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
Chuul
Amphibious. The chuul can breathe air and water.
Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.
Chuuls were large lobster-like aberrations with a hatred for surface-dwelling humanoids. The many tentacles that surrounded their mouths were capable of causing paralysis with a single touch, thus leaving their unfortunate victim at the mercy of the chuul's powerful claws.
Description
Chuuls have been described as "a horrible mix of crustacean, insect, and serpent", but most closely resembled an 8 feet (2.4 meters) tall yellow-green lobster, weighing around 650 pounds (290 kilograms) with four long legs, two large claws, a strong protective exoskeleton, a fan-like tail, and a mass of paralysis-causing tentacles around its mouth.
Abilities
Amphibious by nature, chuuls were actually not great swimmers, preferring to engage in combat either on land (where they could survive indefinitely) or very shallow water.
A chuul would wait by a shoreline, while submerged or partially submerged in murky water, until it heard a suitable prey-item either within or without the water that it could perform a surprise attack upon. Strong physical combatants, chuuls fought by grabbing and piercing their target with their enormous claws. After the unfortunate victim was trapped within the strong grip of a chuul's pincer, it was either simply crushed or brought towards the creature's mouth tentacles, which grasped and exuded a paralytic secretion. Even if the victim was able to resist the paralysis at first, they would eventually succumb, if not to the paralysis itself then to the creature's mandibles. A chuul would normally try to always have one claw free during combat, so that it could deal with any other opponents that might try to interfere. If facing a large number of foes, it would drop a paralyzed or dead victim before moving onto the next attacker.
Much like a number of other aberrant creatures, chuuls had psychic abilities. However, it was unusual for a young chuul to have access to such powers, instead they would gradually become able to exude psychic static as they aged. Older and larger creatures were able to emit a psychic moan that weakened resistance to psychic attacks and use a psychic lure to draw victims towards it.
Chuuls were also able to see perfectly well in the dark, could fight even if blinded, were very alert, and had an innate immunity to poisons. Surface-dwelling chuul were able to speak Common, while those that made their lairs underground tended to speak Undercommon.
Ecology
Chuuls really only had two, seemingly contradictory, motivations in life: to be left alone and to eat people. However, even if one of these wants was denied the chuul, it would normally automatically get the other; if there was no-one to eat then it was undisturbed, if it was disturbed then there was most likely someone it could eat. Their desire for solitude meant that only a small subset of creatures were able to coexist peacefully with chuuls, as intruding on their terrain was extremely dangerous.
Chuul could be found in aquatic lairs in a variety of watery habitats. Although they prefered swamps, jungle lakes, temperate marshes, and underground bodies of water, some individuals would purposely seek out sewer tunnels or coastline shipwrecks in order to provide themselves with a more accessible source of food. They were also known to use rivers, and even oceans, in order to travel to new locales. Chuuls could be found living as solitary creatures, in pairs, or in small groups of 3-5, which were known as pods. A pod would purposely seek out a body of still water that was large enough to support the entire group. Some chuul, particularly older ones, would create lairs by digging up lake bottoms and building rudimentary structures from trees and stones.
Oviparous creatures, adult chuul produced clusters of slimy yellow-green eggs from which chuul hatchlings emerged. An adult chuul would lay such egg sacs only rarely, and so would viciously protect them (as would any fellow pod members). If a chuul with hatchlings found itself in a food-poor environment, it would attempt to collect humanoid prisoners to feed to its young. Seemingly counterintuitively to their aforementioned protective care towards their young, chuuls were known to attach their egg sacs to the underside of ships, boats, and rafts in an attempt to increase their distribution to new lands.
A chuul lair consisted of roughly circular rooms that were interconnected by tunnels made just large enough for the biggest member of the resident pod to squeeze through. One of the aforementioned rooms would always be a trophy room, as chuuls were born hoarders. After making a humanoid kill, a chuul would keep aside something from the victim as a trophy, whether shiny armor, a piece of jewelry, or even a well-crafted saddle. If the victim was not carrying anything of interest, then the chuul would settle for displaying their skull in their trophy room. The skull itself would be empty, but not due to chuul consumption; brains were poisonous to them. Chuuls either discarded the brain far away from their lair or traded it with the brain-eating mind flayers. A chuul could even be persuaded to barter with the items in their hoard, but only for captive humanoids or other things a chuul considered a "delicacy".
Despite their monstrous appearance, chuuls were actually more intelligent than they seemed, often setting traps and ambushes for their prey, although they were still far from civilized; lacking any sort of culture, ability to make tools, or settlements. However, they did share a racial memory, which they possessed from the moment they hatched. This allowed a chuul to clearly recall events experienced by the previous generation of their race, but this became less and less vivid the further back it went. Such memories tended to carry one defining message though: hate and kill the humanoids. With such an innate hostility, chuuls would attack any such beings whenever they were able. However, this prejudice only extended to surface-dwelling intelligent humanoids such as dwarves, elves, humans, and halflings; chuuls would not prey upon other aberrants or subterranean creatures. In fact, chuuls had been known to work together with grimlocks, mind flayers, and troglodytes if it allowed them to destroy and consume surface-dwellers.
Chuuls tended to be rather prone to mutations, with magical experimentation, planar rifts, and polluted water affecting and altering them far more easily than other creatures, leading to gigantic and/or poisonous individuals. However, it was only under the experimentation of aberrant magic-users that such mutations reached truly terrifying proportions. Such tinkering was done with the aim of fully unlocking the chuuls' psychic potential and thus create formidable minions that were not only physically powerful, but possessed potent mental powers as well.