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
Djinni
Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
Multiattack. The djinni makes three attacks with its Scimitar.
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (the djinni's choice).
Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
Spellcasting. The djinni casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):
At will: thunderwave, detect magic, detect evil and good
3/day each: wind walk, tongues, create food and water (can create wine instead of water)
1/day each: plane shift, major image, invisibility, gaseous form, creation, conjure elemental (air elemental only)
Djinn were creatures born from the Elemental Chaos. Having aided the primordials in their ancient battle with the gods over control of Faerûn, most were imprisoned in common objects and scattered. The few who were free sought to reclaim their power. They embodied the chaotic force of violent storms while possessing benevolent minds. Only the noble djinn possessed the power of the wish.
Description
Djinn resembled extremely tall (averaging ten and a half feet in height) human men and women, well-muscled and physically fit. Their features were aristocratic and considered attractive by human standards. Their skin tone ranged from pale blue to a more common olive-brown or dark tan characteristic of Zakharans. Their eyes are usually brown, but a rare few had blue eyes; these were believed to be marked by Fate for great deeds, whether for good or ill, and they could also have increased powers of the evil eye. Djinni garments were typically shimmering silk, designed for comfort and to flaunt their muscular physiques.
Personality
Djinn were wild but benevolent creatures as a whole.
While no genie liked being enslaved, djinn were the most tolerant of temporary servitude to mortals. They were forgiving of a mortal master's flaws or even amused by them. They viewed short-term servitude as determined by Fate, and knew that no one could defy one's fate. However, long-term service upset them, and being imprisoned was considered anathema. They would not forgive betrayal. Those who wished to gain the brief service of a djinn should gift them with fine meals, gemstones, magical items, flattery, and other forms of bribery.
Abilities
Djinn could carry up to 600 pounds (270 kilograms) without tiring, and could carry 1,200 pounds (540 kilograms) for a short time. They could travel freely to the elemental planes, as well as to the Prime Material Plane, the Ethereal Plane, and Astral Plane. However, they normally traveled only to the Elemental Plane of Air and the Prime Material.
Society
The djinn were ruled by the Great Caliph Husam al-Balil ben Nafhat al-Yugayyim, the Master of the Clouds and the Son of the Breezes. He rarely left his capital, the Court of Ice and Steel. He was served by various nobles and officials, including lesser caliphs, viziers, beys, emirs, sheikhs, sherrifs, and maliks. Each djinni freehold was ruled by a local sheikh or headman.
All djinn swore allegiance to the Grand Caliph, whose word was law. For disobeying a local caliph, a djinni risked punishment, but the penalty for disobeying the Grand Caliph was death. While djinni government was fairly loose, it was still too restrictive for most djinn, and they often visited the Prime Material Plane for the sake of respite from local lords and family.
While they appeared in great numbers on their home plane, djinn tended to be solitary on the Prime Material Plane. Most djinn were friendly toward mortals, but mischievous. They often played pranks on mortals, such as conjuring illusionary people who claimed to be in need. They normally left high-ranking people alone, for fear they might have ties to the Grand Caliph.
Although djinn did not require food or drink to live, they enjoyed rich flavors, smells, and other sensations. They commonly desired succulent fruits, great feasts, pungent wines, fine perfumes, shimmering silks, smooth satins, soft velvets, and other rich fare.
Homelands
Djinn dwelt in the Elemental Plane of Air (or the Elemental Chaos from the viewpoint of the World Axis cosmology), in djinn freeholds, floating islands of earth and stone, which they crammed with courtyards, buildings, gardens, fountains, and sculptures made from flame.
The capital of the djinn was the Citadel of Ice and Steel, a chunk of ice and earth sculpted into an aerodynamic oval shape. The citadel was in a perpetual falling state, and no gravity could be imposed within it by any force less potent than the Great Caliph of all djinn.
On the Prime Material Plane, djinn favored the open desert to cluttered urban areas. However, being somewhat friendly toward mortals, they visited cities on occasion.
Religion
The djinn, like all genies, are enlightened, which means they belong to the faith founded by a prophetess called the Loregiver long ago. Few are clerics, because the djinn are not, by and large, a pious people. However, they are willing to adopt pretty much any deity into their pantheons and give lip service to many deities, in order that they have an appropriate deity to please for any possible thing they might do.
In the djinni capital, the Court of Ice and Steel, there are mosques dedicated to the Amerindian gods Thunder and Wind, the Mulhorandi god Shu, the eagle deity Remnis, the elf goddess Aerdrie Faenya, and the Zakharan deities Haku and Hakiyah.
Language
Djinn speak Jannti, the racial language of all genies. Whether Jannti is a single language or four closely related elemental languages is a matter for debate, however. Djinn also speak Midani, the common tongue of Zakhara. They have a limited telepathy that allows them to communicate with any intelligent creatures they meet.
Relationships
The djinn were on good terms with jann and sometimes visited their camps in the high deserts of Toril. They were cool toward the marids, disliking their haughtiness. They openly despised dao and efreet, and only rarely hesitated before attacking them.
This article uses material from the “Djinni” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.