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
Bearded Devil
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.
Steadfast. The devil can't be frightened while it can see an allied creature within 30 feet of it.
Multiattack. The devil makes two attacks: one with its beard and one with its Glaive.
Beard. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft, one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Barbazus, also called bearded devils, were the shock troops of the Nine Hells and the most impulsively belligerent of the baatezu. The barbarous devils earned their name from the venomous, beard-like tendrils that hung from their chins.
Barbazus were the second-lowest in the hierarchy of lesser devils, sharing the same rank as kocrachons and, according to the wizard Mordenkainen, merregons.
Description
Barbazus were 6 ft (1.8 m) tall, often green-skinned humanoids, with roughly 225 lb (102 kg), muscled bodies. Their signature feature was their disgusting, wiry beards, which were occasionally infested with white maggots, although they could also be recognized by their pointed ears and long tails. Their skin was moist but covered in scales, and despite having clawed hands and feet they almost always carried massive saw-toothed glaives.
Personality
Barbazu were volatile and violent, attacking at the slightest provocation and exploiting any opportunity to go on the offensive. They were extremely cruel, fighting not because of loyalty to the system or fellowship with their kin, but out of a need to injure, kill, and terrify. They were followers by nature as they were too reckless and simpleminded to lead, being potentially the most chaotic of the baatezu. Slaughter and maiming was their primary approach to interacting with mortals, as opposed to the subtle temptations and deceptions found in other devils. Barbazu had a personal attachment to their glaives and would stubbornly insist on keeping them even if offered one of superior quality.
Abilities
The beard of a barbazu contained a dangerous disease known as the 'devil chills', which caused those struck to develop a painfully burning rash. If not lashing out with their claws and beards, a barbazu could attempt to summon abishai, lemures, or simply additional barbazus. Barbazus could also whip themselves into a dangerous battle frenzy not unlike that of a barbarian, fearlessly rampaging throughout the battlefield with no regard to personal safety. As a battle raged on, they were more and more likely to enter such a state and would stay enraged unless stopped or removed from the battle.
Combat
Being the combat-craving creatures that they were, barbazus took every opportunity to engage in battle and often refused to stop until their opponents were slain. Their tactics were fairly direct, although they were trained to use teamwork to defend allies in the heat of battle. Most barbazus were armed with a saw-toothed glaive with a backward-curving, treble hook at its base. While the blade itself serrated their foes and caused them to bleed profusely, the hook could be used to drag back fleeing enemies. Due to their attachment to their own glaives, they normally refused to fight with their claws unless they were unable to use them.
Society
Bearded devils were the elite assault troops of the archdevils that fought shoulder-to-shoulder at the front of lemure hordes. They were deployed in the legions of Hell's middle circles, particularly in Minauros, by the thousands either to guard Baator from outside incursions or attack the armies of the Abyss. Always found as the muscle for a more devious villain, they were also employed as guards for greater baatezu or their treasure and lands. Amnizus were commonly protected by groups of barbazus, although they were more fond of employing war devils because of their greater intelligence.
Barbazu were also responsible for locating and ferrying new souls off the Shelves of Despond to the domains of their respective lords. After reaching the blood-drenched islands on Avernus, they would sniff out which archdevil owned the soul based on the lower-ranked devil responsible for their corruption, as all souls that went to the Nine Hells were specially stained with a mark of corruption. Occasionally, however, it was unclear what a soul's destination should be, a rare occurrence as normally there were marked territories in the mortal realms determining such a thing even when no devil interfered with their damnation. In such a scenario, barbazus serving different lords broke out into frenzied bartering sessions that often broke down into outright brawls, and any barbazu that successfully took such unmarked souls to their archdevils were credited for the capture and thus increased their chances for promotion. Such a situation also made it possible for the soul to escape or be stolen by a third party, and the servitors of lawful evil deities could also be found negotiating for unclaimed souls with the barbazus.
The bearded devils were bred for battle, and all other devils recognized their worth in combat situations. Yet they also had a bad reputation with other devils for their impulsive nature that frequently got them brutally disciplined. Despite leading the charge in infernal armies, they never commanded such forces even though they were lesser baatezu. Barbazus were very rarely promoted because they suffered incredible losses during the Blood War, with their overall role being that of expendable savages. Most baatezu were never promoted again after reaching the rank of barbazu, with excellent red abishai and spinagons skipping the rank altogether and only those bearded devils of exceptional merit rising to the only stage they could from that point, that of the osyluths.
This article uses material from the “Barbazu” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.