Example: a monster called Green Hag Obama would have Green as pre-name, Hag as name and Obama as surname. This separation allows Monstershuffler to pick only the 'name' part when writing descriptions inside the stat block.
When a creature is generic, its name is preceded by the article "the" inside descriptions, like "The hag has advantage on Wisdom (Perc[...]"
Find more names on fantasynamegenerators.com
Male pronouns: he/his/him/his
Female pronouns: she/her/her/hers
Neutral pronouns: they/their/them/theirs
Thing pronouns: it/its/it/theirs
This value affects descriptions when tags like [they] or [them] are used: they will be automatically converted into the pronouns chosen for the creature. To know more about tags click here.
If you choose (from other sources) Monstershuffler will attempt to find this value inside the creature's template, class or race in that order, and give a default value when none is found.
1 = tiny; 2 = small, 3 = medium, 4 = large, 5 = huge, 6 = gargantuan.
Expressions add dynamic values to statistics. Example: adding '1' as an expression to the size of a medium-sized creature will make it Large, and adding 'LVL/9' will make it grow in size every 9 levels (Hit Dice).
If you choose (from other sources) Monstershuffler will attempt to find this value inside the creature's template, class or race in that order, and give a default value when none is found.
Add a subtype:
In case you didn't know: you can write and add your own subtypes!
Warning: changing the creature's race or race variant will replace all related statistics and actions, including the ones you may have edited.
Warning: changing the creature's profession will replace all related statistics and actions, including the ones you may have edited.
Warning: changing the creature's class or class variant will replace all related statistics and actions, including the ones you may have edited.
Warning: changing the creature's template will replace all related statistics and actions, including the ones you may have edited.
Alignment is randomly determined when a creature is generated inside the NPC Generator. The values above influence the result of the random roll by making it lean towards a certain alignment. Other stats may influence the result as well.
Short Background
Here you can write a very short background to help yourself or other dungeon masters roleplay this creature. Leave it blank if you want to hide this part of the stat block.
Find more ideas on SeventhSanctum.com
If you were to describe this creature's personality, what word would you use? Leave the input blank if you want to hide this part of the stat block.
Armor Class:
If you choose (from other sources) Monstershuffler will attempt to find this value inside the creature's template, class or race in that order, and give a default value when none is found.
This creature's level is the sum of the Hit Dice found inside these sections:
The Hit Die chosen reflects the creature's size: Tiny: d4, Small: d6, Medium: d8, Large: d10, Huge: d12, Gargantuan: d20.
*You can leave this field blank, as Races and Templates don't necessarily have base Hit Dice.
The Hit Die chosen reflects the creature's size: Tiny: d4, Small: d6, Medium: d8, Large: d10, Huge: d12, Gargantuan: d20.
Speeds (ft):
If you leave these values blank Monstershuffler will attempt to find them inside the creature's template, class or race in that order, and give a default value when none is found.
Setting a speed type to 0 will forcibly disable it.
Add an expression for a type of speed:
Base ability scores:
You can prevent expressions from increasing ability scores too much by setting a limit here:
Ability scores limit:
A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and Monsters and divine beings can have scores as high as 30.
Add an expression for an ability score:
Classes usually make characters increase one ability score by 2 every four levels, which translates into the expression (LVL/4)*2 + 2. You should always add a similar expression to the primary ability score of a class.
Add a saving throw:
If you want to give Expertise (double proficiency) to a saving throw, just add an expression to it with 'PROF' as value.
Add a skill:
If you want to give Expertise (double proficiency) to a skill, just add an expression to it with 'PROF' as value.
Random skills:
Pick random Skills from the in addition to the ones chosen already.
Add a damage vulnerability:
Add a damage resistance:
Add a damage immunity:
Add a condition immunity:
Senses (ft):
If you leave these values blank Monstershuffler will attempt to find them inside the creature's template, class or race in that order, and give a default value when none is found. Setting a sense to 0 will forcibly disable it.
Add an expression for a sense:
Add a language:
Random languages:
Pick random Languages from the in addition to the ones chosen already.
Other settings:
If you choose (from other sources) Monstershuffler will attempt to find this value inside the creature's template, class or race in that order, and give a default value when none is found.
Setting Telepathy to 0 will forcibly disable it.
Calculate the estimated CR of this creature at two different levels (Hit Dice) and write it below. Monstershuffler will then calculate all the other CRs automatically. You can use the instructions at page 274 of the Dungeon Master's Guide or our tables as reference.
Go to the Hit Points settings and set the level (Hit Dice) of the Creature to 1: what is your estimated CR for this creature as a "level 1" monster?
Now set the level (Hit Dice) to the highest number reasonable for this type of creature: what is your estimated CR at that level?
If you want to create monsters or NPCs that can be used consistently from Challenge Rating 0 to Challenge Rating 30, use expressions whenever possible to make statistics dynamic, and enable/disable actions at the appropriate levels!
All monsters and NPCs usually have their proficiency bonus determined by their Challenge Rating. The option "by Level" helps you create Player Character-like creatures when you need one.
The standard description that precedes Legendary Actions will appear as soon as a Legendary Action is available for the creature.
Action Settings:
Active from level* to level*
*Leave these fields blank if you want this action to be always active.
Description:
Use tags and dynamic values inside descriptions to make this creature reusable. Also check the manual below to understand how to create actions.
List of tags available
Drag and drop values inside the description, or write directly the name of a value between {braces}. Click on values to edit them.
Click on the attributes below to shape the description of this attack:
You can choose these additional filters for the random weapon:
*You can leave these fields blank.
*You can leave these fields blank.
You may want to use the expression "8+PROF+ability" for saving throws, where ability is the ability score modifier related to this action (STR DEX CON INT WIS CHA).
Values in "feet"/"-feet" should always be multiplied by 5 because of the way length is measured in D&D battle maps. The length of the fiery breath of a dragon that grows in size every two levels could be written like this"(LVL\2)*5".
This type of value is used inside Multiattack descriptions. It is based on the "Extra attack" feature of the Fighter Class and many melee-type official monsters apparently follow the same rule. These are the results it gives:
Before level 5: one attack
From level 5: two attacks
From level 11: three attacks
From level 20: four attacks
From level 32: five attacks
...giving one extra attack after x levels + 3, where x was the previous interval.
Add a bonus to attack values:
Spellcasting ability:
If you choose (from other sources) Monstershuffler will attempt to find this value inside the creature's template, class or race in that order, and give a default value when none is found.
Spell groups:
Spell groups are lists of spells that become available to a creature at a chosen level.
When available, spells are then sorted by their number of uses per day, to create the standard D&D5e spell list for monsters.
Add a spell to the group:
Search Filters:
Spells in this group:
Random spells:
Pick random Spells from the in addition to the ones chosen already, using the filters currently selected.
*You can use expressions to calculate this field dynamically! Click here for a quick guide.
Adds
10
Adult Gold Dragon
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft, one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft, one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft, one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
- Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
- Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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 dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. 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 dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Gold dragons were the strongest and most majestic of the metallic dragons, and were considered the apex of the draconic race. Graceful and wise, they were relentless and dedicated foes of evil, injustice, and foul play. While respected for their fairness and knowledge, they were also grim and reserved, and usually avoided casual contact with other dragons.
Description
A gold dragon's head was characterized by a short face with long and smooth metallic horns that swept back from its nose and brow, as well as the neck frills that adorned both sides of its neck. From the mouth and nostrils descended four pairs of long, flexible muscular spines that resembled whiskers or barbels. Along with the dragon's narrow eyes, these features contributed to give them a look of sagacity. As the dragon aged, its pupils faded away until the eyes acquired an appearance of shiny, liquid gold. Other facial features included a pointed tongue and small cheek horns that grew sideways.
Gold dragons had broad sail-like wings that started from their shoulders and extended all the way to the end of their extremely long tails. During flight, the wings moved in a graceful rippling motion that resembled swimming. This elegant flying motion was considered by many scholars, as well as by the gold dragons themselves, to be the most graceful among true dragons. When on the ground, the wings were kept closed upright over its back if the dragon was at rest, or folded facing back if the dragon was walking or running.
A newly hatched gold dragon had dark yellow scales dotted with metallic specks that increased in size with age, until they totally covered the scales, giving a shiny and radiant golden color to the adult dragon's entire body.
Despite being capable of eating almost anything, gold dragons tended to hunt large and dangerous monsters and were particularly fond of including pearls and gems in their diet. Older dragons even had the ability to supernaturally locate gems in their vicinity. They tended to receive such gifts well, except if they were given as bribes.
Gold dragons could breathe underwater. They gave off scents of saffron and incense, and sometimes a faint smell of molten metal.
Personality
It was common for gold dragons to appoint themselves with quests to promote good. Those that earned a gold dragon's fury found a relentless enemy who would not rest until the utter and complete subjugation of the evildoers. Either by slaying or by bringing villains to justice, a gold dragon's only acceptable outcome was complete victory over evil.
When looking for a lair, gold dragons usually sought secluded and remote locations. They had a preference for idyllic or picturesque locations, such as rivers or the bottom of lakes, cave complexes, ancient ruins, deep gorges, high plateaus, or mist-covered islands. They also had a preference for rolling hills, open plains, and in some rare cases even within humanoid communities which they have chosen to protect. They were very private creatures, mostly keeping to themselves and their families and rarely fraternizing with other dragons.
Older gold dragons were capable of shapeshifting into humanoid or beast forms. They usually spent most of the time in this form, even within their lairs. When traveling, it was common for a gold dragon to assume a particularly non-threatening form in order to put adventurers at ease, as well as to observe local communities and to catch up on gossip and news of the outside world. In many cases, the dragon would use its disguise to provide help, company and comfort to those in need, or to set up traps for evildoers by using itself as bait.
Strong believers in the greater good and in the rule of order, gold dragons were sometimes viewed as arrogant and dismissive. They tended to avoid philosophical or ethical discussions with beings they deemed inferior, although they enjoyed arguing in favor of law. Due to their vast superiority with respect to the average humanoid, they often had difficulty in understanding the everyday troubles and needs of communities and in some rare instances might even end up becoming tyrants.
Combat
Gold dragons preferred to parlay before a fight, using their intimidating presence and insight to determine if fighting was necessary, to find advantages, and to buy time to cast preparatory spells. If fighting became necessary, they made heavy use of fire-based spells such as delayed blast fireball and fire shield, as well as deterrent spells such as cloudkill, globe of invulnerability, maze, sleep, slow, and stinking cloud.
A common tactic for gold dragons in a fight was to use their breath weapons as means to scatter and weaken their foes. They possessed two such breath weapons: a powerful fire breath and a cone of weakening gas.
Society
Every gold dragon in the world acknowledged a hierarchy which spanned the entire race. This structure had a single elected leader at the top: a wyrm or great wyrm called the King (or Queen) of Justice who bore the honorific "Your Resplendence" and served until death or resignation. The selection of a replacement (either by election or, more frequently, by acclamation) was a process in which all gold dragons took part. It was also possible for two dragons of equal merit to be elected as leaders, in which case they could share duties or alternate leadership.
Because gold dragons were well aware of their responsibilities, the duties of the King of Justice were typically light. They would most frequently act as advisors to other dragons and their quests to defeat evil, pointing out consequences and hidden ramifications. Less frequently, the gold dragon ruler acted as a representative of the entire race when dealing with other species, or as a judge in the extremely rare occasion in which a gold dragon committed an offense.
Lair
Gold dragons did not have strong preferences about their lairs, but they tended to choose lairs made of stone, such as caves and castles, and recruited other loyal creatures as guards.
The lair of a gold dragon possessed some residual magic. While in its lair, a gold dragon had a limited capability to glimpse into the future and to banish invaders into a dream plane of the dragon's own creation. The region around the lair also experienced some magical effects, such as banks of opalescent mists that haunted evil creatures and warned good creatures of danger. The dragon also was capable of establishing a telepathic contact with sleeping creatures within 6 miles (9.7 kilometers) of its lair. Within 1 mile (1.6 kilometers) of the lair, gems and pearls shone and emitted a faint light.
Gold dragons enjoyed treasure that showed artisanship, such as paintings, sculptures, calligraphy and porcelain. They had a great fascination for magic items and loved to add them to their hoards. It was common for them to magically ward their hoards so that it was impossible for an item to be removed without the dragon's knowledge.
Gold dragons were known to reside in the Serpent Hills, the Earthfast Mountains, the Vast, the Graypeak Mountains, Loudwater, the Orsraun Mountains and Turmish.
Family and Parenting
When choosing a mate, gold dragons could spend years debating philosophy and ethics and questing together as part of their courtship. Prospective mates then sought approval from the King of Justice. Some gold dragons mated for life through a rite known as the Oath of Concord, while others only mated for a short time. They could be monogamous or hold several mates at the same time.
Gold dragons raised their young with exceptional care. A gold dragon wyrmling did not have whiskers, but they developed quickly. It was also common for gold dragon parents to send their young to the care of foster parents. This could serve a variety of reasons, such as freeing the parents for a quest, or just broadening their horizons.
Wyrmling, very young, young, juvenile, and young adult gold dragons tended to be solitary or lived in a clutch of 2 to 5 dragons; adults, mature adults, older dragons, wyrms or great wyrms would live solitarily, in a pair, or a family consisting of a couple of adults and several offspring.
Language
Gold dragons were the only species of dragon to have their own written language. However, they could only write in human form, since their dragon claws were not practical for holding writing equipment.
These dragons even kept records of historic events. The content of these records was mostly useless to human historians however, as they described dragon events like dragon births, trials and deaths, rather than events that affected the non-dragon world.
This article uses material from the “Gold Dragon” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.