D&D 5E The BestAIry

Reynard

Legend
NOTE to mods: if this is not okay, or needs to go somewhere else, please do the thing.

NOTE to Participants: The rules in this thread should be followed. No spamming. Us the general image thread for that.

THE IDEA: Let's see what sort of creatures, with statblocks, AI can create for out games!

HOW TO: Choose a chatbot like ChatGPT or ClaueAI or similar. Ask it with some fair degree of detail to describe a new monster (flavor text). Then, take the description and use it as a prompt in an image generator to create a picture of the monster. And finally go back to the chatbot to create a statblock.

RULES: In addition to the normal site rules, this thread requires some special attention. DO NOT try and recreate existing monsters, including those from other games or 3rd party things. The point is to experiment with AI generated monster stats and see how well it works, or not. Also, everyone should feel free to yoink and mod these monsters (because in the US at least they can't be protected by copyright) , but do not try and turn them into something you sell on DMsGuild or whatever. bad form.

PERSONAL NOTE: I freelance on the side and creating monsters is one of the key things I do, so I understand that something like this can feel weird. The point is NOT to replace designers (like myself!) with AI. The point is to explore the landscape of what these tools can (and, importantly, can't). We absolutely should critique the stuff the AI pump out. The core feeling behind this thread is skeptical curiosity. Some things are going to feel really impressive. Some things are going to be terrible. That is awesome. that is what we want, and we should talk about that.

IF YOU HATE AI: That is completely valid. I understand. But please don't use this thread to rail against it generally. Please do point out its flaws in the context of monster design, tho.
-----
All that said, an example.

Using ClaudeAI:
The Prompt: describe a monster adventurers might encounter while exploring a desert oasis The monster should be magical in nature and somehow use trickery to lure in its prey
The Response:
The mirage djinn is a rare magical creature that dwells in remote desert oases. At first glance, it appears as a shimmering pool of clear water, swaying palm trees, and lush greenery - a welcome sight for weary desert travelers. However, this is merely an elaborate illusion crafted by the djinn to lure its prey.

As unsuspecting travelers draw near, lulled into a false sense of security by the promise of refreshment, the mirage slowly shifts into the djinn's true form - a towering creature made of swirling sand and wind. The traveler's elation turns to horror as the oasis disappears before their eyes, replaced by a vortex of sand and air.

The djinn ensnares victims in cylones of sand, whisking them high into the air before dropping them to their demise. It is able to create powerful illusions that appeal to a traveler's senses and desires, from inviting pools of water to extravagant desert palaces brimming with riches. Only those wise and wary of desert trickery can hope to avoid being ensnared by the mirage djinn's lethal illusions.
The image:
djinn.jpg

The Statblock (note, I told it a CR to use and told it to include a reaction)
Mirage Djinn
Medium elemental, chaotic evil

Armor Class: 16 (natural armor)
Hit Points: 127 (17d8 + 51)
Speed: 30 ft., fly 60 ft.

STR 16 (+3)
DEX 18 (+4)
CON 16 (+3)
INT 12 (+1)
WIS 15 (+2)
CHA 18 (+4)

Saving Throws: Dex +7, Wis +5
Damage Resistances: lightning, 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 12
Languages: Auran, Common
Challenge: 7 (2,900 XP)

Illusory Aura. The djinn projects an illusion of an oasis that extends 30 feet from it. This illusion disappears if the djinn takes any damage.

Innate Spellcasting. The djinn's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: major image, silent image
3/day: hallucinatory terrain, mirage arcane
1/day: programmed illusion

Actions
Multiattack. The djinn makes three slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Whirlwind (Recharge 6). Each creature in a 20 foot radius must make a DC 15 Strength saving throw. On a failure, the target takes 22 (4d10 + 3) bludgeoning damage and is flung up 30 feet away in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 4 (1d8) bludgeoning damage for every 10 feet traveled. On a successful save, the creature takes half as much damage and isn't flung or knocked prone. The djinn can't use this ability again until it finishes a long rest.

Reactions
Mirage Deflection. When the djinn is targeted by a spell, it uses its reaction to create an illusion of itself being struck. The djinn makes a Charisma saving throw against the caster's spell save DC. On a success, the spell has no effect on the djinn.
 

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Reynard

Legend
The prompt:
describe a fantasy creature that originates from the elemental plane of fire but comes to the prime material plane to seek out nourishment. the creature should have unique qualities and an interesting appearance.

The Text:

The Ignisfeeder is a creature born of the raging infernos of the Elemental Plane of Fire. Standing over 7 feet tall, its body resembles a humanoid shaped from molten lava and blackened magma rock. Its head is featureless except for two glowing orange eyes and a maw filled with jagged obsidian teeth.

The Ignisfeeder periodically travels to the Prime Material Plane through temporary rifts in search of sustenance. Unable to survive for long away from its home plane, it must feed on sources of heat and flame to maintain its form. It absorbs fire through its fingertips, snuffing out campfires, torches, and even larger blazes if given the chance.

Known for its vicious temper, the Ignisfeeder attacks any who come between it and its needed fuel source. Its touch sears flesh, causing terrible burns, and it can expel blasts of fire from its mouth when angered. Though dangerous, the Ignisfeeder does not hunt humanoids for sport, only for survival. After satiating its ravenous appetite, it returns to the Elemental Plane, the rift sealing up behind it.

The image:
ignisfeeder.jpg


The statblock:

Ignisfeeder
Large elemental, chaotic neutral

Armor Class: 15 (natural armor)
Hit Points: 93 (11d10 + 33)
Speed: 30 ft.

STR 16 (+3)
DEX 10 (+0)
CON 16 (+3)
INT 6 (-2)
WIS 10 (+0)
CHA 7 (-2)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: fire, poison
Condition Immunities: poisoned, exhaustion, grappled, paralyzed, petrified, prone, restrained

Senses: darkvision 60 ft., passive Perception 10
Languages: Ignan, Primordial
Challenge: 4 (1,100 XP)

Heated Body. A creature that touches the Ignisfeeder or hits it with a melee attack while within 5 ft. takes 7 (2d6) fire damage.

Illumination. The Ignisfeeder sheds bright light in a 30-ft radius and dim light for an additional 30 ft.

Actions
Multiattack. The Ignisfeeder makes two Slam attacks or uses its Fire Breath.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) fire damage. If the target is a creature or flammable object, it ignites. 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.

Fire Breath (Recharge 5-6). The Ignisfeeder exhales flames in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Fiery Absorption (Recharges after Long Rest). When the Ignisfeeder is targeted by a fire damage spell or effect, as a reaction it can absorb the flames. It regains hit points equal to half the fire damage dealt, and the fire effect is negated.
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
_6a28dba2-7b47-4bdd-bc71-437835f2011a.jpg

In the dim and eerie depths of a subterranean lake, adventurers may stumble upon the abhorrent and ancient terror known as the "Abyssal Lurker." This eldritch monster has lurked in the inky blackness of the underground waters for untold eons, evolving and adapting to its lightless environment with every passing millennium.

Physical Description:The Abyssal Lurker is a grotesque amalgamation of aquatic and eldritch horrors. Its monstrous form is shrouded in an inky, bioluminescent mucus that emits a dim, otherworldly glow, revealing only glimpses of its grotesque features. Its body is serpentine, coiling and undulating in the water, and can grow to immense lengths, easily spanning the entire width of the subterranean lake. Its flesh is translucent, allowing one to witness the writhing mass of internal organs pulsating beneath its slimy skin. The creature's head is an unholy fusion of fish and cephalopod, with numerous eyes encircling a gaping maw filled with serrated, needle-like teeth.

Behavior:The Abyssal Lurker is a cunning predator that has honed its hunting skills over countless centuries. It patiently lies in wait, concealed within the lake's murky depths, blending with the shadows and appearing as nothing more than a part of the subterranean landscape. Its bioluminescent mucus can be controlled to either lure or repel prey, often tricking smaller creatures into swimming closer before striking with incredible speed. It can extend its sinuous body to reach unsuspecting victims with its gaping maw, devouring them in a single, gruesome gulp.

Ancient Origins:The Abyssal Lurker is rumored to be as old as the very earth beneath which it dwells. Some believe it to be a remnant of a time before light, when the subterranean world was a realm of primordial chaos. Others suggest it might be a cursed abomination born of eldritch magic gone awry. Its true origins are shrouded in mystery, adding to the sense of dread and foreboding that surrounds the creature.

Encounter:Adventurers who venture into the subterranean lake may come face to face with the Abyssal Lurker when they least expect it. The first sign of its presence is often the subtle bioluminescent glow that emanates from the water, casting an eerie, greenish light on the surroundings. As they approach, the water seems to come alive with writhing, shadowy shapes. The Lurker then erupts from the depths, a nightmarish vision of ancient terror, ready to defend its dark and watery domain.

Surviving an encounter with the Abyssal Lurker is a harrowing challenge, requiring wit, bravery, and a fair bit of luck. Those who manage to escape the creature's grasp are left with stories of an eldritch nightmare that has stalked the subterranean waters for eons, a reminder that in the depths of the earth, ancient terrors lie in wait.

Abyssal Lurker
Huge Aberration, Chaotic Evil

Armor Class 18 (natural armor)
Hit Points 250 (20d12 + 120)
Speed 40 ft., swim 60 ft.

STR 22 (+6)
DEX 14 (+2)
CON 22 (+6)
INT 10 (0)
WIS 12 (+1)
CHA 8 (-1)

Skills Perception +5
Senses darkvision 120 ft., passive Perception 15
Languages understands Abyssal but can't speak

Challenge 14 (11,500 XP)

Special Traits

  • Bioluminescent Cloak. The Abyssal Lurker can activate or deactivate its bioluminescent mucus as a bonus action. While activated, it emits a 30-foot radius of dim light, and it has advantage on Dexterity (Stealth) checks made in darkness or murky water.
Actions

  • Multiattack. The Abyssal Lurker can make two attacks with its tentacle slam.
  • Tentacle Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 6) bludgeoning damage, and the target must make a DC 18 Strength saving throw or be grappled. If grappled, the target is restrained, and the Abyssal Lurker can't use the same tentacle on another target.
  • Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one grappled target. Hit: 32 (4d12 + 6) piercing damage. If this attack reduces the target to 0 hit points, the Abyssal Lurker can use a bonus action to swallow the target. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Abyssal Lurker, and it takes 21 (6d6) acid damage at the start of each of the Abyssal Lurker's turns. If the Abyssal Lurker takes 60 damage or more on a single turn from a creature inside it, the Abyssal Lurker must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the Abyssal Lurker. If the Abyssal Lurker dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 30 feet of movement, exiting prone.
  • Bioluminescent Burst (Recharge 5-6). The Abyssal Lurker releases a burst of blinding light, illuminating a 60-foot radius area around it. Each creature in that area must make a DC 18 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 a success.
Reactions

  • Ink Cloud (Recharge 6). When the Abyssal Lurker takes damage, it can release a cloud of blinding ink. The area within 30 feet of the Abyssal Lurker becomes heavily obscured for 1 minute. A creature that enters the area or starts its turn there must make a DC 18 Constitution saving throw or be blinded until the end of its turn. A creature can repeat the saving throw at the start of each of its turns, ending the effect on a success. The ink cloud drifts away in still water after 1 minute.
Legendary Actions The Abyssal Lurker can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The Abyssal Lurker regains spent legendary actions at the start of its turn.

  • Tentacle Attack. The Abyssal Lurker makes one tentacle slam attack.
  • Move. The Abyssal Lurker moves up to its swim speed without provoking opportunity attacks.
  • Bioluminescent Flash (Costs 2 Actions). The Abyssal Lurker activates its Bioluminescent Cloak if it is deactivated, or deactivates it if it is already active.
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
_0cd6b633-ad3d-4c0b-8783-2be8b598a62d.jpg

Verdanite Skulker
Medium Humanoid (Verdanite), Neutral Evil

Armor Class 14 (natural armor)
Hit Points 18 (4d6 + 4)
Speed 25 ft., climb 25 ft.

STR 8 (-1)
DEX 16 (+3)
CON 12 (+1)
INT 10 (0)
WIS 10 (0)
CHA 8 (-1)

Skills Acrobatics +5, Stealth +5, Perception +2
Senses Darkvision 60 ft., passive Perception 12
Languages Common, Verdanite

Challenge 1/2 (100 XP)

Special Traits

  • Chameleon Camouflage. The Verdanite Skulker can use a bonus action to blend into its surroundings, becoming invisible if it remains motionless. It becomes visible again after moving or taking an action.
Actions

  • Multiattack. The Verdanite Skulker makes two attacks: one with its bite and one with its claw.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Physical Description:
Verdanite Skulkers are humanoid creatures standing around 5 to 6 feet tall, with a sinewy and agile build. They are covered in sleek, iridescent scales that shift in color to match their surroundings, allowing them to blend seamlessly into their environment. These scales provide natural armor and protection. Their elongated, reptilian faces bear a combination of feline and chameleon-like features, with slit pupils in their keen eyes and a set of retractable, needle-sharp fangs. Their hands have sharp, claw-like fingers, perfect for climbing and stealthy maneuvers.

Abilities and Traits:

Chameleon Camouflage:
Verdanite Skulkers possess the extraordinary ability to blend into their surroundings, making them nearly invisible when motionless. This natural camouflage aids them in ambushes and stealthy reconnaissance.

Acrobatic Agility: They are incredibly agile and are skilled climbers, allowing them to scale walls and trees with ease. Their nimbleness makes them formidable opponents in both close combat and hit-and-run tactics.

Venomous Bite: Their retractable fangs are venomous, delivering a potent neurotoxin to their victims. A single bite can incapacitate or kill a target, making them deadly in melee encounters.

Cunning and Ambitious: Verdanite Skulkers are known for their intelligence and strategic thinking. They are not mindless minions but rather cunning creatures that can adapt to a variety of situations and follow tactical orders.

Eco-Sensory Perception: Their keen senses allow them to detect even the slightest disturbances in their environment, making them exceptional scouts and guards.

Behavior:
Verdanite Skulkers are typically found in heavily forested or jungle environments, where their natural camouflage is most effective. They operate in small, organized groups, each with a leader who coordinates their actions. While they can serve as minions in evil armies, they are known to have their own hidden societies and agendas, making them complex and unpredictable.

In battles, they prefer hit-and-run tactics, using their agility and camouflage to strike from the shadows and then disappear before their foes can retaliate. Their intelligence also makes them valuable for tasks such as sabotage, espionage, and reconnaissance.
 

Reynard

Legend
Prompt: describe a monster for a fantasy rpg that would be a good guardian for a hidden treasure vault.

The Vault Guardian is a colossal stone golem standing 20 feet tall. Its hulking body is made of grey granite blocks chiselled into intricate runes and patterns. Its head is a geometric shape with two glowing blue crystals for eyes that scan the area ceaselessly.

The golem remains motionless, blending into the stone walls of the vault room, until someone steps foot inside. Then with surprising speed for its size, it springs to life and confronts any would-be thieves. Its stomping steps shake the room as it swings its massive stone fists to pummel intruders. Any weapons or spells seem to barely chip the magical granite skin.

When reduced to half health, the runes across its body glow brighter. The golem's attacks become empowered with magical energy, allowing it to smash the ground to create shockwaves or blast intruders with rays of blue energy from its eyes. It will fight with relentless stamina to destroy any invaders to the vault. Only a very powerful and clever party of adventurers could hope to defeat this magical sentinel and claim the treasure it guards.
vault guardian.jpg


Vault Guardian
Large construct, unaligned

Armor Class: 17 (natural armor)
Hit Points: 178 (17d10 + 85)
Speed: 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (0) 1 (-5)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 120 ft., passive Perception 10
Languages: understands the languages of its creator but can't speak
Challenge: 10 (5,900 XP)

Stone Fists. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Shockwave Stomp. The golem stomps the ground. Each creature within 15 feet of it must succeed on a DC 18 Strength saving throw or take 22 (4d10) thunder damage and be knocked prone.

Eye Rays. The golem's eyes fire two rays at one or two targets it can see within 60 feet of it. The target must succeed on a DC 18 Dexterity saving throw or take 27 (5d10) force damage.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Reactive Defense. When the golem is hit by an attack, it can use its reaction to gain +4 AC against that attack.
 

View attachment 306016
In the dim and eerie depths of a subterranean lake, adventurers may stumble upon the abhorrent and ancient terror known as the "Abyssal Lurker." This eldritch monster has lurked in the inky blackness of the underground waters for untold eons, evolving and adapting to its lightless environment with every passing millennium.

Physical Description:The Abyssal Lurker is a grotesque amalgamation of aquatic and eldritch horrors. Its monstrous form is shrouded in an inky, bioluminescent mucus that emits a dim, otherworldly glow, revealing only glimpses of its grotesque features. Its body is serpentine, coiling and undulating in the water, and can grow to immense lengths, easily spanning the entire width of the subterranean lake. Its flesh is translucent, allowing one to witness the writhing mass of internal organs pulsating beneath its slimy skin. The creature's head is an unholy fusion of fish and cephalopod, with numerous eyes encircling a gaping maw filled with serrated, needle-like teeth.

Behavior:The Abyssal Lurker is a cunning predator that has honed its hunting skills over countless centuries. It patiently lies in wait, concealed within the lake's murky depths, blending with the shadows and appearing as nothing more than a part of the subterranean landscape. Its bioluminescent mucus can be controlled to either lure or repel prey, often tricking smaller creatures into swimming closer before striking with incredible speed. It can extend its sinuous body to reach unsuspecting victims with its gaping maw, devouring them in a single, gruesome gulp.

Ancient Origins:The Abyssal Lurker is rumored to be as old as the very earth beneath which it dwells. Some believe it to be a remnant of a time before light, when the subterranean world was a realm of primordial chaos. Others suggest it might be a cursed abomination born of eldritch magic gone awry. Its true origins are shrouded in mystery, adding to the sense of dread and foreboding that surrounds the creature.

Encounter:Adventurers who venture into the subterranean lake may come face to face with the Abyssal Lurker when they least expect it. The first sign of its presence is often the subtle bioluminescent glow that emanates from the water, casting an eerie, greenish light on the surroundings. As they approach, the water seems to come alive with writhing, shadowy shapes. The Lurker then erupts from the depths, a nightmarish vision of ancient terror, ready to defend its dark and watery domain.

Surviving an encounter with the Abyssal Lurker is a harrowing challenge, requiring wit, bravery, and a fair bit of luck. Those who manage to escape the creature's grasp are left with stories of an eldritch nightmare that has stalked the subterranean waters for eons, a reminder that in the depths of the earth, ancient terrors lie in wait.

Abyssal Lurker
Huge Aberration, Chaotic Evil

Armor Class 18 (natural armor)
Hit Points 250 (20d12 + 120)
Speed 40 ft., swim 60 ft.

STR 22 (+6)
DEX 14 (+2)
CON 22 (+6)
INT 10 (0)
WIS 12 (+1)
CHA 8 (-1)

Skills Perception +5
Senses darkvision 120 ft., passive Perception 15
Languages understands Abyssal but can't speak

Challenge 14 (11,500 XP)

Special Traits

  • Bioluminescent Cloak. The Abyssal Lurker can activate or deactivate its bioluminescent mucus as a bonus action. While activated, it emits a 30-foot radius of dim light, and it has advantage on Dexterity (Stealth) checks made in darkness or murky water.
Actions

  • Multiattack. The Abyssal Lurker can make two attacks with its tentacle slam.
  • Tentacle Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 6) bludgeoning damage, and the target must make a DC 18 Strength saving throw or be grappled. If grappled, the target is restrained, and the Abyssal Lurker can't use the same tentacle on another target.
  • Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one grappled target. Hit: 32 (4d12 + 6) piercing damage. If this attack reduces the target to 0 hit points, the Abyssal Lurker can use a bonus action to swallow the target. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Abyssal Lurker, and it takes 21 (6d6) acid damage at the start of each of the Abyssal Lurker's turns. If the Abyssal Lurker takes 60 damage or more on a single turn from a creature inside it, the Abyssal Lurker must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the Abyssal Lurker. If the Abyssal Lurker dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 30 feet of movement, exiting prone.
  • Bioluminescent Burst (Recharge 5-6). The Abyssal Lurker releases a burst of blinding light, illuminating a 60-foot radius area around it. Each creature in that area must make a DC 18 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 a success.
Reactions

  • Ink Cloud (Recharge 6). When the Abyssal Lurker takes damage, it can release a cloud of blinding ink. The area within 30 feet of the Abyssal Lurker becomes heavily obscured for 1 minute. A creature that enters the area or starts its turn there must make a DC 18 Constitution saving throw or be blinded until the end of its turn. A creature can repeat the saving throw at the start of each of its turns, ending the effect on a success. The ink cloud drifts away in still water after 1 minute.
Legendary Actions The Abyssal Lurker can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The Abyssal Lurker regains spent legendary actions at the start of its turn.

  • Tentacle Attack. The Abyssal Lurker makes one tentacle slam attack.
  • Move. The Abyssal Lurker moves up to its swim speed without provoking opportunity attacks.
  • Bioluminescent Flash (Costs 2 Actions). The Abyssal Lurker activates its Bioluminescent Cloak if it is deactivated, or deactivates it if it is already active.

After getting through several sentences of the intro for this one, I couldn't shake the feeling it might as well have started with: "It was a dark and stormy night".

Inky indeed, AI!
 

dave2008

Legend
NOTE to mods: if this is not okay, or needs to go somewhere else, please do the thing.

NOTE to Participants: The rules in this thread should be followed. No spamming. Us the general image thread for that.

THE IDEA: Let's see what sort of creatures, with statblocks, AI can create for out games!

HOW TO: Choose a chatbot like ChatGPT or ClaueAI or similar. Ask it with some fair degree of detail to describe a new monster (flavor text). Then, take the description and use it as a prompt in an image generator to create a picture of the monster. And finally go back to the chatbot to create a statblock.

RULES: In addition to the normal site rules, this thread requires some special attention. DO NOT try and recreate existing monsters, including those from other games or 3rd party things. The point is to experiment with AI generated monster stats and see how well it works, or not. Also, everyone should feel free to yoink and mod these monsters (because in the US at least they can't be protected by copyright) , but do not try and turn them into something you sell on DMsGuild or whatever. bad form.

PERSONAL NOTE: I freelance on the side and creating monsters is one of the key things I do, so I understand that something like this can feel weird. The point is NOT to replace designers (like myself!) with AI. The point is to explore the landscape of what these tools can (and, importantly, can't). We absolutely should critique the stuff the AI pump out. The core feeling behind this thread is skeptical curiosity. Some things are going to feel really impressive. Some things are going to be terrible. That is awesome. that is what we want, and we should talk about that.

IF YOU HATE AI: That is completely valid. I understand. But please don't use this thread to rail against it generally. Please do point out its flaws in the context of monster design, tho.
-----
What are doing, prompt-wise, to generate a stat block? Have you checked the CR of these creations?
 




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