D&D 5e Statblock Generator 4

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 1

Support Me on Ko-fi

PC Options Reference - Character Generator - Magic Item Generator - Statblock Generator

D&D 5e Statblock Generator


Based on Statblock5e and Open5e

Save Statblock Load Statblock Printable Block View Image View Markdown

Monster Presets: Restore Default Use Preset

Expanded submission. The Executioner channels its master’s


E XECUTIONER OF A SMODEUS power through its own form. Area within 20ft of the
Large fiend (Devil), Chaotic Evil
Executioner is considered part of Asmodeus’s aura of
Submission ability.
Armor Class 24 (natural armor)
Legendary Resistance (1/day). If the Executioner fails a
Hit Points 250 (19d10+146)
saving throw, it can choose to succeed instead.
Speed 40 ft., fly 80 ft.
Regeneration. The Executioner regains 10 hit points at the
start of its turn if it has at least 1 hit point.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 18 (+4) 23 (+6) 23 (+6) 23 (+6) Magic Resistance. The Executioner has advantage on saving
throws against spells and other magical effects.
Furthermore, the Executioner is immune to the magic
Saving Throws Dex +8, Int +12, Wis +12, Cha +12 missile spell.
Skills Athletics +9, Intimidation +12, Perception +12, Stealth
+8 Swift Caster. The Executioner can use its bonus action to
Damage Resistances lightning, necrotic, radiant; cast any spell with a casting time of one action
bludgeoning, piercing, and slashing from nonmagical
attacks A CTIONS
Damage Immunities cold, fire, poison
Condition Immunities blinded, charmed, deafened, Multiattack. The Executioner can make 2 claw strikes and
exhaustion, frightened, poisoned then uses its breath attack.
Senses darkvision 240 ft., passive Perception 22
Claw Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Languages understands All, telepathy 120 ft.
target. Hit: 2d8+3 slashing damage + 1d8 necrotic damage. If
Challenge 19 (22,000 XP)
the target is a creature, it must make a DC 20 Wisdom
saving throw. On a failed save, the creature must kneel and
Innate Spellcasting. The Executioner's innate spellcasting bow before Asmodeus until the start of its next turn. Until
ability is Charisma (spell save DC 20, +12 to hit with spell this kneeling and bowing ends, the target can't take actions
attacks). It can innately cast the following spells, requiring or reactions, and its speed is 0 and can't be increased
no material components:
Hel breath. The Executioner exhales frost fire in a 100-foot
line that is 5 feet wide. Each creature in that line must make
At will: detect magic, dispel magic, misty step, identify, flame
a DC 20 Dexterity saving throw, taking 9d6+18 Cold damage
strike
on a failed save, or half as much damage on a successful
3/day each: chain lightning, cone of cold, greater invisibility,
one. If the creature fails its saving throw, it is under the
mass suggestion, mislead, telekinesis
effect of Asmodeus’s Chill Gaze for the next minute.
2/day each: dominate monster, prismatic spray, project
image Teleport (recharge 5/6). The Executioner magically teleports,
along with any equipment it is wearing or carrying, up to 60
feet to an unoccupied space it can see.

One Column Two Columns


<< Update Statblock >>

Name: Size: Type: Tag: Alignment:


Executioner of Asmodeus Large Fiend Devil Chaotic Evil

Hit Points: Armor Type: Natural Armor Bonus:


250 (19d10+146) Natural Armor 12

(Custom HP: ) (Shield: )

Speed: Burrow Speed: Climb Speed: Fly Speed: Swim Speed:


40 ft. 0 ft. 0 ft. 80 ft. 0 ft. (Custom Speed: )
(Hover: )

STR: DEX: CON: INT: WIS: CHA:


17 (+3) 15 (+2) 18 (+4) 23 (+6) 23 (+6) 23 (+6)

Saving Throws: Skills: Condition Immunities:


Charisma Proficient Perception Proficient Blinded Immune
Dex Expert Blinded
Int Athletics Charmed
Wis Intimidation Deafened
Cha Perception Exhaustion
Stealth Frightened
Poisoned

Damage Types: Languages: Telepathy:


Nonmagical Attacks All 120 ft.
Vulnerable Resistant Immune Speaks Understands but
Cold (Immune) All (understands)
Fire (Immune)
Lightning (Resistant)
Necrotic (Resistant)
Poison (Immune)
Radiant (Resistant)
Bludgeoning, piercing, and slashing from
nonmagical attacks (Resistant)

Blindsight: 0 ft. Darkvision: 240 ft. Tremorsense: 0 ft. Truesight: 0 ft.

Challenge Rating: 19 (22,000 XP)


(Proficiency Bonus: +6)

Shortened Name: Executioner ?


Shortened Plural: Executioners ?

Legendary Creature:

Abilities:
Name:

Add Ability Add Action Add Reaction


Magic Resistance Use Preset
Show Formatting Help:
Abilities:
Innate Spellcasting: The [MON]'s innate spellcasting ability is Charisma (spell save DC [CHA SAVE],
[CHA ATK] to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic, dispel magic, misty step, identify, flame strike
3/day each: chain lightning, cone of cold, greater invisibility, mass suggestion, mislead, telekinesis
2/day each: dominate monster, prismatic spray, project image
Expanded submission: The [MON] channels its master’s power through its own form. Area within 20ft of
the [MON] is considered part of Asmodeus’s aura of Submission ability.
Legendary Resistance (1/day): If the [MON] fails a saving throw, it can choose to succeed instead.
Regeneration: The [MON] regains 10 hit points at the start of its turn if it has at least 1 hit point.
Magic Resistance: The [MON] has advantage on saving throws against spells and other magical effects.
Furthermore, the [MON] is immune to the magic missile spell.
Swift Caster: The [MON] can use its bonus action to cast any spell with a casting time of one action
Actions:
Multiattack: The [MON] can make 2 claw strikes and then uses its breath attack.
Claw Strike: Melee Weapon Attack: [STR ATK] to hit, reach 10 ft., one target. Hit: 2d8+3 slashing damage
+ 1d8 necrotic damage. If the target is a creature, it must make a DC 20 Wisdom saving throw. On a failed save, the
creature must kneel and bow before Asmodeus until the start of its next turn. Until this kneeling and bowing ends, the
target can't take actions or reactions, and its speed is 0 and can't be increased
Hel breath: The [MON] exhales frost fire in a 100-foot line that is 5 feet wide. Each creature in that line
must make a DC 20 Dexterity saving throw, taking 9d6+18 Cold damage on a failed save, or half as much damage on a
successful one. If the creature fails its saving throw, it is under the effect of Asmodeus’s Chill Gaze for the next minute.
Teleport (recharge 5/6): The [MON] magically teleports, along with any equipment it is wearing or
carrying, up to 60 feet to an unoccupied space it can see.

GitHub Repo

You might also like