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
Gorgon
Trampling Charge. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 18 (2d12 + 5) piercing damage.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Petrifying Breath (Recharge 5–6). The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Gorgons were large magical beasts that resembled a bull covered in dusky metallic scales.
Behavior
Gorgons had an animal level of intelligence. They were very aggressive creatures that attacked intruders on sight, attempting to trample or gore them or by breathing out a cone of green vapor that turned them into stone. There was no way to calm them as they were impossible to domesticate. They were also unable to swim. Once a potential threat was petrified a gorgon would instinctively ignore the body.
Abilities
The petrifying green vapor that gorgons exuded from their mouths somehow existed simultaneously on the material, astral, and ethereal planes. Some believed that their awareness even extended to the latter two planes. When exuded by a young gorgon, the size of that cloud was only half that of their adult counterparts.
This vapor was produced and stored in an internal organ that opened into the roof of their mouth. This organ would continue to function hours after a gorgon was killed. By the 14th century DR, scholars still had yet to uncover how it functioned. However, it was known that these vapors had no effect underwater and that they could easily be dissipated by an air elemental or similar force of moving air, such as by the gust of wind spell.
The irregularly shaped scales that covered a gorgon were composed of impure iron and coated in a waxy substance that helped to prevent them from rusting. This substance was perpetually exuded from cartilaginous seams between the scales. If a scale somehow succumbed to intense rusting it would fall off the body - this left the gorgon vulnerable, since they were incapable of growing new ones.
Sub-Species
Cormanthor Gorgons
This regional breed of gorgons had a special ability, which some said was granted by the deities of the Hexad. If they slipped into the river, they turned to stone and were saved from drowning because they no longer needed oxygen or food. Sometimes, these petrified gorgons might be washed onto the shore by a strong current and the sun would warm them, causing them to be restored to their normal form. It was not unknown for fishermen to pull the petrified gorgons out of the river, thinking them to be statues.
Ecology
Diet
Gorgons were omnivorous creatures that required a lot of iron in their diet to maintain the durability of their scales. This was often obtained from blood and green vegetation.
Gorgons loved to eat fish. The Cormanthor gorgons flocked to the banks of River Ashaba and Elvenflow each spring when they flooded, so that they could collect the fish that were stranded there. Once the supply was depleted, a few of the gorgons were tempted to venture into the river to get more. Some of them fell in as a result, but their special ability could save them (see Species, Cormanthor below).
They were also known to have a fondness for deer and elk.
Habitats
These creatures were typically found to live underground or in plains in regions with a temperate or tropical climate. Many preferred to live in wilderness that was relatively secure and free of danger.
Uses
The blood of a gorgon was a magical component used in masonry to prevent magical travel through walls. When one drop of blood was mixed with a pint of water during the mixture of stucco or mortar and applied with no unaffected areas larger than a man's head, it would prevent astral and ethereal travel through walls.
Drow in Old Shanatar used gorgon blood as an ingredient in forging gorgon plate mail, an armor said to be capable of protecting them against the sun's harmful affects.
Their metallic scales could be used to make ink for scrolls of protection from petrification or fashioned into a set of scale mail that protected against petrification effects.
Gorgon milk was one of the ingredients in creating the hag treat known as "Eye Scream", along with newt eyes, blueberries, and swamp water. The recipe was detailed in the Witch's Brew Cookbook.
This article uses material from the “Gorgon” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.