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 White Dragon
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
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 15 ft, one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft, one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 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 16 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.
Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
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 11 (1d6 + 8) bludgeoning damage saving throw or take and be knocked prone. The dragon can then fly up to half its flying speed.
White dragons (also known as ice dragons or glacial wyrms) were the weakest and most feral of the classic chromatic dragons.
Description
White dragons were physically the smallest of the chromatic dragons, even smaller than black dragons. They appeared in shades from white to grey and ice-blue, and in arctic environments, this appearance served as good camouflage.
White dragons were physically distinguished by several features: their heads and necks seemed to blend seamlessly into one another, and their wings appeared somewhat frayed along the edges. They had a flap of skin, called a dewlap, lined with spines beneath their chins. Their heads were very streamlined, and they had high crests atop their skulls. They had a crisp, vaguely chemical odor.
White dragon toes were spaced more widely than those of other dragons, with barbed claws to aid movement on ice. Their very thin eyelids prevented snowblindness when observing arctic landscapes.
When in the stage of being a wyrmling, white dragons had a less pronounced crest and small stubs where their future horns would be. They completely lacked the dewlap and their bodies were protected by a leathery white hide in place of scales.
Combat
White dragons were not strong combatants as dragons went, but they were not to be underestimated. Their icy breath could freeze an unprepared foe solid in an instant. They typically avoided fights with more powerful dragons, but would avail themselves of any opportunity to take their frustrations out on "lesser" creatures.
Whites also had exceptional memories, and would often hunt down beings who crossed them, no matter how long it might take. They were not as cruel as black dragons and were not as ferocious as reds, but they were still competent in combat.
White dragons preferred to attack first, then eat their prey, rather than pausing to ask questions. They did not often contemplate what to eat, simply choosing the most convenient prey, and would often freeze it after the kill by burying it in snow or ice for days.
Breath weapon
White dragons expelled a cone of intense cold, a direct hit from which was fatal as it instantly froze its victim. Even a glancing blow could be seriously debilitating.
Society
They were still powerful enough to overwhelm most humans and had exceptional long-term memories. Adult white dragons had several abilities well suited to their arctic habitat: they could climb ice cliffs with ease, fly very high and fast, and were exceptional swimmers. They loved to swim in cold water; the more frigid, the better. Much of their diet consisted of aquatic creatures, even whales. White dragons were always hungry, and tended to become more savage as they matured. Knowing that they were the smallest and weakest of dragons, many whites harbored inferiority complexes. They took any opportunity to bully beings such as giants and younger dragons of other species. White dragons preferred to scavenge for and collect treasure, rather than involving themselves in politics as other dragons might. Like other dragons, they looked down on others, and tended to view other creatures as prey.
Lairs
Most white dragons laired in ice caves, often dug into the side of an arctic mountain, on tundra, or glacial plains, although they did not need ice and snow, and some settled near mountain peaks or in forests. They could create their own caves by applying the breath weapon to tightly packed snow in order to transform it into solid ice.
White dragons made their homes in frozen lands and ice-covered mountains. Their lairs often contained many more tunnels and chambers than those of other chromatic dragons. More powerful white dragons would sometimes turn a large iceberg into a floating lair. Such lairs always had an underwater entrance as well as one to the open air.
Whites preferred glittery treasure that resembled ice, such as diamonds or light gems, but platinum, silver, and anything reflective or polished works of art were also popular.
Religion
Back when her domains included winter, some white dragons were known to worship the Raven Queen.
Parenting and development
White dragons usually laid about eight or ten eggs in a clutch. A white dragon egg was incubated for fourteen months. The first three and a half months were within the mother's body. On average, between a quarter and a third survived to hatching.
White dragon eggs had to be buried in snow or encased in ice while incubating. The parents did not bother to tend or protect the eggs in any way, although they would usually lay them near their lairs. A newly hatched white wyrmling had scales as clear as ice, which became white as the dragon matured. They were expected to survive on their own from the moment they hatched, although some white dragon parents would permit their young to live in their lair until they reached adulthood.
The wyrmling developed into a young dragon after about three or four years, and then into an adult after about 100 years. Elder white dragons aged from about 750 years, while ancients aged from 1700 years, and the oldest white dragons lived around 2100 years.
This article uses material from the “White Dragon” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.