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 Silver Dragon
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: +17 to hit, reach 15 ft, one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft, one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft, one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 39 feet of the dragon and aware of it must succeed on a DC 24 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.
- Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.
- Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed 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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Silver dragons, sometimes referred to as shield dragons, were a breed of metallic dragon.
A silver dragon enjoyed the company of humans and elves so much that it would often take the form of a human or elf and live among them for the majority of its life. However, it should be noted that silvers, like all dragons, believed themselves the most superior creatures in the world. However, apart from the ability to fly, which they enjoyed greatly, they tended to prefer the physical forms of humanoids for everyday life.
Description
The silver dragon was regal and statuesque.
At first glance, a silver dragon appeared very similar to a white dragon. The wings were more curved than a white's, however, and a silver had two talons on its wings rather than the single talon of most dragons. The silver dragon also had a beautiful frill that began at the top of its head and flowed all the way down its neck and body to the tip of its tail. The frill was silver towards the body, fading to a purple hue at the edge. They had two long, smooth silver horns with black tips, pointing up and back from the head. They also had a pronounced sharp frill under the chin, which had the rough appearance of a goatee. They smelled like rain.
They were very intelligent, more so than most humans, extremely powerful, breathtakingly beautiful, and had lifespans that could reach 4,200 years.
Personality
Unlike the gold and bronze dragons, the silver dragon did not usually go out of its way to bring justice to the world. Instead, it waited for others to ask them for help; They would attempt to right an injustice if they saw one, but they had no inclination to intentionally seek evil out and destroy it. Silver dragons were more interested in protecting the humans or elves that came to its care.
One unusual trait they had was the love of human dining; moreover, they would use their alternate form ability to take part in large feasts.
Combat
Like most metallic dragons, silvers did not enjoy combat, and were averse to killing. If forced to fight, however, they were as deadly as any other dragon.
Silver dragons had two separate breath weapons. The first was a cone of freezing cold, similar to that of white dragons. The second was a cone of paralyzing gas.
Society
Silver dragons were extremely rare and elusive, preferring to take the guise of kind and elderly humanoids or very attractive and young humanoids. They very much liked to associate with elves and humans, not necessarily because they preferred their company over other races, but because they tried to learn from the shorter-lived humans.
Most silvers grouped together in "clans", a loose organization of dragons who chose to live together as a family. Clans took communal responsibility for protecting and raising their wyrmlings. A senior member of the clan might act as a leader, but no true leader actually existed. Silver dragons did not feel the need for a strict social structure, since they were most content to live as honestly as possible.
Silver dragons' favored enemy were red dragons because these chromatic dragons were almost always evil and had a talent for destruction. Additionally, silvers and reds favored the same sort of terrain for lairs, which led to territorial disputes on top of having attitudes and philosophies at odds with the others.
Dragons could live for millennia, while humans only lived a few decades. This vast difference in time led to inherent psychological differences concerning time. Dragons tended to think things through for years at a time, using their razor-sharp intellects to hone a plan to perfection, solve incalculable puzzles, or other such things. Silver dragons, however, noted that humans were able to accomplish much in their short lifespans because of their ambitious drive for success. When a silver dragon could combine its own long-term perspective with a quick and ambitious attitude, the benefit was undeniable.
Some silver dragons served certain deities as servants, including Aerdrie Faenya, Arvoreen, Corellon, Eilistraee, Gaerdal Ironhand, Gorm Gulthyn, Labelas Enoreth, Moradin, Sehanine Moonbow, Torm, and Yondalla.
Lair
A silver dragon's lair was typically found within an icy mountain, with the main entrance only accessible by air. The lair itself was similar to the gold dragon's in its sophistication and design, although the silver dragon's lair tended to be far less intricate. A typical lair would contain a main entertaining area, a storage room, a vault, a sleeping chamber, study, library, shrine, and two clinic rooms where the dragon could offer help and protection to those who needed it. The lair would also have a concealed back entrance for use in emergencies.
Family and Parenting
Silver dragons laid their eggs in a bed of snow. A newly hatched silver wyrmling had scales of a bluish gray, which changed to silver over time. Silver wyrmlings were intelligent, kind, extremely curious, and adorable.
As they matured, many silver dragons left their clans for long periods of time to live among nondragons. They tended to live for many years with the same group of humans or elves, having grown attached to them. As members of the family died, the silver dragon, grieved by the loss, often chose to stay with the family, remaining a true and loyal friend and champion through many generations. If the dragon felt comfortable enough around these nondragons, it might even decide to reveal its true self.
This article uses material from the “Silver Dragon” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.