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
Ancient Bronze 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: +16 to hit, reach 15 ft, one target. Hit: 20 (2d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft, one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft, one target. Hit: 18 (2d8 + 9) 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 20 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.
- Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage damage on a failed save, or half as much damage on a successful one.
- Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 away from the dragon.
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 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Bronze dragons were a race of metallic dragons. Curious and inquisitive, they possessed a strong sense of justice and did not tolerate any form of cruelty.
Description
Physically, the bronze dragon was quite fierce in appearance, despite its good nature. While most of its body was a reflective bronze color, the wings were often tipped with green. The dragon had four large horns on each side of their heads, three protruding from each cheek and one from the top of their head, pointing back towards the tail. The tips of these points were black and very sharp, and were often used for grooming. The tongue was purple-gray, long and pointed, and not forked. A large frill ran down the upper part of its neck.
Bronze dragons smelled like sea spray.
Abilities
These dragons possessed the ability to alter their form, assuming the appearance of any type of animal or humanoid creature they choose. As such, many could have encountered a bronze dragon without ever being the wiser. A friendly dolphin that saved a drowning child; a mercenary sailor eager to fight pirates; a diver specializing in searching undersea shipwrecks for possible treasure… all of these could have been a bronze dragon. Many bronze dragons would use their shape-shifting abilities to get close to an enemy target; bronze dragons prefer melee combat.
Bronze dragons could speak with animals, create food and water, make fog, control water and weather, and detect thought.
Combat
While bronze dragons were often fascinated with battles, especially fighting to defeat evil, they had strong moral compunctions against killing living beings unless absolutely necessary. They would often join good-aligned armies to fight the forces of evil, either in human form or their own. In battle, their weapon of choice was to breathe repulsion gas, which is so putrid that it forced absolutely everything away. They also liked to relocate a foe to a remote location where it could do no harm when possible. When absolutely forced to kill, the bronze dragon was a deadly combatant, roasting enemies with bursts of lightning or ripping them open with its clawed forelegs.
Breath weapon
Bronze dragons had two separate breath weapons. The first was a line of electricity similar to a lightning bolt, and the second was either a cone of gas that affected the minds of creatures caught in it, causing them to flee for a short time, or a cone of repulsion energy which physically pushed enemies away.
Society
They truly enjoyed observing and interacting with smaller creatures, most especially humans. They often went out of their way to help them, such as rescuing humans from a shipwreck or a dangerous foe. In many of these instances, the bronze dragon would transform itself into a human, so that those who it helped never knew who really did the rescuing. They would never seek payment for their help, in any form. They always sought justice as best they could, and could not abide to see any creature being treated with cruelty of any sort. The older the dragon, the more pronounced the passion for justice became. They were probably the most social species of dragon, and often swam and played together in groups. They also loved to attend human festivals and parties, although usually in human form. The bronze dragons were spiritually connected to silver dragons as they have similar personalities and were each involved in an ancient ritual.
Lair
Bronze dragons were often found along the coastal regions of the world. They liked to dwell along the sea, to make use of their aquatic abilities, while staying close to humanoid settlements. Many ship merchants would pay a bronze dragon to protect their trade routes. More nefarious bronze dragons would demand bribes for “protection” while accepting similar bribes from pirates to operate within their territories. Given its exceptional abilities as a swimmer, the entrance to a bronze dragon's lair was quite naturally underwater, and was often disguised with seaweed and coral. The bulk of the lair was above water level, however, consisting of multiple tunnels and large chambers, some as much as a thousand feet above sea level. They preferred to make their lairs in an island volcano, if possible.
Parenting and development
Bronze dragons mated for life, and took their duties as parents with the utmost seriousness. They protected their eggs and their wyrmlings at any cost. Although bronze dragons always lived near water, they laid their eggs in a dry cave. Apart from a dry, relatively warm environment, bronze dragon eggs required no special conditions for incubation like those of most dragons. Upon hatching, the wyrmlings were raised, taught, and protected by their parents. A newly-hatched bronze wyrmling appeared yellow with a tinge of green, and the scales gradually shifted to bronze as it matured. Bronze wyrmlings loved to swim in the ocean, and frolic in much the same manner as dolphins.
This article uses material from the “Bronze Dragon” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.