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
Dretch
Multiattack. The dretch makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft, one target. Hit: 3 (1d6) piercing damage.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft, one target. Hit: 5 (2d4) slashing damage.
Fetid Cloud (1/Day). A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.
Dretches were the least powerful of tanar'ri demonkind, petty, ugly wretches that were casually sacrificed by higher-ranking demonic entities. Doomed to a likely eternity of disappointment, they did little but wallow in stinking mobs and their own self-pity while bemoaning their fate.
Description
Dretches stood 4 ft (1.2 m) tall on and weighed 60 lb (27 kg), their squat, rounded bodies heavily contrasting their gaunt, emaciated limbs. Their skin was pale and rubbery, ranging in color from white, beige and blue, and sparsely covered by bristly hairs as well as pulsing, varicose veins. The eyes of a dretch were slanted downward, their noses seemed squashed, and their exposed ears were pointed and lopped. There were many small fangs inside their slobbery, slack mouths, and a pair of claws hung off their hands.
Personality
As repulsive as they were self-loathing, dretches spent most of their time eternally unsatisfied, arguing amongst themselves and expressing their discontent. What few creatures they could find that were lower than themselves, normally manes, were tormented for amusement so that they did not waste time reflecting on their own pathetic lives. Unfit for accomplishing anything beyond simple tasks, dretches would be pitiable if they were not so contemptible, possessing levels of extreme malice that in some ways compensated for their complete lack of ability.
Ability
Dretches could summon other members of their kind but this ability had a low rate of success. When it did succeed however, the newly summoned companion could in some cases try to summon more dretches until a small horde was accrued, but this required astonishing luck. Their other common power was the ability to release a cloud of noxious gas every day that spread throughout the nearby vicinity and sickened regular mortals caught within it, a substance they also usually released upon death.
Dretches could telepathically communicate but could only do so to those who also understood Abyssal.
Combat
With their high numbers, dretches could be dangerous threats if they were more intelligent, but alas, they lacked anything that could be regarded as brainpower. They were stupid, slow, quarrelsome, and uncreative creatures, with the main reason for their survival within the Abyss being that they made up an immeasurable horde. They preferred using their sheer numbers to win their battles, their tactics rarely going beyond a mob rush, as they normally ganged up on foes in hordes up to forty strong. This close proximity amplified their horrible stench, and because most demons were immune to poisons, they could normally do this even when others were present.
Dretches served as the primary infantry in demonic armies. Because dretches had some concern for their station they were more reliable, relatively speaking, than other cannon fodder troops of the Abyss. At the same time, the cowardly creatures, unlike many other fiends, had some sense of self-preservation instinct. By themselves, they would flee from serious adversity, but their fear of punishment from (and desire to impress) more powerful demonic forces would keep them fighting when one was present.
In matters of war, the weak minds of the dretches could be both useful and detrimental. For example, they might be so terrified of those forcing them into battle that they would forget to actually fight, instead running directly at and over their foes. This could unintentionally damage the enemy formation, knocking them down and out of place, and create such confusion and disorder that it ultimately favored the dretches. On the other hand, despite their sense of self-preservation, the dim-witted demons were occasionally known to require instruction to stop them from engaging in suicidal attacks, such as charging into a wall of fire to get to their opponents.
Individually, dretches relied upon their claws and demonic resistances to survive.
Society
Displeasure was the most common emotion expressed by the dretches as they milled about in mobs expressing their disdain through hoots, grunts, and snarls. While not the lowest of demons, dretches were the lowest of the tanar'ri, as their mane inferiors were simply demonic spirits.
Dretches were well aware of their own low station and individuals had different outlooks and attitudes on it. Some acted as sycophants and helpers, attempting to be as useful as possible in the hopes of promotion, while others felt that their completely miserable situation left them with nothing to lose, causing them to rebel. With dretches being so incredibly numerous, many of them believed they could carve their own path, as they were too lowly to catch the eye of more powerful demonic entities. In truth, rebellious dretches were often slaughtered en mass by more powerful demons, to whom the dretches were free blood to spill.
Physiology
The strange levels of strength in dretches for creatures of their small stature seemed to be at least partially magical, but also was a result of their cable-like muscles. This enhanced the power behind their raking claws, which were thin and as strong as steel. Their brains resembled those of natural creatures such as humans and other higher mammals, but were purple and exuded an indescribable stench.
Their abdomens were potentially the most bizarre part of their anatomy and filled with a harmless, if foul, black liquid that swirled around inside them and quickly enveloped the hands of those trying to handle it. Dretches had only a few discolored organs and despite eating most, if not all, organic matter presented to them, they lacked most digestive and excretory organs. Their only digestive system involved an esophagus connecting their mouths to what was presumably a stomach, perhaps indicating that they vomited what they couldn't digest or that the waste was simply oozed out through their pores.
Outside of the Abyss at least, a dretch's body swiftly decomposed upon death. Their tendons became pliable and easily severed while their bones could be snapped between someone's fingers. The liquid inside their chest evaporated leaving only a tarry residue, and the odor slowly faded away.
A subspecies of dretches inhabited the Shadowsea of Dagon, an entirely submerged layer of the Abyss.
This article uses material from the “Dretch” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.