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
Deva
Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 18 (4d8) radiant damage (included in the attack).
Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.
Multiattack. The deva makes two melee attacks.
Mace. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
Spellcasting. The deva casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):
At will: detect evil and good
1/day each: raise dead, commune
A deva was a kind of angel, or aasimon.There were three orders of devas: astral devas, monadic devas, and movanic devas.
Description
Devas appeared as human-like men and women of extraordinary beauty or handsomeness with two magnificent feathered wings emerging from their shoulders. Monadic and movanic devas stood around 6–6.5 feet (1.8–1.98 meters) tall, while astral devas were around 7–7.5 feet (2.1–2.3 meters) tall. Their coloration varied: astral devas were golden-hued with fair hair and amber eyes; monadic devas were dark-skinned with black hair and green eyes; and movanic devas were milky-white-skinned with silvery hair and eyes.
Devas were averse to clothing; when they must adhere to mortal custom, they donned simple loincloths or other coverings.
When a deva died, all parts of their body, what clothes they wore, their weapons, and their other possessions vanished completely, and thus none were ever examined closely.
Personality
Devas shared the devotion to goodness of the other angels. No deva would negotiate with beings known to be evil, but those of non-lawful inclination sometimes dealt with neutral beings. They were strong-willed and fearless.
Society
There were three varieties or orders of devas: the astral devas, the monadic devas, and the movanic devas. Though the orders differed in might and magical power, they were of equal political status and saw no rivalry between them. Nevertheless, the orders might sometimes bicker over differences in personality, but they always cooperated. Devas of no particular order were known in the late 15th century DR.
They usually worked alone, but also operated in pairs, trios, or squads of up to six members
Activities
Devas were servants and messengers of the good gods, able to go wherever in the planes they were ordered. However, they often had to be proactive and deliver their messages at the points of their swords, and, indeed, preferred it. Thus, they were also mighty warriors in the battle against evil, wherever in the multiverse it appeared. They almost always acted on the orders of the gods, but were often summoned by powerful spellcasters to do good work, via a high-level summon monster, gate, or planar ally spell. Only rarely did they act on their own initiative, but when they did, it invariably involved righteous violence. Though they could travel freely across the Upper Planes, devas generally only did so when acting on the orders of a deity; when not in service, chaotic devas only traveled rarely, and lawful devas not at all. Only astral devas were able to travel astrally. The devas could operate more-or-less equally well in any environment, even in water.
Each order of devas had a different role in the grand scheme of the Upper Planes. Astral devas chiefly existed to battle fiends in the Lower Planes. They also traveled to the Astral Plane to rescue lost or stranded mortals of good alignment. They generally watched over and, where they could, aided good beings and served as patrons for planewalkers and mighty creatures who pursued good causes. Monadic devas existed to watch over the Elemental Planes; they could survive any elemental environment without ill effect. They also oversaw the Ethereal Plane.
The privileged movanic devas traveled to the Prime Material Plane to aid prominent followers of the gods of good in times of great need. While they more often appeared disguised as humanoids or animals, they could manifest in their winged angelic form if this suited their needs. They were charged with serving the needs of the Prime Material Plane, the Negative Energy Plane, and the Positive Energy Plane, and also fought as infantry against armies of evil.
In the late 15th century DR, devas were sent as agents to the Material Plane, the Feywild, and the Shadowfell.
Whatever realm or plane they were sent to, devas used their shapechanging powers to adopt a suitable guise, usually appearing to mortals as an unremarkable animal or humanoid. In particular, when at peace among mortals, movanic devas more often appeared in disguise as humanoids or animals, and rarely in their natural forms. However, devas would manifest in their awesome winged angelic forms if it suited their needs. There were legends of devas that spent years dwelling among mortals in disguise, helping and inspiring the good people around them.
Some devas acted as angelic guides to mortal aasimar, appearing to them in visions and offering wise direction.
This article uses material from the “Deva” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.