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[...]"
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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
Drow
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft, one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Spellcasting. The drow casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 11, +3 to hit with spell attacks):
At will: dancing lights
1/day each: darkness, faerie fire
Drow, also known as dark elves, deep elves, night elves, and the Dark Ones among orcs, were a dark-skinned sub-race of elves that predominantly lived in the Underdark. They were hated and feared due to their cruelty, though some non-evil and an even smaller number of good drow existed.
“Station: In all the world of the drow, there is no more important word. It is the calling of their—of our—religion, the incessant pulling of hungering heartstrings. Ambition overrides good sense and compassion is thrown away in its face, all in the name of Lloth, the Spider Queen.”
— Drizzt Do'Urden
Description
In many ways, the drow resembled other elves or eladrin. Their bodies were wiry and athletic, while their faces were chiseled and attractive, though they were shorter and thinner than other elven sub-races. Due to a process of selective breeding that lasted for several generations, the drow (especially nobles) looked attractive even in comparison to other elven subraces. Though their alluring appearance could be used for seduction, it was more often utilized to instill fear. According to the goblin Nojheim, the beauty standards of the surface races made them prone to turn a blind eye to the deeds of the drow, showing them greater leniency and acceptance.
Reports varied on the physical differences between the drow sexes. Some purported that females were generally bigger and stronger than males, while others claimed the males had superior strength. Both sexes varied in height from 4 feet and 7 inches to 5 feet and 5 inches (140 to 170 centimeters), averaging at 5 feet (150 centimeters). Males weighed between 87 to 157 pounds (39 to 71.2 kilograms), averaging 109.5 pounds (49.67 kilograms), while females were a bit lighter, weighing between 82 to 152 pounds (37 to 68.9 kilograms) and averaging 104.5 pounds (47.4 kilograms).
Coloration
Drow skin tones ranged from dark grey, jet-black, and obsidian, (with various shades of blue), the albino drow known as the Szarkai being an exception. Drow had white, black, or purple teeth, while their gums, tongues, and throats could be red, pink, or purple.
Drow eyes could be of any color, with bright red being the most common. Pale shades that appeared nearly white of blue, lilac, pink, or silver were also frequent. Drow with green, brown, black, amber, or rose-hued eyes existed, but they were rare. Purple or blue eyes indicated surface elves and/or human ancestry. The color of a drow's eyes could also be indicative of their current mental or physical state; drow eyes reddened when they were angry, and turned yellow when they were sick, poisoned, or under some negative magical influence.
Hair
Drow hair could be stark white, pale yellow and, more rarely, silver or copper in color. It thinned and changed color with age, turning pale yellow for women, and silver or grey for men. Due to the Eilistraeen ritual of The Run, drow of other faiths would often say that silver hair was a sign of mental handicap.
Drow generally kept their hair long, and decorated it with pins and webbing made of precious metals. They were incapable of growing proper beards, but some males managed to grow long sideburns or even tufts of wispy hair on the cheek or chin.
Clothing
The majority of drow wore a piwafwi, a fire-resistant, protective cloak, footwear that functioned as boots of elvenkind, and a drow house insignia. The latter showed the House or merchant clan to which a drow belonged, be it as a member or servant. However, with the exception of the First House, insignias weren't openly displayed except when inside the House territory or the clan's base.
Noble drow wore clothes and equipment of superior quality (except, of course, when they didn't want to attract attention). For example, a noble's house insignia didn't just show house allegiance but also carried magic that could be used on command. Web chokers' were considered fashionable by drow priestesses, who also often used powdered Ormu, an Underdark-moss, as eye shadow.
Personality
Compared to other sentient beings, drow were notably intelligent, as having an analytical mindset and being observant at all times was needed to survive in their society. Intellect, along with force of personality, were mental traits that had been ruthlessly selected for in their socially darwinian civilization over several generations. However, a lifetime of being indoctrinated with Lolth's dogma, combined with their upbringing giving them limited contact with other beings, surroundings, and alternative ways of life, made them close-minded, and left them with little wordly experience.
The drow (fittingly for the dark perversions of the elves they were) were decadent and hedonistic beings with a love for what they considered beautiful and a desire to surround themselves with it, generally without paying attention to the cost of acquiring it. For example, they were often lecherous, with a tendency to take lovers at their leisure and discard them at their whim. However, the drow were able to (or at least tried to) hide some of their more heinous traits behind a veneer of sophistication.
Morality
The moral code of the average drow was informed by the teachings of Lolth. From birth, the drow were taught that they were superior to other races, and as such they believed themselves to be the ultimate beings. This mindset created an arrogance so strong that drow could be incapable of viewing other creatures as their equals, including members of their own kind; almost every drow believed themselves to be the epitome of their superior species. The treatment reserved for non-drow ran the entire gamut from pets, to slaves, to grudgingly respected partners if they proved themselves a military match for them, though never equals.
As one might expect, this atmosphere of utter condescension meant that most drow generally felt entitled to do whatever they wanted, whenever they wanted to do it. If a drow was not where they believed they should be, their pride demanded they blame someone else (sometimes everyone else) for their incorrect position. They were also taught that they should crush those beneath them, for cruelty was seen as a method of self-validation. If someone could not defend themselves, as the logic went, they deserved to have cruelty inflicted on them, which would prove the superiority of the drow performing the torment. They were a vengeful people by necessity, as not answering to slights with punishment was easily perceived as weakness by other drow, and was essentially the same as inviting exploitation, abuse, or even death.
Most drow sought to rise in rank, desiring the power over others that a higher station would provide. Ironically for a race that put such a focus on individual merit, personal achievement and ability carried so little weight in their minds they had almost no notion of its worth. Military genius, battle prowess, magical capability, the ability to create, and all other skills had no intrinsic value to the dark elves. The idea of passion for one's career, and of an activity having worth in and of itself was alien; abilities and resources, whether obtained by training or granted by birth, only mattered insofar as it increased a drow's ability to advance in station, thus granting them more power over others.
Given the scarcity of resources in the Underdark and the limited chances for advancement within their society, most drow had to be aggressively competitive. They had a propensity for violence, which was their favorite, even instinctive, form of conflict resolution, and they managed to fight this urge when waiting for a more propitious time to strike.
Mistrust
As a general rule, drow living within a Lolthite society couldn't afford to show emotions like compassion or love, for they were easy to exploit and drow often preferred emotional cruelty over causing physical harm. The strife they constantly endured led them to be paranoid, with a fear of everyone and everything, from the potential loss of personal position, Lolth's favor, the loyalty (or even the threat of outright rebellion) of their inferiors, to punishment by their own superiors' hands.
The end result of being raised in this environment was that the drow were untrusting sadists with a constant readiness to stab others in the back, both in the figurative and literal sense. They were an emotionally stunted people with a tenuous grasp on sanity (a trait they placed less importance on than cunning and deviousness) and scarred minds, among which relatively undamaged individuals were considered abnormal. Most were incapable of trusting other creatures, no matter their race, and were taught from an early age not to do so, as they were expected to advance at the expenses of others by any means, including treachery and even outright murder (although not overtly). Even in moments of safety or relaxation, they were always alert and constantly expecting attacks of any kind, and were rarely surprised when such attacks did come.
While the drow understood the advantage of forging bonds with others, they did not see the value in honesty. Forming relations with others was therefore a dangerous endeavor, and mostly temporary, since any alliance or cordial relationship could end in treachery. Drow normally went into engagements of this sort expecting the worst, and alliances were always under scrutiny for signs of treachery, often ending violently. They were generally formed when the supposed ally was susceptible to blackmail, considered weak enough to not be a serious threat, or when cooperation was forced by the existence of a common enemy. In fact, the mere inconvenience of maintaining the bond could be a reason to end it.
Alignment
For a race so chaotic in a society focused on individual advancement at the expense of others, the majority of drow strangely leant towards being neutral evil in alignment. The drow were, in many way, contradictory in outlook, cooperating to some degree almost in spite of their very nature. They simultaneously encouraged personal ambition and innovative problem solving (creativity being needed to get ahead of the older elites) while paradoxically placing the good of the many over the good of the individual and reinforcing staunch traditionalism.
To achieve their individual desires required their society to retain at least some level of stability, and they were held tightly to tradition even if that code wasn't actually codified into law. In fact, the drow responded poorly to social norms being turned into written rules, obeying them primarily out of fear and social pressure (but obeying them nonetheless). This lead to the phenomenon where a lone drow would drift towards chaos, whereas a drow community would be forced to work together against one another, setting up rules to stabilize the power each individual wanted for themselves and allowing for cooperation beyond what chaos could typically create.
Good Drow
Unlike creatures such as orcs, drow had no innate inclination towards evil, with their morality having been colored by their society. "Good drow" made up about 15% of the entire race, although most of them weren't actually of the good alignment, being merely chaotic neutral or lawful neutral. Within Lolthite societies, even drow with a disposition towards what was considered good generally had problems developing a strong personal sense of morality. They generally behaved the same way as evil drow due to social pressure, as being soft in any way was lethal in drow society and often resulted in the death of such drow.
Only truly exceptional "good drow", such as Drizzt Do'Urden, were capable of freeing themselves from a Lolthite society. The majority were found out and sacrificed to Lolth, and those who managed to leave their settlements would often die in the dangerous wilderness of the Underdark. Furthermore, even those who escaped the cruelties of the Underdark found it more difficult to form long-term friendships than most races did and had to constantly be on the lookout for pursuers who could kill them.
This article uses material from the “Drow” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.