 1, $secondnamearraylength) )
(set: $newSecondName to $secondnamearray's (_randomEntry) )
(set: _randomEntry to (random: 1, $MeleeNamearraylength) )
(set: $newMeleeName to $MeleeNamearray's (_randomEntry) )
(set: $newMonsterName to (print: $newPlaceName + " " + $newFirstName + $newSecondName))
(set: $STR to (random: 8, 20) )
(set: $STRmod to (round: (($STR - 10)-0.5)/2))
(set: $DEX to (random: 8, 20) )
(set: $DEXmod to (round: (($DEX - 10)-0.5)/2))
(set: $CON to (random: 8, 20) )
(set: $CONmod to (round: (($CON - 10)-0.5)/2))
(set: $INT to (random: 8, 20) )
(set: $INTmod to (round: (($INT - 10)-0.5)/2))
(set: $WIS to (random: 8, 20) )
(set: $WISmod to (round: (($WIS - 10)-0.5)/2))
(set: $CHA to (random: 8, 20) )
(set: $CHAmod to (round: (($CHA - 10)-0.5)/2))
(set: $PROFbonus to (random: 2, 5) )
(if: $STRmod > $DEXmod)[(set: $meleetohit to ($STRmod + $PROFbonus))]
(if: $STRmod <= $DEXmod)[(set: $meleetohit to ($DEXmod + $PROFbonus))]
(set: $meleeDC to (10 + $meleetohit))
(set: $meleeDice to (2 * (random: 3,6 )))
}Andro
Gyno
Hyper
Hippo
Mino
Demi
Troglo
Amphi
Exo
Edo
Meta
Hypno
Logo
Electro
Nympho
Psycho
Agro
Anthro
Biblio
Klepto
Aether
Astro
Flagello
Hexa
Hiero
Hydro
Icono
Info
Macro
Metho
Mytho
Necro
Pharma
Para
Photo
Pluto
Polemo
Poly
Proto
Pseudo
Sopho
Techno
Thanato
Theo
Typho
Urano
Xeno
Plexi
Narco
Carcino
Phobo
Schizo
Tele
Mecha
Bacterio
Vorpal
Cephalo
Quasi
Anti
Geo
Mega
Giga
Neuro
Chroma
Crypto{
(if: $newMeleeName is "Beak" )[piercing damage. If the target is a creature using a shield, it must succeed on a DC $meleeDC Strength saving throw or their shield is thrown 30ft in a random direction.]
(if: $newMeleeName is "Bite" )[piercing damage. If the target is a creature, it is Grappled (escape DC $meleeDC). Until this grapple ends, the target is Restrained, and the $newMonsterName can’t bite another target.]
(if: $newMeleeName is "Claw" )[slashing damage.]
(if: $newMeleeName is "Crush")[bludgeoning damage, and the $newMonsterName attaches to the target. If the target is Medium or smaller and the $newMonsterName has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also Blinded and unable to breathe while the $newMonsterName is attached in this way. While attached to the target, the $newMonsterName can attack no other creature except the target but has advantage on its attack rolls.]
(if: $newMeleeName is "Constrict" )[bludgeoning damage, and the target is Grappled (escape DC $meleeDC). Until this grapple ends, the creature is Restrained, and the $newMonsterName can’t constrict another target.]
(if: $newMeleeName is "Gore" )[piercing damage.]
(if: $newMeleeName is "Hooves" )[bludgeoning damage.]
(if: $newMeleeName is "Horn" )[piercing damage.]
(if: $newMeleeName is "Pincer" )[slashing damage. If the target is a creature, it is Grappled (escape DC $meleeDC). Until this grapple ends, the target is Restrained, and the $newMonsterName can’t bite another target.]
(if: $newMeleeName is "Pseudopod" )[bludgeoning damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.]
(if: $newMeleeName is "Ram" )[bludgeoning damage.]
(if: $newMeleeName is "Slam" )[bludgeoning damage.]
(if: $newMeleeName is "Stomp" )[bludgeoning damage.]
(if: $newMeleeName is "Sting" )[piercing damage, and the target must make a DC $meleeDC Constitution saving throw, taking &meleeSuffixDamage poison damage on a failed save, or half as much damage on a successful one.]
(if: $newMeleeName is "Smother")[... The creature is Grappled (escape DC $meleeDC). Until this grapple ends, the target is Restrained, Blinded, and at risk of suffocating, and the $newMonsterName can’t smother another target. In addition, at the start of each of the target’s turns, the target takes &meleeSuffixDamage bludgeoning damage.]
(if: $newMeleeName is "Tail" )[bludgeoning damage. If the target is a creature, it must succeed on a DC $meleeDC Strength saving throw or be knocked prone.]
(if: $newMeleeName is "Talon" )[piercing damage.]
(if: $newMeleeName is "Tentacle" )[bludgeoning damage. If the target is a creature, it is Grappled (escape DC $meleeDC). Until this grapple ends, the target is Restrained, and the $newMonsterName can’t use its tentacles on another target.]
(if: $newMeleeName is "Tusk" )[bludgeoning damage.]
}
Beak
Bite
Claw
Crush
Constrict
Gore
Hooves
Horn
Pincer
Pseudopod
Ram
Slam
Smother
Stomp
Sting
Talon
Tentacle
Tusk{(if: ($meleetohit - $PROFbonus) > 0 )[(print: (round: ($PROFbonus * (($meleeDice / 2) +0.5)) + ($meleetohit - $PROFbonus))) ($PROFbonus{}d$meleeDice +(print: $meleetohit - $PROFbonus))]
(else:)[(print: (round: ($PROFbonus * (($meleeDice / 2) +0.5)))) ($PROFbonus{}d$meleeDice)]
}(set: $meleeSuffixDice to ( 2 * (random: 2,4)))(print: (round: ($PROFbonus * (($meleeSuffixDice / 2) +0.5)))) ($PROFbonus{}d$meleeSuffixDice)<div class = "monsterSign">(css: "letter-spacing: -65px;")[◯](either:"╭","╮","╯","╰","╱","╲","─","│")(either:"┌","┐","└","┘","├","┤","┬","┴","┼")(either:"⊏","⊐","⊑","⊒","⊓","⊔","⨅","⨆","⫍","⫎",)</div>(set: $name to 'Dracula')
$name<!--INTELLIGENCE-->
Cunning
Two-Headed
Multiattack
LimitedTelepathy
Sense Magic
Magic Resistance
Reflective Carapace
Labyrinthine Recall
Treasure Sense
Probing Telepathy
Shielded Mind
Petrifying Gaze
$newFirstName{}tic Body
Damage Transfer
<!--WISDOM-->
Keen Hearing
Keen Smell
Keen Sight
Keen Senses
Two-Headed
Gibbering
Sunlight Sensitivity
Inscrutable
Faultless Tracker
Invisibility
Pack Tactics
False Appearance
False Appearance
Transparent
Mimicry{<!-- STRENGTH TRAITS-->
Charge
Rampage
Aberrant Ground
Reckless
Rampage
Aggressive
Barbed Hide
Pounce
Death Burst
Consume
Amphibious
Mucus Cloud
Blood Frenzy
Rejuvenation
Regeneration
$newFirstName{}tic Resilience
Multiple Heads
Reactive Heads
<!-- DEXTERITY TRAITS-->
Sure-Footed
Death Throes
Underwater Camouflage
(upperfirst $terrainAdj) Camouflage
Active Camouflage
Evasion
Sneak Attack
Incorporeal Movement
Spider Climb
Web Walker
Web Sense
Web
Tree Stride
Mirror Stride
Nimble Escape
$newFirstName{}tic Jaunt
Amorphous
Shadow Stealth
Contortionist
$newFirstName{}tic Fortitude
Stench {
(if: $STRmod > $DEXmod)[(either:
"''Charge:'' If the $newMonsterName moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra &meleeHitDamage slashing damage. If the target is a creature, it must succeed on a DC $meleeDC Strength saving throw or be knocked Prone. (set: $newMeleeName to 'Gore')",
"''Rampage:'' When the $newMonsterName reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.",
"''Aberrant Ground:'' The ground in a 10-foot radius around the $newMonsterName is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC $meleeDC Strength saving throw or have its speed reduced to 0 until the start of its next turn.",
"''Reckless:'' At the start of its turn, the $newMonsterName can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.",
"''Aggressive:'' As a bonus action, the $newMonsterName can move up to its speed toward a hostile creature that it can see.",
"''Barbed Hide:'' At the start of each of its turns, the $newMonsterName deals &meleeHitDamage piercing damage to any creature grappling it.",
"''Pounce:'' If the $newMonsterName 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 $meleeDC Strength saving throw or be knocked Prone. If the target is Prone, the $newMonsterName can make one bite attack against it as a bonus action.",
"''Death Burst:'' When the $newMonsterName dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC $meleeDC Constitution saving throw or be Blinded for 1 minute. A Blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.",
"''Consume Life:'' As a bonus action, the$newMonsterName can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC $meleeDC Constitution saving throw against this magic or die. If the target dies, the $newMonsterName regains 10 (3d6) hit points.",
"''Mucus Cloud:'' While underwater, the $newMonsterName is surrounded by transformative mucus. A creature that touches the $newMonsterName or that hits it with a melee attack while within 5 feet of it must make a DC $meleeDC Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature cannot regain hit points.",
"''Blood Frenzy:'' The $newMonsterName has advantage on melee attack rolls against any creature that doesn’t have all its hit points.",
"''Rejuvenation:'' If it dies, the $newMonsterName returns to life in 1d6 days and regains all its hit points. Only a Wish spell can prevent this trait from functioning.",
"''Regeneration:'' The $newMonsterName regains 10 hit points at the start of its turn if it has at least 1 hit point.",
"''$newFirstName{}tic Resilience:'' The $newMonsterName has advantage on saving throws against poison, spells, and illusions, as well as to resist being Charmed or Paralyzed.",
"''Multiple Heads:'' The $newMonsterName has five heads. While it has more than one head, the $newMonsterName has advantage on saving throws against being Blinded, Charmed, Deafened, Frightened, Stunned, and knocked Unconscious. Whenever the $newMonsterName takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the $newMonsterName dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The $newMonsterName regains 10 hit points for each head regrown in this way.
''Multiattack:'' The $newMonsterName makes as many bite attacks as it has heads.(set: $newMeleeName to 'Bite')
''Reactive Heads:'' For each head the $newMonsterName has beyond one, it gets an extra reaction that can be used only for opportunity attacks.")]
(else:)[(either:
"''Sure-Footed:'' The $newMonsterName has advantage on Strength and Dexterity saving throws made against effects that would knock it Prone.",
"''Death Throes:'' When the $newMonsterName dies, it explodes, and each creature within 30 feet of it must make a DC $meleeDC Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.",
"''Amphibious:'' The $newMonsterName can breathe air and water.
''Underwater Camouflage:'' The $newMonsterName has advantage on Dexterity (Stealth) checks made while underwater.",
"''Active Camouflage:'' The $newMonsterName{}'s coloration changes instantly to match the background of any environment it enters, with no effort on its part. When active, this effect grants it advantage on Dexterity (Stealth) checks made to hide.",
"''Evasion:'' If the $newMonsterName is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the $newMonsterName instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.",
"''Sneak Attack:'' Once per turn, the $newMonsterName deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the $newMonsterName that isn’t Incapacitated and the assassin doesn’t have disadvantage on the attack roll.",
"''Incorporeal Movement:'' The $newMonsterName 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.",
"''Spider Climb:'' The $newMonsterName can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
''Web Walker:'' The $newMonsterName ignores movement restrictions caused by webbing.
''Web Sense:'' While in contact with a web, the $newMonsterName knows the exact location of any other creature in contact with the same web.
''Web (Recharge 5-6):'' //Ranged Weapon Attack:// (print: $profBunus + $DEXmod) to hit, range 30/60 ft., one creature. //Hit:// The target is Restrained by webbing. As an action, the Restrained target can make a DC $meleeDC Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).",
"''Tree Stride:'' Once on her turn, the $newMonsterName can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.",
"''Mirror Stride:'' Once on her turn, the $newMonsterName can use 10 feet of its movement to step magically into a mirror within its reach and emerge from a second mirror anywhere on the same plane of existence, appearing in an unoccupied space within 5 feet of the second mirror. Both mirrors must be Medium or bigger.",
"''Nimble Escape:'' The $newMonsterName can take the Disengage or Hide action as a bonus action on each of its turns.",
"''$newFirstName{}tic Jaunt:'' As a bonus action, the $newMonsterName can magically shift from the Material Plane to the $newFirstName{}plane, or vice versa.",
"''Amorphous:'' The $newMonsterName can move through a space as narrow as 1 inch wide without squeezing.",
"''Shadow Stealth:'' While in dim light or darkness, the $newMonsterName can take the Hide action as a bonus action.",
"''Contortionist:'' The $newMonsterName doesn’t provoke opportunity attacks when it moves out of an enemy’s reach.",
"''$newFirstName{}tic Fortitude:'' If damage reduces the $newMonsterName to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the $newMonsterName drops to 1 hit point instead.",
"''Stench:'' Any creature that starts its turn within 10 feet of the $newMonsterName must succeed on a DC $meleeDC Constitution saving throw or be Poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the $newMonsterName{}’s stench for 24 hours.")]
}
{<!-- INTELLIGENCE TRAITS-->
(if: $INTmod > $WISmod)[(either:
"''Cunning:'' The $newMonsterName has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.",
"''Two-Headed:'' The $newMonsterName has advantage on Wisdom (Perception) checks and on saving throws against being Blinded, Charmed, Deafened, Frightened, Stunned, or knocked Unconscious.
''Multiattack:'' The $newMonsterName makes as many bite attacks as it has heads.(set: $newMeleeName to 'Bite')",
"''Limited Telepathy:'' The $newMonsterName can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond.",
"''Sense Magic:'' The $newMonsterName senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn’t itself magical.",
"''Magic Resistance:'' The $newMonsterName has advantage on saving throws against spells and other magical effects.",
"''Reflective Carapace:'' Any time the $newMonsterName is targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the $newMonsterName is unaffected. On a 6, the $newMonsterName is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.",
"''Labyrinthine Recall:'' The $newMonsterName can perfectly recall any path it has traveled.",
"''Treasure Sense:'' The $newMonsterName can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.",
"''Probing Telepathy:'' If a creature communicates telepathically with the $newMonsterName, the $newMonsterName learns the creature’s greatest desires if the aboleth can see the creature.",
"''Shielded Mind:'' The $newMonsterName is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.",
"''Petrifying Gaze:'' If a creature starts its turn within 30 feet of the $newMonsterName and the two of them can see each other, the $newMonsterName can force the creature to make a DC $meleeDC Constitution saving throw if the $newMonsterName isn’t Incapacitated. On a failed save, the creature magically begins to turn to stone and is Restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is Petrified until freed by the greater restoration spell or other magic. A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the $newMonsterName until the start of its next turn, when it can avert its eyes again. If it looks at the $newMonsterName in the meantime, it must immediately make the save. If the $newMonsterName sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.",
"''$newFirstName{}tic Body:'' A creature that touches the $newMonsterName or hits it with a melee attack while within 5 feet of it takes &meleeHitDamage (lowercase: $newFirstName + 'tic') damage.",
"''Damage Transfer:'' While within 5 feet to a creature, the $newMonsterName takes only half the damage dealt to it (rounded down), and that creature takes the other half.")]
<!----WISDOM---->
(else:)[(either:
"''Keen Hearing:'' The $newMonsterName has advantage on Wisdom (Perception) checks that rely on hearing.",
"''Keen Smell:'' The $newMonsterName has advantage on Wisdom (Perception) checks that rely on smell.",
"''Keen Sight:'' The $newMonsterName has advantage on Wisdom (Perception) checks that rely on sight.",
"''Keen Senses:'' The $newMonsterName has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.",
"''Gibbering:'' The $newMonsterName babbles incoherently while it can see any creature and isn’t Incapacitated. Each creature that starts its turn within 20 feet of the $newMonsterName and can hear the gibbering must succeed on a DC $meleeDC Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.",
"''Sunlight Sensitivity:'' While in sunlight, the $newMonsterName has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
"''Inscrutable:'' The $newMonsterName is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the $newMonsterName{}’s intentions or sincerity have disadvantage.",
"''Faultless Tracker:'' Once the $newMonsterName has made eye contact with a creature, it knows the direction and distance to that creature as long as the two of them are on the same plane of existence, or 3 days pass without renewing eye contact.",
"''Invisibility:'' The $newMonsterName is Invisible.",
"''Pack Tactics:'' The $newMonsterName has advantage on an attack roll against a creature if at least one of the $newMonsterName{}'s allies is within 5 feet of the creature and the ally isn’t Incapacitated.
Charm: The $newMonsterName targets one creature it can see within 30 feet of it. If the target can see the $newMonsterName, the target must succeed on a DC $meleeDC Wisdom saving throw against this magic or be Charmed by the $newMonsterName. The Charmed target regards the $newMonsterName as a trusted friend to be heeded and protected. Although the target isn’t under the $newMonsterName’s control, it takes the$newMonsterName’s requests or actions in the most favorable way it can. Each time the $newMonsterNameor the $newMonsterName’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the $newMonsterName is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.",
"''Pack Tactics:'' The $newMonsterName has advantage on an attack roll against a creature if at least one of the $newMonsterName{}'s allies is within 5 feet of the creature and the ally isn’t Incapacitated.
''Animate Trees (1/Day):'' The $newMonsterName 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’t speak, and they have only the Slam action option. An animated tree acts as an ally of the $newMonsterName. The tree remains animate for 1 day or until it dies; until the $newMonsterName dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.",
"''Fungal Appearance:'' While the $newMonsterName remains motionless, it is indistinguishable from an ordinary fungus.",
"''False Appearance:'' While the $newMonsterName remains motionless, it is indistinguishable from an oily pool or wet rock.",
"''Transparent:'' Even when the $newMonsterName is in plain sight, it takes a successful DC $meleeDC Wisdom (Perception) check to spot a $newMonsterName that has neither moved nor attacked. A creature that tries to enter the $newMonsterName{}’s space while unaware of the $newMonsterName is surprised by the $newMonsterName.",
"''Mimicry:'' The $newMonsterName can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC $meleeDC Wisdom (Insight) check.")]
}
{
(if: ($STRmod + $DEXmod)>($INTmod + $WISmod))[(display: "Physical Trait Suffix")]
(else:)[(display: "Mental Trait Suffix")]
}{<!-- INTELLIGENCE ATTACKS -->
(if: $INTmod > $WISmod)[(either:
"''Illusory Appearance:'' The $newMonsterName covers itself and anything it is carrying with a magical illusion that makes it look like another creature of its general size and shape. The illusion ends if the $newMonsterName takes a bonus action to end it or if it dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the $newMonsterName could appear to have smooth skin, but someone touching it would feel its rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC $meleeDC Intelligence (Investigation) check to discern that the $newMonsterName is disguised.",
"''Read Thoughts:'' The $newMonsterName magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the $newMonsterName can continue reading its thoughts, as long as the $newMonsterName's concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the $newMonsterName has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.",
"''Darkness Aura (1/Day):'' A 15-foot radius of magical darkness extends out from the $newMonsterName, moves with it, and spreads around corners. The darkness lasts as long as the $newMonsterName maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.",
"''Teleport:'' The $newMonsterName magically teleports, along with any equipment it is carrying, up to 120 feet to an unoccupied space it can see.",
"''Psychic Drain (Costs 2 Actions):'' One creature Charmed by the $newMonsterName takes &meleeHitDamage psychic damage, and the $newMonsterName regains hit points equal to the damage the creature takes.",
"''Unnerving Mask:'' When a creature the $newMonsterName can see starts its turn within 30 feet of the $newMonsterName, the $newMonsterName can create the illusion that it looks like one of the creature’s departed loved ones or bitter enemies. If the creature can see the $newMonsterName, it must succeed on a DC $meleeDC Wisdom saving throw or be Frightened until the end of its turn.",
"''Slow (Recharge 5-6):'' The $newMonsterName targets one or more creatures it can see within 10 feet of it. Each target must make a DC $meleeDC Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
"''Enslave (3/Day):'' The $newMonsterName targets one creature it can see within 30 feet of it. The target must succeed on a DC $meleeDC Wisdom saving throw or be magically Charmed by the $newMonsterName until the $newMonsterName dies or until it is on a different plane of existence from the target. The Charmed target is under the $newMonsterName's control and can’t take reactions, and the $newMonsterName and the target can communicate telepathically with each other over any distance. Whenever the Charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the $newMonsterName.",
"''Life Drain:'' //Melee Weapon Attack:// +6 to hit, reach 5 ft., one creature. //Hit:// &meleeHitDamage necrotic damage. The target must succeed on a DC $meleeDC Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.",
"''Create Specter:'' The $newMonsterName targets a creature within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the $newMonsterName’s control. The $newMonsterName can have no more than seven specters under its control at one time.",
"''Possession (Recharge 6):'' One humanoid that the $newMonsterName can see within 5 feet of it must succeed on a DC $meleeDC Charisma saving throw or be possessed by the $newMonsterName; the $newMonsterName then disappears, and the target is Incapacitated and loses control of its body. The $newMonsterName now controls the body but doesn’t deprive the target of awareness. The $newMonsterName can’t be targeted by any attack, spell, or other effect, except ones that might restore target or dispel the possession, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the $newMonsterName ends it as a bonus action, or the $newMonsterName is turned or forced out by an effect. When the possession ends, the $newMonsterName reappears in an unoccupied space within 5 feet of the body. The target is immune to this $newMonsterName ’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.",
"''Horror Nimbus (Recharge 5-6):'' The $newMonsterName magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC $meleeDC Wisdom saving throw or be 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’s saving throw is successful or the effect ends for it, the creature is immune to the $newMonsterName's Horror Nimbus for the next 24 hours.",
"''Luring Song:'' The $newMonsterName sings a magical melody. Every humanoid and giant within 300 feet of the $newMonsterName that can hear the song must succeed on a DC $meleeDC Wisdom saving throw or be Charmed until the song ends. The $newMonsterName must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the $newMonsterName is Incapacitated. While Charmed by the $newMonsterName, a target is Incapacitated and ignores all other songs. If the Charmed target is more than 5 feet away from the $newMonsterName, the target must move on its turn toward the $newMonsterName by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the $newMonsterName, the target can repeat the saving throw. A Charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this $newMonsterName’s song for the next 24 hours.")]
<!-- WISDOM ATTACKS -->(else:)[(either:
"''Blasphemous Word'' (Costs 2 Actions): The $newMonsterName utters a blasphemous word. Each $newFirstName{}tic creature within 10 feet of the $newMonsterName that can hear the magical utterance must succeed on a DC $meleeDC Constitution saving throw or be Stunned until the end of the mummy lord’s next turn.",
"''$newFirstName{}tic Roar (3/Day):'' The $newMonsterName emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the $newMonsterName and able to hear the roar must make a saving throw. First Roar: Each creature that fails a DC $meleeDC Wisdom saving throw is Frightened for 1 minute. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Roar: Each creature that fails a DC $meleeDC Wisdom saving throw is Deafened and Frightened for 1 minute. A Frightened creature is Paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar: Each creature makes a DC $meleeDC Constitution saving throw. On a failed save, a creature takes &meleeHitDamage $newFirstName{}tic damage and is knocked Prone. On a successful save, the creature takes half as much damage and isn’t knocked Prone.",
"''Ethereal Jaunt:'' As a bonus action, the $newMonsterName can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
''Nightmare Haunting (1/Day):'' While on the Ethereal Plane, the $newMonsterName magically touches a sleeping humanoid on the Material Plane. A Protection from Evil and Good spell cast on the target prevents this contact, as does a Magic Circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target’s hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag’s soul bag. The reduction to the target’s hit point maximum lasts until removed by the Greater Restoration spell or similar magic.",
"''Moan:'' Each creature within 60 feet of the $newMonsterName that can hear its moan must succeed on a DC $meleeDCWisdom saving throw or become Frightened until the end of the $newMonsterName’s next turn. If a creature’s saving throw is successful, the creature is immune to the $newMonsterName’s moan for the next 24 hours.",
"''Phantasms (Recharges after a Short or Long Rest):'' The $newMonsterName magically creates three illusory duplicates of itself if it isn’t in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which $newMonsterName is the real one. If the $newMonsterName is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the $newMonsterName with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can’t see or if it relies on senses other than sight. A duplicate has the $newMonsterName’s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.",
"''Enlarge (Recharges after a Short or Long Rest):'' For 1 minute, the $newMonsterName magically increases in size. While enlarged, the $newMonsterName is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the $newMonsterName lacks the room to become Large, it attains the maximum size possible in the space available.",
"''Horrifying Visage:'' Each non-undead creature within 60 feet of the $newMonsterName that can see it must succeed on a DC $meleeDC Wisdom saving throw or be Frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A Frightened target can repeat the saving throw at the end of each of its turns, ending the Frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this $newMonsterName’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.",
"''Scare (1/Day):'' One creature of the $newMonsterName's choice within 20 feet of it must succeed on a DC $meleeDC Wisdom saving throw or be Frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the $newMonsterName is within line of sight, ending the effect on itself on a success.",
"''Blinding Breath (Recharge 6):'' The $newMonsterName exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC $meleeDC Dexterity saving throw or be Blinded 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.",
"''Change Shape:'' The $newMonsterName magically polymorphs into a humanoid or beast within 120 feet of itself. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the $newMonsterName’s choice). In a new form, the $newMonsterName retains its game statistics, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.",
"''Draining Kiss:'' The $newMonsterName kisses a creature Charmed by it or a willing creature. The target must make a DC $meleeDC Constitution saving throw against this magic, taking &meleeHitDamage psychic damage on a failed save, or half as much damage on a successful one. The target’s 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.",
"''Heart Sight:'' The $newMonsterName touches a creature and magically knows the creature’s current emotional state. If the target fails a DC $meleeDC Charisma saving throw, the $newMonsterName also knows the creature’s alignment.",
"''Invisible:'' The $newMonsterName magically turns Invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). While Invisible, it leaves no physical evidence of its passage, so it can be tracked only by magic. Anything it carries is Invisible with it.",
"''Death Glare:'' The $newMonsterName targets one Frightened creature it can see within 30 feet of it. If the target can see the $newMonsterName, it must succeed on a DC $meleeDC Wisdom saving throw against this magic or drop to 0 hit points.",
"''Horrific Appearance:'' Any humanoid that starts its turn within 30 feet of the $newMonsterName and can see the $newMonsterName’s true form must make a DC $meleeDC Wisdom saving throw. On a failed save, the creature is Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the $newMonsterName is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the $newMonsterName’s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the $newMonsterName’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.",
"''Dreadful Glare:'' The $newMonsterName targets one creature it can see within 60 feet of it. If the target can see the $newMonsterName, it must succeed on a DC $meleeDC Wisdom saving throw against this magic or become Frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also Paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of this $newMonsterName, and other creatures with this ability name, for the next 24 hours.")]
}