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
Frost Giant
Multiattack. The giant makes two Greataxe attacks.
Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 25 (3d12 + 6) slashing damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft, one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Frost giants, called isejotunen in their own language, were large giants that could be found in most cold environments.
Description
Among the tallest of true giants, frost giants could tower higher than 21 feet (6.4 meters). They weighed about 8,000 pounds (3,600 kilograms).
The bodies of these giants had skin and hair whose colors ranged a wide spectrum of blue and white shades, though some were known to have dirty yellow hair. Likewise, their eyes were generally shades of blue or yellow. Men often grew beards, which would become matted with frost and icicles.
Frost giants typically wore the skins or pelts of animals, along with any jewelry they owned. In terms of armor they tended to favor chainmail and helmets that were adorned with horns or feathers.
Personality
Frost giants had a reputation among other races for being crude and of low intelligence, but they were very cunning fighters. They greatly respected brute strength and battle prowess.
Abilities
Much like all giants, a frost giant could see and hear twice as far as the average human. Unique to their race were senses well adapted to low temperature environments. Their visual senses extended into a higher end of the visible spectrum, allowing them to see more easily through snow and blizzards than other creatures.
Although their bodies were impervious to harm from cold, even that breathed by a white dragon, they were particularly vulnerable to fire.
Magic
Frost giant shamans were generally capable of casting spells from either the Charm, Divination, Healing, Protection, or Weather spheres. While their clerics generally had access to any two of the following domains — Chaos, Destruction, Evil, or War. With Destruction and War being the most common.
Their witch doctors were known to favor the spells deeppockets, detect magic, ESP, invisibility, mirror image, shocking grasp, unseen servant, and ventriloquism.
Lycanthropy
Frost giants were known to be susceptible to two forms of lycanthropy, werebear and seawolf, and were one of only two giant races in which "true" lycanthropes were known to occur. These true lycanthropes were a form of polar werebear — they appeared hairier than the average frost giant and were incapable of assuming a "hybrid form."
Those afflicted with the polarwere condition were known to occasionally live among other frost giants, but generally they were loners as their pelts were considered highly coveted among their kin.
Combat
Frost giants would often try to ambush their enemies by hiding within snow atop icy or snowy slopes, elevations that would be too high for most smaller creatures to reach. Frost giants often engaged their opponents by first hurling large boulders at them from afar, then closing in with some form of weapon.
Typical frost giant weapons included battleaxes, greataxes, and various weapons similar to those wielded by barbarians of the North. Some were known to fight with giant bolas — a weapon originally developed by jungle giants, frost giants had personalized it by using massive blocks of ice in place of wooden balls. Other frost giants repurposed the armor and weaponry of their smaller foes, such as stringing many shields together into a makeshift scale armor or using their swords as heads for giant-sized spears.
History
The frost giant race began with an individual by the name of Ottar, one of the mortal children of Annam All-Father and Othea, who in the kingdom of Ostoria was ceded control of the northern tundras. Within this mighty kingdom they acted as its defenders on every frontier. During this time they were also known for creating sculptures out of ice and snow that, through melting and freezing, would change shape to form scenes of their life in the North.
Society
For frost giants an individual's place in the ordning was determined by evidence of physical might, often taking the form of a combination of the individual's ability to wrestle and boast. Though it could also take the form of musculature, scars from battles of renown, or trophies fashioned from the bodies of their enemies. It was not uncommon for them to try proving their strength and improving their status by challenging a white dragon. Because of this violent way of life, most frost giants died in battle rather than passing away peacefully.
Whenever frost giants of different clans met and their status was unclear, they would wrestle for dominance. At times this could resemble a festival, with giants cheering on their clan's champions and making bold boasts or challenges, but at other times it could take the form of a chaotic free-for-all.
In their societies, the most important bond (besides that of the ordning) was that of family. So much so that the recitation of ancestral lineage was an important aspect of the sagas crafted by their skalds, with each new character being introduced with a full recitation accompanied by appropriate music.
Social Structure
Jarl
Frost giant societies were led by powerful and intelligent individuals with the title of "jarl", who possessed some of the best equipment among all members of their tribe. Such as armor made from the scales of a dragon and mauls or warpicks made from a dragon's teeth or claws. They would assign other frost giants tasks such as childrearing, crafting, or hunting depending upon the individual's physical strength and endurance.
Craftsmen
Carving and leatherwork were valued skills in frost giant societies, though many considered the crafting of menial goods to be beneath them. They were known to carve bone or ivory into jewelry and the handles for tools or weapons.
Skalds
Within frost giant society these took the place of bards. Unlike traditional bards, giant skalds were less skilled in spellcasting, instead knowing a number of runecasting symbols. Part of a skald's life was spent adventuring, though not as much as true warriors. The majority of their time was spent writing epic poems, known as "sagas," which honored the adventures of their tribe's leaders. Skalds often described sagas as being the "mead of Annam," thus some were known to start with the phrase, "I pour mead to the All-Father." Sagas were passed down through generations in a tribe, allowing frost giants to maintain the history of their people and earning skalds respect equal to that of a warrior.
Diet
Due to the environments in which they typically lived, frost giants had a largely carnivorous diet. Frost giants typically obtained their food by means of hunting or raiding the settlements of humans and demihumans, although they were not below trading if the need arose. Some kept livestock that they had obtained from raids. When hunting in their native tundras, it was not uncommon for a frost giant to forgoe cooking a fresh kill, as it would taste sufficiently hot to their tastes.
Lairs
Frost giants typically lived in either castles or mountainous caverns.
Homelands
Frost giants inhabited frigid, mountainous or arctic regions where heavy snowfall was common.
Beyond the Prime Material plane, large communities of frost giants lived on the Para-Elemental Plane of Ice and small tribes of them could be found in Stygia.
Languages
Frost giants were known to speak the general giant language Jotun, their own specialized version of it known as Jotunise, as well as common. However, they were often largely illiterate due to education being undervalued in their culture.
Names
Common given names among frost giants included the following:
Males
Fulvragg, Helmskag, Oraldr, Oskorri, Skane, Svolm, Ulfur, Uttir, and Valkurl.
Females
Folka, Gauthild, Geira, Grymra, Haelgra, Helmra, Hrimma, Imbra, Magra, and Vulkara.
Religion
The role of religious leadership in frost giant communities was held by shamans and extremely rarely a witch doctor. Though in the latter case, such a community was centered around an unusual cult instead of the Giant pantheon, as those gods were not served by witch doctors.
Relationships
Frost giants often captured and tamed wild animals, keeping them as pets, guards, or hunting companions. The most typical animal they kept was winter wolves, followed by owlbears, mammoths, and remorhazes. With rarer creatures including yetis and even white dragons.
Some were known to kidnap individuals and then either enslave them or hold them for ransom.
Frost giants were sometimes hired by cloud giants to plunder art and wealth on their behalf.
This article uses material from the “Frost Giant” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.