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
Barbed Devil (Hamatula)
Barbed Hide. At the start of each of its turns, the devil deals 5 (1d10) piercing damage to any creature grappling it.
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Multiattack. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame two times.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) piercing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) piercing damage.
Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft, one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Hamatulas, also called barbed devils, were the guardians and patrollers of the Nine Hells. They were the greatest of the lesser baatezu and responsible for safeguarding important, infernal locations and individuals.
Description
Hamatulas were lithe, 7 ft (2.1 m) tall humanoids with 300 lb (140 kg) bodies that, as their name implied, were completely covered in barbs. Their horned hands ended in strange, lengthy claws and their long, burly tails were coated in spines. Shifting across the room were their gleaming, vigilant eyes, so constant in their movement it made barbed devils seem anxious.
Personality
Hamatulas were extremely greedy creatures, constantly on the lookout for objects or creatures of which they could claim ownership. They were also incredibly prideful entities, zealously attending to their duties without boredom or disinterest due to their desire to increase their own status. Their consistently agitated appearance, accompanied by nervous tics, accurately reflected their mental state, for they were inherently paranoid and suspicious.
Although solitary they relished having opponents as such beings provided opportunities for them to prove their worth. Unlike certain devils from upper circles of Hell, they were unshakable in their pursuit of criminals and were insusceptible to the bribes, negotiations, or pitiful pleas from rule breakers.
Abilities
The spikes of a barbed devil had many combat uses, such as piercing their opponents with their claws and tails, hurting foes that got too close and impaling enemies by hugging them. Additionally, the first time they struck an opponent with their claws they filled their enemies with supernatural fear. They also were known for being able to manipulate flames, hurling it at intruders and causing other fiery effects. Their gating ability allowed them to call upon other hamatula or the assistance of abishai or barbazus.
Combat
Although always eager to battle, barbed devils disdained weapons, preferring to impale their enemies with their natural weaponry. Those who avoided their attempts to get close would be immobilized through means such as hold person and distant foes would have fire hurled at them. Depending on the nature of their mission they would engage in skirmishes or prompt their foes to flee before running after them with claws and fire.
Society
Hamatula were the elite guard of the middle layers of Baator, responsible for defending infernal citadels, vaults, and important devils like pit fiends and paeliryons. They often patrolled Minauros and Phlegethos, to catch unauthorized travelers that managed to slip below Avernus and Dis, but also monitored the winding tunnels of Malbolge and Maladomini. Any trespassers were swiftly locked within one of the innumerable holding cells of Hell.
Hamatula were solitary in nature and only worked as a group when compelled to by a stronger baatezu, normally in order to investigate an intruder report. Unlike other devils, hamatulas could not freely traverse between different layers of Hell. It was thought by some that this was a physical limitation, but in truth hamatula were purposefully commanded to patrol a single layer in order to prevent them from wandering too far away from their guard assignments. The fact hamatula could enter certain areas unrestricted made them extremely effective spies and messengers. Other devils acknowledged the tenacity that barbed devils put into their work and considered their paranoid watchfulness a positive trait.
Summoning
When summoned to mortal realms, hamatula were useful as bodyguards, champions and other roles where power was valuable.
Spellcasters
Hamatulas occasionally studied magic, some practicing enough to cast spells like fireball or flame arrow, although they generally made poor wizards. Along with osyluths, they made up the majority of infernal priests.
Promotion
Most osyluths that managed to advance were destined to become hamatulas, with only those that managed to show greater skill skipping the stage. The fastest path to success for a hamatula was to give remarkably loyal service to their lords.