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
Chain 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 two attacks with its chains.
Chain. Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC ) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.
Animate Chains (1/Short or Long Rest). Up to 4 chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.
Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
Chain devils, or kytons, were sadistic devils that conducted agonizing torture on the souls of mortals. Their chains served as both clothing and weaponry, allowing them to brutally lash victims and combatants alike.
Description
Kytons were 6 ft (1.8 m) tall humanoids that wore chains as opposed to regular apparel. The chains wrapped tightly around the kytons like a shroud, rattling as they moved and slithering around their bodies as if they were alive. The areas where a kyton's eyes, ears, nose and hair would be were also wrapped in chains, with the only visible areas being their throats, grinning mouths and the occasional glimpse of a single, glinting eye.
The spiked shackles were covered in barbs and iron scraps that had been welded on, with each length ending in a hook, blade or weighty ball. Their normal weight combined with that of their chains made kytons weigh about 300 lbs (140 kg). It was often difficult to tell a kyton from a regular human draped in chains, although they were frequently mistaken for undead as they matched the traditional idea of a shackled spirit.
Personality
“There is no greater music than the clatter of chains followed by the sounds of barbs rending flesh.” — A kyton proverb
Sadistic and cruel, chain devils gained great pleasure from inflicting pain. Their love of torture made them easy to work with for any entity willing to let them indulge in their brutality. Kytons savored the terror of their prey so greatly that they carefully deciphered the best way to inspire dread in their victims through an enigmatic methodology. Whether through a foreboding direct chase, fleeting between the shadows or stalking their prey for hours, kytons hunted with whatever method induced the most terror in their targets with barely contained glee.
Abilities
Chain devils animated the chains on their body and swung them around to rend and restrain their targets. While kytons normally could move only their own chains, a ritual known as the Gift of Chains, allowed them to manipulate chains not attached to their bodies. Up to four chains near the kyton would be animated, causing them to rattle, dance, extend by 15 feet (4.6 meters) or gain jagged spikes. The chains also increased a kyton's mobility, letting them freely move and climb along the metal ropes.
Chains within the possession of others could be mentally restrained to prevent the kyton from taking control, and if more than one kyton tried to control the same chain, it would not move until one kyton established dominance. Animated chains could restrict and lash out at opponents on their own, but could still be broken and would revert to normal after sustaining enough damage or if the chain devil that created them was incapacitated.
Kytons also had the ability to assume the faces of deceased individuals known by those that saw them, whether they be loved ones or hated foes. Although all one could see was the lower half of their faces, it was often enough for the victim to recreate the intended visage. Through this unnerving ability, chain devils temporarily caused their prey to run in terror or stand still in shock.
Kytons constantly regenerated from any injury, never bleeding and regenerating lost limbs when not simply reattaching them. They could not be harmed by the cold nor weakly enchanted weapons. Only weapons made of silver or those with stronger enchantments could harm them, but blessed weapons were capable of slowing their regenerative abilities.
Combat
After chain devils had finished stalking their foes they attempted to capture them alive in order to continue torturing them later. When seriously fighting, they danced around the battlefield wildly swinging their weapons and nimbly dodging any attacks made against them. They only used the Gift of Chains if sorely pressed, or if they believed doing so would strike terror in their targets. When met with blessed weapons, kytons immediately retreated.
Society
Kytons were the wardens and tormentors of Baator, called upon to torture the souls of mortals damned to the Nine Hells. Kytons and other devils specialized in pain formed teams of relentless torturers that eviscerated the souls of mortals until both their hope and magical energy was completely drained. The main rivals of the kytons were the excruciarchs, another type of torturer devil. Both types bitterly schemed to undermine each other and excruciarchs were noticeably hated within the main city of the kytons.
The city known as Jangling Hiter laid within Minauros and was the primary dwelling place of the chain devils. As its police, kytons enforced the city's edicts while tracking and punishing criminals. From within their giant processing stations they mutilated souls with practiced precision, and were so famous for their work that the archdevils outsourced most of their soul-torture to them. Tumbrels of victims went both in and out of the city either for processing or shipping to their new masters, with Asmodeus and Levistus in particular calling on their services. In terms of industry, transport was second to torture, although chain devils were also highly skilled in metalworking.
In the City of Chains, all chain devils were equals, never quarreling over standing but rather over the first pick of hapless souls. Short fights occasionally broke out with the victor claiming the soon-to-be victim and the loser retreating into the depths of the city. The only treasure possessed by a kyton were collected from their victims and so their personal belongings were dependent on their abilities and choice of targets.
Devils specialized in torture extracted not only pain but secrets, imprisoning their enemies and learning how to corrupt them through rigorous dissection. Those that became true experts in pain while retaining an original style could reach the level of harvester devils. Although red abishai could become chain devils, most opted to stay in the service of Tiamat.
Ecology
Whether it was flesh, spirit, or anguish itself, the true diet of a kyton was a mystery. This was because captured kytons could will themselves to die, causing their bodies to melt away leaving only grease-covered chains and a puddle of foul ichor.
This article uses material from the “Chain Devil” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.