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
Carbuncle
Avoidance. If the Carbuncle is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Pacifist. When confronted with battle, the Carbuncle will roll over and feign death. The aggressor must pass a DC 13 Wisdom check to determine if the Carbuncle is, in fact, still alive.
Empathy. A Carbuncle has the ability to detect the intentions of other creatures using its innate empathy. This ability functions as a constantly active detect thoughts spell. Their limited intelligence prevents them from accessing more than surface thoughts.
To Dust It Shall Return. If the Carbuncle is killed, the ruby in its head turns into worthless dust.
Ruby's Glow. Carbuncle and friendly creatures within 10 feet of it gain a +2 bonus to saving throws.
Head Ruby. The shiny ruby set in a Carbuncle's head is actually a part of the animal. It's value can be 500 gp (70%), 1,000 gp (25%), or 5,000 gp (5%). These values are doubled for medium size carbuncles. Carbuncles often communicate the value of their gem to those they meet. The gem regrows once removed at a rate of 100 gp per week, and the value of the gem may be different each time. The gem can only be removed if the carbuncle is willing to give it up. The carbuncle cannot be tricked into giving up the gem. Mind-affecting spells such as charm or dominate will not work on it. Carbuncles can only be coaxed by wizards, or by characters with Charisma score of 15 or higher.
In order to convince a carbuncle to hand over its gem, characters must make successful Persuasion checks of 18 or better to raise the creature's attitude to 'friendly' (it is initially 'indifferent' unless it was attacked, in which case it is 'unfriendly'). Only three attempts may be made per day to coax a carbuncle, after that it no longer listens to pleas. If a carbuncle's attitude ever becomes 'hostile', or if a critical failure is rolled on a Persuasion check, it will attempt to flee. If it is restrained or prevented from fleeing it will try to use its end life ability and die. It will need to pass a DC 10 check to use the end life ability this way.
Telepathy. Carbuncle can communicate telepathically with any creature within 300 feet that has a language.
Magic Resistance. Carbuncle has advantage on saving throws against spells and other magical effects.
End Life. Carbuncle can will itself to die as a standard action.
Discord. A Carbuncle can sow discord in a creature within 30 feet using its telepathy ability. It can use this ability once per round to affect up to 5 creatures. An affected creature must succeed on a DC 15 Wisdom save or fall into loud bickering and arguing with those around them. Meaningful communication is impossible. The affected creature makes all attack, skill check, and saving throws against the Carbuncle and its allies with disadvantage. If the affected creatures have different alignments, there is a 50% chance that they will attack each other. If the affected player starts to fight another player, they must use the actions on their turn to make a melee weapon attack against their foe. All other actions or bonus actions are lost for that turn. Bickering lasts 5d4 rounds. Fighting begins 2 rounds into the bickering and lasts 2d4 rounds.
Ain't No Party Like a Carbuncle Party. A Carbuncle can use its telepathic ability to recruit, encourage, or compell nearby monsters to attack creatures it can see within 60 feet. The Carbuncle needs to know an approximate location of the monsters and the monster has to have the ability to comprehend the Carbuncle.
Fatal Faker. Carbuncle can as a reaction to an attack and before a blow lands, teleport up to 30 feet, leaving behind a perfect replica of itself amid a colored flash of rainbow smoke and light and the gutteral sound of a reptillian croak. When the smoke clears, the attacker will see an exact replica of the Carbuncle in all ways, except that it is obviously dead and the ruby in its head has turned to dust.
A small awkward reptile with bulging eyes and a fist sized ruby jutting out of its head, the carbuncle is a pityful sight. It lives a solitary life and tries to avoid conflict at all costs. Occassionally it does choose to have company, and often initiates contact by approaching a group of adventurers and proudly proclaiming (in their heads) the value of its gem which it knows at all times.
The carbuncle avoids direct conflict at all costs. If attacked it can teleport away, leaving an exact replica behind as an ultimate feign death. If successfully restrained, the Carbuncle will attempt to take its own life. Carbuncles have no real concept of life and death and no fear of dying. They can cause their own death as a simple act of will. When they die, their gem crumbles to dust.
Although it is shy and a pacifist, it is also mischievous and not above causing a bit of trouble. Once it has joined a group of travelers, it will seek to sow discord in the group with its telepathic abilities. It will then just sit back and enjoy the chaos. It can even telepathically contact monsters nearby and lead them to attack the party so that it can watch, enthralled, before quietly slipping away while everyone is busy fighting and dying.
A carbuncle can be persuaded to give up its gem. In fact, it is the only way to get the gem. It requires a series of successful Persuasion checks to raise its opinion of the adventurers to friendly. When successfully persuaded, the carbuncle will release the gem. If the Carbuncle becomes hostile or if the Persuasion check critically fails, the Carbuncle will try to flee. If prevented from fleeing the Carbuncle will attempt to end its own life. The gem regrows at a rate of 100 gp per week.