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
Grimlock
Blind Senses. . The grimlock can't use its blindsight while deafened and unable to smell.
Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Spiked Bone Club. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.
Grimlocks were a race of monstrous humanoids that lived in the Underdark, the degenerated descendants of humans who had wandered into its depths centuries ago.
Description
Grimlocks were a humanoid race of creatures with slightly scaled, thick gray skin that was usually scarred from hunts through their constricted underground passageways. Those with a special status in their society often had decorative designs scarred into their skin They had sharp teeth and typically black hair. This often grew to be long and unkempt. Many had long claw-like nails. Some were said to have completely white eyes, while other accounts told of their faces being devoid of eyes, instead having skin stretching across where their eye sockets should be.
Grimlocks typically wore little clothing or armor, though some were known to sport tanned leather belts and harnesses, as well as decorative bracers.
Behavior
Grimlocks were very blunt and suspicious of other creatures. Those who wandered away from their kin often experienced culture shock, but felt some sense of gratification at how strange things were. These wanderers were also known to be capable of overcoming their xenophobic leanings, viewing each individual they meet as a potential pack member. Though this mindset needed to be reinforced through daily meditation.
Though grimlocks were prone to evil acts, their intent was rarely malicious. Rather, their behavior was rooted in a deep sense of self-preservation and struggle for survival.
Abilities
Biology
Over the course of living within the Underdark for centuries, grimlocks gradually lost the use of sight and became vulnerable to light. To compensate for this they developed an acute sense of smell and echolocation.
Combat
Grimlocks were well-adapted for combat thanks to their naturally hardy bodies and high sensory awareness of their surroundings. However, they were typically very unorganized in battle. They were poor targets of subjugation in efforts to form an enthralled fighting force as well, due to their fear of foreign races.
At times they sought to attack their enemies under the cover of darkness, hoping to take advantage of their blind senses and prey on foes while they are disoriented.
They typically shunned ranged weaponry, preferring to act like barbarians and fight their foes up close with crude stone battleaxes or weapons made of bone.
Ecology
Diet
Grimlocks ate any raw flesh they could find - especially that of humans. Because of this, their populations were often decimated from feasting upon diseased meat.
Society
Grimlocks typically had two names, a pack name and personal name, with the latter derived from some element of their underground habitats.
Many wild grimlocks were born in an extended series of caves that they called the Fingerhome. The caverns of the Fingerhome extended throughout the upper, middle, and lower Underdark.
One prominent aspect of grimlock society was the "hunt-bond," a vow of mutual respect and protection that every grimlock with one or more creatures (usually other grimlocks). Those hunt-bonded with a grimlock were considered its closest friend(s) and the creature would do anything to protect them.
Religion
In the Underdark of Faerûn, some groups of grimlocks worshiped individual medusae, considering them as minor deities. The power of a medusa's gaze was beyond the grimlock's ability to comprehend (as they were blind), so it seemed divine to them. More enlightened grimlocks, however, tended to worship Shar, the goddess of darkness. And some grimlocks were known to worship illithids.
Language
The language of the grimlocks was a dialect of terran and undercommon. Some chose to learn abyssal and other evil tongues in order to gain power for themselves by making sinister deals.
Relationships
Grimlocks were extremely xenophobic and preferred to keep to themselves. This was due to their history of being frequently raided by both mind flayers and drow for slave fodder, subjected to extreme depravity by aboleths, and their mushroom fields razed and water cisterns drained by drow. This latter act often left grimlocks starving and desperate for food, forcing them to raid surface communities in order to survive.
Some grimlocks were known to do work for other races as ambushers of Underdark caravans or as looters of ancient ruins.
This article uses material from the “Grimlock” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.