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
Glabrezu
Magic Resistance. The glabrezu has advantage on saving throws against spells and other magical effects.
Multiattack. The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.
Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC DC 15 Strength). The glabrezu has two pincers, each of which can grapple only one target.
Fist. Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 7 (2d4 + 2) bludgeoning damage.
Spellcasting. The glabrezu casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks):
At will: dispel magic, detect magic, darkness
1/day each: fly, power word stun, confusion
Glabrezus were tanar'ri that specialized in the temptation of mortals, spreading corruption unseen like a virulent disease. Unlike succubi, who preyed on lust, glabrezus exploited the mortal desire for power in the many forms it took.
Description
With a broad, muscular body, a glabrezu stood 9‒15 ft (2.7‒4.6 m) tall and weighed 5,500 lb (2,500 kg) Their most physically bewildering feature was their two pairs of arms, each with a different extremity. While their main arms were monstrous limbs that ended in powerful pincers, the smaller humanoid pair ended in clawed hands and protruded from the stomach. Goat horns adorned the top of their canine heads and numerous fangs rested in their muzzles. Their skin was wrinkly and ranged in tone from deep russet to pitch black. A pair of cold, purple, piercing eyes hinted at their great intelligence, contrasting with their bestial appearance.
Personality
Despite their physical prowess, glabrezus preferred to work behind the scenes, both on the Prime Material Plane and in the Abyss. Glabrezus took pleasure in the act of temptation, luring all they met with lies, deception, and offers of power before ruining their victims' lives. The secret agendas of a glabrezu were many, their complicated schemes and spiteful plots for vengeance sometimes taking centuries to millennia to finally come to fruition. Furthering their guile was their commanding presence, as they had a strong air of authority they used to enhance their arguments.
Glabrezus did not offer pleasures of the flesh, but tempted those of weak wills and great ambition with promises of unparalleled influence. They collected vast sums of gold, magical items, and other useful bargaining chips and stored them all underground in a massive hoard. They were unable to change, or polymorph, their frightening appearance, so they usually visited mortals in secret, often using telepathy to speak directly in their prey's mind. Sometimes they made their nature known while at others they tried to manipulate their targets by inciting paranoia or twisting their sense of right and wrong.
Abilities
Glabrezus had access to a wide variety of spells, including the power to spontaneously generate darkness and dispel magic. They had truesight that extended as far as their telepathic communication that they could use in concert during their dealings so as to avoid being seen and to prevent acts of deception. Both their arms were fully functional, but they made more use of their claws in combat in order to grapple their enemies. Although they could travel between the planes freely, they usually only came to the mortal plane when summoned.
Glabrezus could cast wish for a mortal once per month.
Combat
Glabrezus preferred deception to combat, particularly if it served no actual purpose. They would rather have their minions do the work if they did not need to do it themselves, and through their corrupting ways could turn allies into enemies and brainwash companions into fighting one another. However, they had no qualms about direct confrontation and did not hesitate to wade into battle, in fact embracing any chance to burst into violence.
Unlike normal magic users, glabrezus did not stand behind their minions casting spells, but ran straight into combat using chaos-inducing powers to send the battlefield into disarray. A glabrezu's normal strategy in combat was to use their confusion spell-like ability before using chaos hammer or unholy blight to finish off wounded foes. They might also use reverse gravity to launch enemies into the air before letting them drop back down, or combine it with power word stun (which was usually saved for the strongest opponent) to send them careening helplessly into the air. They casually used dispel magic while dealing with other problems using their various physical and magical abilities.
Throughout a fight, a glabrezu might summon demons great in size or number. They were powerful enough to have little compunction about doing this if the battle was difficult, as unlike lesser demons they were not concerned with needing to compensate the help for their services. Little prevented them from teleporting at will across the battlefield, and they were willing to simply leave the fight to harass their foes another day.
Society
Glabrezus, for all their terrifying presence and wish-granting abilities, only occupied a middle class amongst the demons of the Abyss. While they were hardly great generals, they were normally in charge of many lesser demons and led by example. Often, they performed espionage and acted as advisers or chief lieutenants for more powerful demons, using their skill in trickery to aid their masters' endeavors. Under normal circumstances they never traveled together, and seeing multiple at once was likely the result of their mirror image ability.
Demonic opinions on the glabrezus varied depending on who was asked, although most lesser demons like chasmes and dretches rightfully feared them. Mariliths, on the other hand, were dismissive and hateful towards the glabrezus despite their mutual love of planning. While glabrezus favored subtlety and temptations, mariliths felt these games were inferior to true warfare and would prefer to wipe the glabrezus out completely, settling for attempts to discredit them to higher-ups. Meanwhile, the balors were in favor of the corrupting tactics of the glabrezus, giving them work as spies and counselors. Lilitus had a similar fondness for the manipulative glabrezus, sharing their love of subtle corruption.
The glabrezus played little role in the combative side of the Blood War, instead focusing on their sinister schemes. Though not as direct as the warmongering of the mariliths, glabrezu ploys were part of a deeper evil, a more insidious form of subjugation. Their monstrous appearance belied their societal role as the Abyss's covert agents, exerting their influence on other planes with surgical precision and planting greed in the minds of mortal summoners to secure power for the Abyss in the long-term.
Glabrezus that became mages were known for their use of direct and destructive magic.
Mortals
Glabrezus were most commonly summoned directly by a mortal, such as ambitious human wizards or drow priestesses who hoped to make a bargain. Of the most powerful tanar'ri, they were also the most frequently summoned, though doing so required a true name. They hated it when they were forced to follow the orders of mortals, and avenged themselves by crushing the spirits of those around them once back in the Abyss.
Sometimes glabrezus found potential victims on their own, presenting their "gift" whether or not the recipient wanted it. If their victims refused their offers, glabrezus thought nothing of slaughtering them instead, as being willing to summon a demon was likely indicative of their fate regardless.
Glabrezus promised much to mortals, but their capacity to grant wish spells to their "clients" was one of their most dangerous offers. Glabrezus required the wish being granted to be for an evil cause that would cause incalculable devastation or suffering. Failing this, they demanded an act of great wickedness be committed as payment, or for the one petitioning them to make an incredible sacrifice. Even worse than asking a glabrezu to grant one's wish was accepting an offer made by the demon itself.
Ecology
Among the most fearsome aspects of the glabrezu was their mere presence on the Material plane, as lingering too long caused their corruption to spread. Arrogant mortal summoners often believed they could control glabrezus with ease but the very act of their summoning planted seeds of evil. Their corruption sickened people, animals, and plants alike, even causing the sky itself to grow darker as they leeched off the power of the plane.
In an unholy, rarely successful ritual, a half-drow, half-glabrezu monstrosity known as a draegloth could be born from a drow priestess. Unlike glabrezus, they were impatient and destructive, only improving their magic that could be used for destructive purposes. They served drow houses as opposed to the masters of the Abyss, but were believed to be a sign of support from Lolth.
This article uses material from the “Glabrezu” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.