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
Bone 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.
Multiattack. The devil makes three attacks: two with its claws and one with its sting.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 8 (1d8 + 4) slashing damage.
Sting. Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Osyluths, sometimes called bone devils, were the taskmasters and interrogators of the baatezu devils, acting as law-enforcement throughout the Nine Hells. The very presence of the skeletal sleuths inspired dread due to their love of inflicting physical and mental suffering, on both mortals and devils alike.
Osyluths were lesser devils in the infernal caste system, though their authority as "police" led to some confusion among scholars about this. By some accounts, bone devils held the same rank in the hierarchy as orthons and war devils.
Description
Osyluths were 9‒9.5 ft (2.7‒2.9 m) tall creatures with dry, sickly skin that seemed tautly stretched over every bone in their body. Despite being 500 lb (230 kg) creatures, their frames were incredibly gaunt husks so emaciated that they seemed skeletal. Their tails were those of giant scorpions while their heads looked like menacing skulls. The putrid stench of rot surrounded their fearsome forms.
Personality
Osyluths were malicious sadists that reveled in the pain of lesser creatures, yet still exercised a patient vigilance and cunning. They were almost entirely driven by a diverse array of negative emotions, including lust, jealousy, hatred, and fury, towards all other beings. The suffering of defiant inferiors was particularly delightful to them, but at the same time were bitter towards their own superiors for their status. They were expected to show absolute adherence to the tenets of baatezu morality and to the will of their masters, with most being fanatically loyal or at least obedient, and encouraged other baatezu to show similar levels of viciousness and zeal.
Abilities
Osyluths capable of exuding an aura of fear within a 5 ft (1.5 m) radius of themselves to send their foes running in panic. Their other innately magical abilities allowed them to fly, turn themselves invisible, craft powerful illusions, and create a wall of ice. They were also capable of summoning somewhere between 1-100 nupperibos, a small group of lemures or spinagons, or up to two other osyluths.
Combat
Driven into combat by ruthless rage, osyluths violently lashed out with tooth and claw, surrounding themselves with terror to keep their enemies from fighting back. Although capable of fighting unarmed, they often wielded hooked polearms constructed from bones to snare and wound their foes. Once their opponents' bodies were restrained and their resolve shattered, a bone devil could fully subdue them with their tail venom. They normally focused on singular foes and divided groups using their wall of ice.
Society
The function of the osyluths was similar to that of a police force, specifically a moral police force, as they were responsible for rooting out the decay of infernal virtues within Baator. They monitored the activities of other devils, vigilantly reporting their activities and ensuring their obedience. Their role as taskmasters was taken extremely seriously, as they constantly sought to inspire other devils to uphold the ideals of lawful evil through brutal disciplinary action and severe motivational techniques.
They mostly congregated on the lower circles of Hell, especially Stygia, and also made up the bulk of Mammon's personal servants along with hamatula. They often roamed the layers of Hell, occasionally grouping together as inquisitors, to exterminate heresy and force hesitant baatezu into battle. When brought to the mortal realms under the command of dictators and tyrants, their talent for spotting disloyalty and incompetence, in even small amounts, was abundantly clear.
As the only baatezu with authority over those of higher rank, osyluths were also among the most hated. Rather than the supervision itself, the method of punishment accessible to bone devils meant that most baatezu with a chance of getting away with it would kill them. If through whatever enigmatic interrogation methods they found a devil guilty of breaking baatezu law, they had permission to send an offender to the Pit of Flame on Phlegethos. Once sent there, the offender would experience the agonizing infernal energies of the Pit for one hundred and one days before being returned to their former positions, having presumably learned their lesson.
If however, the criminal attempted to kill an osyluth and was caught a much more frightening punishment was enacted. The attempted killer was transformed into a lemure and branded with a mark denoting that they were never to be promoted again, and such lemures were hated by all other baatezu. Osyluths were believed to be the agents of the pit fiends, but regardless of the truth of such a claim, their disciplinary jurisdiction over higher-ranking baatezu stopped at them.
While the Dark Eight were the ones in charge of the promotion of gelugons to pit fiends, the bone devils held an important role in the decision. Every century, one hundred osyluths joined in a moot named after the deceased founder of the Dark Eight, Cantrum. The osyluths gathered in a ring around the Dark Eight presenting their various reports on the moral character and competency of gelugons promising enough to be considered. The hundred osyluths had a single combined vote within the process.
Promotion
After the Ring of Cantrum concluded 1,000 osyluths were promoted into hamatula and 1,000 lower-ranking devils were turned into osyluths. To counteract this guaranteed advancement system osyluths who surpassed the usual high standards of their station advanced into amnizu. Somehow this fact became distorted to the point where most mortals believed that only 1,000 osyluths existed at once, a rumor possibly started by other devils in order to make the caste seem weak.
When an osyluth was promoted to an amnizu, it underwent a process that was potentially lethal. The process consisted of racking, drawing, and quartering. When the osyluth got quartered, it naturally lost its limbs, but new smaller ones regrew. Once every limb was gone and replaced with a smaller one, the skin of the face was peeled to create a cowl that the would-be-amnizu had to remove through will-power, lest it died.
Styx
Because the merrenoloths refused to partake in the Blood War, it sometimes fell to the few osyluths that tried to learn the twists of the River Styx to become the boatmen of the baatezu. However, as Baatorian history accounts tried to cover up, entire fleets had been lost in the past to waterfalls, whirlpools, and rocks when the osyluth steering the navy made a wrong turn or misread one of the signs of the Styx, so ultimately the devils were reliant on the yugoloths for safe passage.
Spellcasters
Osyluth had the necessary mental capacity to learn wizardry, possessing a talent for the art of divination that was commonly used to aid them in their duties, although only a rare few bothered learning magic. Another branch of magic osyluths pursued was that of divine magic tied to a deity. While the overall number of baatezu priests was small, osyluths made up a substantial fraction of them and were always specialty priests.
Ecology
Befitting beings that primarily occupied Stygia, osyluths preferred cold environments as opposed to hot ones. They were capable of seeing into the ultraviolet spectrum due to their chilling environment.
Biology
Osyluths were capable of seeing in both total darkness and in the ultraviolet spectrum. Their most fearsome natural armament were their scorpion-like tails. Said tails injected a potent, strength-sapping poison into their victims, quickly rendering most powerless.