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
Erinyes
Hellish Weapons. The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).
Magic Resistance. The erinyes has advantage on saving throws against spells and other magical effects.
Multiattack. The erinyes makes three attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 8 (1d8 + 4) slashing damage plus 13 (3d8) poison damage, or 9 (1d10 + 4) slashing damage plus 13 (3d8) poison damage if used with two hands.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft, one target. Hit: 8 (1d8 + 4) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.
Parry. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.
Erinyes were fierce baatezu whose heavenly appearance belied their wicked intentions. They were the furies of the Nine Hells, responsible for bringing infernal justice and vengeful retribution to mortals and devils alike.
While most scholars of the planes considered erinyes to be among the lesser devils, their unique position in reporting directly to the Dark Eight meant that some considered them greater baatezu. They shared the same rank in the infernal hierarchy as pain devils.
Description
Erinyes originally appeared as imposing yet beautiful figures, so attractive that they could be easily mistaken for celestials. An erinyes generally stood around 6 ft (1.8 m) tall, weighed approximately 150 pounds (68 kg). Although they were naturally female, erinyes could appear as idealized versions of the sexes of any mortal race.
Their natural forms normally possessed glowing red eyes, as well as large, feathered wings that stayed regardless of the form that they took. After Asmodeus' ascension to godhood, the erinyes lost their wings, and received hooves and fangs in return, which made them look beastly.
Personality
Erinyes were not only physically stunning, but dangerously capable, highly disciplined and unfailingly loyal to their lords. When hunting mortal souls they showed both ruthlessness and cunning, exploiting their angelic appearance and tempting those they came across into committing wicked acts.
The relationship between erinyes and other devils was a conflicting combination of admiration and hatred. Having come from celestials as opposed to damned souls, erinyes viewed themselves as innately superior to other baatezu, causing a mutual disdain between them and their devil kin. Other devils greatly envied the erinyes, yet at the same time, were inspired by their indomitable fury. Feelings of lust and idolization clashed with hostility so much so that the two groups occasionally disobeyed their superiors and met one another with violence.
Abilities
Erniyes had powerful charming abilities causing those they looked upon to obey their every whim. Their domination was so complete that the victims were willing to protect their enchantress even at the cost of their own lives and obeyed their orders without regard for the lives of others. The charm could last indefinitely, only fading upon the victim's death or if dispelled by the erinyes, although they could only use it against one individual at a time. Conversely, an erinyes could strike terror into anyone that looked upon them, causing them flee in panic.
Their magic helped them disguise their own presence while their truesight allowed them to see through the magical disguises of others. When gating other devils for assistance they could call upon weaker ones such as a small group of lemures spinagons, or barbazus, or another erinyes.
Combat
Erinyes, while not the greatest warriors of Hell, possessed legendary combat prowess. They were often armed with incredible swords and bows, but could expertly wield practically any weapon. Their conventional weaponry included powerful ropes of entanglement used to entrap powerful opponents and hapless victims alike. The normal battle strategy employed with the ropes was to bind their enemies before lifting them a great distance up and letting them fall. They were also known to use weapons coated in caustic venom.
Through the brutality they inflicted on the battlefield, erinyes renewed the vigor of their allies, often engaging multiple enemies at once with unbridled rage. Despite their fearsome wrath, Erinyes were also tactically adept, coordinating with others of their kind to surround groups of enemies as opposed to merely flanking them. Although erinyes had no qualms about engaging enemies on the ground, they preferred to fight from afar. They normally used their magical abilities first, sowing confusion into those below them before firing their bows.
Society
Favored by Dispater for their beauty, skills, and unshakable allegiance, erinyes were common within Dis. Stygia also possessed a large population of erinyes, with a whole regiment being responsible for protecting Levistus's frozen tomb was from aerial intrusion. They could be found in great numbers within the political labyrinth of Maladomini, and within Grenopli specifically they acted as patrollers in order to dispel or counter offensive magic and all other attempts at violence. Along with paeliryons, the seductive erinyes enjoyed a noble position and noticeable favoritism within Glasya's court, who often provided them targets for corruption to her erinyes personally, particularly those of the self-righteous faith. Hunters were known to stalk the skies of Malbolge for intruders without letters of safe passage, often capturing charismatic enemies for Glasya to torture or seduce at her leisure.
Even erinyes that did not work under archdevils often directly reported to the Dark Eight as opposed to having an intermediary master. While some served as servants or were simply concubines, others had vastly superior tasks such as spying on both enemies and allies. Many erinyes were responsible for bringing justice to Hell, although the method with which they did so varied greatly. Donning horned helms and stylized armor, erinyes warriors brought death to those that defied their infernal masters or the orders of Asmodeus himself. As arbiters of justice, they acted on behalf of Hell and were responsible for tracking down those that broke infernal contracts. Others acted on the other side of the law, helping to free mortal souls by acting as legal counsel for those that did not receive what they were promised or were forced into making their deals. The role that earned erinyes the most respect among their devilish peers however, was that of the temptress.
Corruption
Unlike almost all other devils, erinyes were capable of entering the mortal world of their own volition, and used this ability to collect mortal souls. The traditional method used to achieve this goal was through seduction, although they were forced to use magic to disguise their wings if they did not attempt to use their celestial heritage as cover. They entered the mortal world alone, as they were incapable of bringing others with them, and searched for mortals that they could lure back to Baator. Only one person could return to Hell with them at a time with inorganic matter being left behind, forcing the victim to try and escape Baator while dangerously underequipped or be turned into a lemure. When seducing mortals they spoke rather than communicating telepathically, and could speak a wide variety of languages.
When seduction was not sufficient, erinyes had other methods to enrapture mortals, such as offering Faustian bargains and other forms of deals. While erinyes normally led battle-focused devils such as barbazus, merregons, or kytons, they would also command mortal warriors as some were willing to sell their souls in exchange for training. As well as devils, erinyes were also occasionally put in charge of managing small cults. Those that chose to take up wizardry usually studied enchantment magic to enhance their pre-existing ability to charm.
Promotion
Erinyes could be promoted to the form of any devil above them, or be demoted into barbazus depending on their service. While they were most commonly transformed into osyluths, it was possible for them to be turned even into pit fiends. In order to become pit fiends they had to undergo the same process as the gelugons and withstand the torment of the Pit of Flame for 1,001 days. Despite their great maneuverability within the infernal hierarchy many turned down opportunities to be promoted, having come to enjoy their exemption from the normal ranks of the baatezu and numerous advantages.
Ecology
Erinyes were the only types of devils to have possibly been born rather than made from mortal souls. Unlike most devils that were capable only of siring children, erinyes were capable of carrying them. It was unknown if erinyes gained the ability before or after their descent but the ability to become pregnant was another reason they often refused promotion. They were protective and cautious parents that hid colonies of their young away from the eyes of those that would interfere with their development.
While some reports claimed that devils could not be promoted into erinyes, others purported that the rank could serve as a reward for sluggish devils that overcame their earlier blunders despite numerous trials, such as abishai. Abishai that were promoted into erinyes were said to have their features rearranged by numerous kocrachon in order to make them more appealing to mortals and somehow had syllables added to their true names to make summoning them more complicated. It was rumored that only 500 erinyes were allowed to exist at one time, with lesser baatezu being promoted to fill their positions when current erinyes were promoted into higher forms.