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
Harpy
Multiattack. The harpy makes two attacks: one attack with its claws and one with its club.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 6 (2d4 + 1) slashing damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.
A harpy was a malign monstrous humanoid winged creature.
Description
A harpy had the upper body of a female humanoid and the lower body of an reptilian creature, with scaly legs, clawed feet, and clawed hands with knotty fingers. Harpies had coal-black eyes in faces like cruel old women, with hair that was filthy, tangled, and crusted with old dry blood. They possessed powerful leathery wings with which they could fly and carry away their victims.
Harpies did not wear any clothing, but would adorn themselves with jewelry or trinkets from their victims.
There was no physical difference between male and female harpies. The males possessed breasts just like the females did, leading to the misconception that male harpies did not exist.
Personality
Harpies were notoriously malevolent and sadistic, taking enormous joy in hurting, torturing and killing their victims, and were always seeking more. They were fond of entrancing travelers with their songs and luring them to shockingly cruel dooms. When they were done playing with their captives, they slew them and finally devoured them.
They were not particularly intelligent creatures, and were prone to cowardice in the face of superior power.
Abilities
The deadliest power of the harpy was its insidious and captivating song. A harpy's song, while it was heard, acted like a charm affecting all non-harpies up to 300 feet (90 meters) away. It took an effort to will to resist; those who did could count themselves safe for a day, at least from that one harpy's song. In those who succumbed, it induced a trance-like state in which the victim was compelled to move directly towards the harpy. If dangers obstructed their path, they could shake off the effect, but if they could not, they could do little but try to protect themselves. However, once within reach of the harpy, the victim was at the harpy's mercy and made no attempt at defending themselves. Creatures who could not hear were unaffected by the magical song. Elves were naturally resistant to the effects of the harpy's song.
They had keen hearing and skills in deceit, intimidation, and, curiously, oratory.
Combat
Harpies used primitive weapons, usually big bones wielded as improvised clubs, but a few harpy archers mastered the use of bows. Otherwise, they could also bite and attack with their claws. They often attacked on the wing, striking with their weapons. They had no preference over their victims, and enjoyed the killing and torture of any creature.
Society
Female harpies could lay as many as twenty eggs at will from the age of two, but only around three of those would successfully hatch, and any deformed young were killed by a parent. It was unclear whether harpies looked after their young or not, but if they did, it consisted of nothing more than feeding their young, similar to birds.
The lifespan of a harpy was up to 50 years, but most died around 25–30 years. When old age weakened a harpy, it was killed by its kin.
They were almost exclusively carnivorous, but if meat was unavailable, they would resort to eating vegetation. Their preferred food was fresh demihuman meat, especially elves. Due to the natural resistance elves had to the harpy's song, harpies viewed their meat as an especially rare delicacy.
Harpies made homes in groups of six or more individuals within marshlands or in caves near shorelines, which were preferably near well-traveled routes. They were often encountered alone, in pairs, or in packs of seven to a dozen harpies known as "flights". However, a tribe of harpies, known as a "scream", could be as large as two hundred. There was no social structure to harpy life. There was constant quarreling, which sometimes resulted in fights to the death. When deaths did occur, harpies were willing to eat their own kind. Otherwise, harpies ventured out to hunt, and their victims were often brought back to the lair to be killed and eaten.
Harpies were generally uninterested in treasure or wealth, but they would always take at least one possession from a victim back to their lair as a symbol of their kill.
A few successful harpies took up the bow as archers, mastering this tactic and going at it alone as cruel hunters, bandits, and mercenaries, usually operating as bandits when not hired as mercenaries. Such harpies acquired much wealth in the form of the tools of their trade.
It was not unknown for harpies to cooperate with other evil humanoids if it served their interests.
Homelands
Harpies with long tails were known to dwell in and around the Kingdom of Nix, a goblin realm that lay upon the high Forbidden Plateau in the Utter East, beside a glacier in the Wu Pi Te Shao Mountains of the Yehimal. The harpies of Nix were known to be merciless hunters.
Harpies were also known to be in the many forests and jungles of Maztica.
This article uses material from the “Harpy” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.