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
Fire Giant
Multiattack. The giant makes two Greatsword attacks.
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft, one target. Hit: 28 (6d6 + 7) slashing damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft, one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Fire giants, called ildjotunen in their own language, were master craftsmen giants that lived in volcanic and mountainous environments.
Description
Fire giants had very broad bodies, making them sort of dwarf-like in appearance, and bulky. They stood roughly 18 feet (5.5 meters) tall, but they weighed over 7,000 pounds (3,200 kilograms), much heavier than a human of that height would weigh. Their skin was very dark, reminiscent of coal, and the color of their hair tended towards a spectrum of flaming orange or red, with similarly colored red eyes.
Their clothing was usually flame-colored or black and singed. They also tended to wear armor that was forged from steel or dragonscales.
Personality
Fire giants often considered bravery as being one of the highest virtues anyone could and should have. They relished opportunities in which they could test their fortitude against formidable opponents.
Abilities
Much like all giants, a fire giant could see and hear twice as far as the average human. Unique to their race were senses well adapted to high temperature environments. Their eyes in particular were capable of seeing through the hazes and shimmers often associated with such temperatures.
Although their bodies were impervious to harm from fire, even that exhaled by a red dragon, some fire giants were particularly vulnerable to cold.
Magic
Fire giants possessed an average affinity for runecasting as well as traditional sorcery. This affinity was superior to many of their kin, but paled in comparison to that of cloud and storm giants. They typically preferred to memorize spells that would help them in detecting and thwarting intruders.
Combat
Fire giants were known to attack their enemies with rocks heated in fire or lava, thereby softening the targets before engaging in close quarters combat. When it came to close quarters, fire giants favored the use of large swords, typically enchanted with flames.
Having had caltrops used against them one too many times, innovative fire giants developed boots made of either iron or dragonskin to protect their feet. These were typically covered in either fur or leather in order to conceal the material from any crafty magic user that might think to use spells of cold or heat. It was rumored that some giants had become specialists in fighting with these boots.
History
The fire giant race began with an individual by the name of Masud, one of the mortal children of Annam All-Father and Othea, who in the kingdom of Ostoria was ceded control of the southern volcanoes. They managed to tame such chaotic environs, building cities of adamantine and mithral. Within this mighty kingdom they acted as its craftsmen, engineers, and military officers. Their craftsmen created some of the kingdom's greatest works of craftsmanship.
Society
Fire giants lived in small family groups, called huslyder.
Habitats
They preferred to dwell in hot environments like volcanic areas, either in caverns or castles, and existed in societies often led by a king or a queen.
Languages
Fire giants were known to speak the general giant language Jotun, their own specialized version of it known as Jotunild, as well as common. However, they were often largely illiterate due to education being undervalued in their culture.
Names
Common given names among fire giants included the following:
Males
Fforl, Ffuldr, Fulluk, Hauk, Hulbro, Ilkurt, Snarr, Zund, and Zundr.
Females
Edrelle, Emba, Ffaelane, Ghenjra, Hulda, Lukue, Marra, and Vrolka.
Religion
Like all giants, they were generally known to worship Annam All-Father and those that did viewed their lives as being one long opportunity to emulate him. However, by the late-15th century DR their views regarding Annam turned sour and very few directly worshiped him anymore. The deity primarily worshiped by fire giants, especially after the late 15th century, was Annam's son Surtur. Though some were also known to worship the giant goddess Hiatea.
Beyond the giant pantheon, many were known to worship to a lesser extent elemental fire, and by extension Kossuth, which they would show their devotion to by performing ritually performing complex and intricate dances along the edges of vast firepits and streams of lava. Tribes would sometimes invite visitors to join them in their dance, but the steam and heat involved often led other races to hallucinate and experience effects similar to that of the spell phantasmal killer.
Priests often held a role of leadership in fire giant communities, positions such as architect of forger. If such a position was not held then they were typically charged with making sure others in their tribe remained productive. This was largely achieved by composing inspiring tales that lauded the features of Gudheim, the crystal palace of Annam.
Relationships
Many fire giants, at least in the Ice Spires region, were known to enslave fomorians and verbeegs, as well as occasionally dwarves and gnomes. Slaves held the lowest role in their societal structures and were often treated with little dignity. They typically worked as laborers in their forges and strongholds.
Fire Giants were often hostage takers and took payments from less powerful creatures in their surrounding area in exchange for not attacking them.
They were known to occasionally forge alliances with, and even serve, red dragons. They were also known to domesticate hell hounds, keeping them as pets or guards.
This article uses material from the “Fire Giant” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.