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
Hezrou
Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects.
Stench. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.
Multiattack. The hezrou makes three attacks: one with its Bite and two with its Claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 15 (2d10 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 11 (2d6 + 4) slashing damage.
Hezrous were tanar'ri of foul temper and fouler stench, known for their simplistic desires and easily directed personalities. They often supervised lesser demonic entities while working as the toadies of more sinister threats.
Description
Hezrous were large demonic monstrosities that stood 8 ft (2.4 m) tall and weighed 750 lb (340 kg). They bore a superficial resemblance to a toad in humanoid form, with arms and hands instead of forelegs. Within their wide maws were rows of blunt teeth that had a powerful crushing force, and a series of long spikes ran down their backs. Hezrous could walk on either two feet or on hands and feet, but always fought standing upright.
Personality
Hezrous were obedient and simple, yet dangerously powerful beings, and as such were among the dominant monsters within the Abyss. A hezrou's main motivating factor was food, followed by a desire for wanton destruction. They gladly served under more powerful demons or even summoners who supported their behavior. Their love of combat surpassed that of vrocks and the two possessed similar eating habits.
Despite their love for fighting, hezrous were not opposed to diplomacy, even with mortals, and might engage in trade when carrying cargo such as slaves. Hezrous were not particularly intelligent, intuitive, or otherwise mentally capable, a fact that was seen as a virtue by their masters as scheming was not their job, but they were capable of organizing underlings. Unfortunately for those under their thumb, hezrous were still demons through and through, beating up on even loyal subordinates for fun and just being generally foul-tempered.
Abilities
A hezrou's amphibian skin exuded a toxic substance that produced a cloud of noxious gas when they were agitated while their own olfactory senses were quite sharp. They were somewhat ineffective against non-demonic beings, as many of their abilities didn't work against evil outsiders. They had access to many spell-like abilities, including blasphemy, unholy blight, and chaos hammer. Normal demonic resistances, immunity to non-magical weapons, telepathy, and summoning, particularly of dretch mobs and other hezrou, were also among their powers.ù
Combat
Hezrous were cunning on the battlefield and could fulfill roles as both powerful warriors and capable sergeants. In battle, they were often responsible for keeping the dretch mobs moving towards the enemy, but the most dangerous hordes had hezrou themselves as the rank-and-file. Once the dretches were fighting, the hezrous followed in their wake.
When against non-evil entities, hezrous opened combat by casting blasphemy, and then favored chaos hammer or unholy blight from time to time as suited their foes. Against enemy armies, they attempted to punch holes in the opposing line with unholy blight or chaos hammer, gladly forcing their way into and behind enemy ranks. There, a hezrou's foul stench could overwhelm as many (and as early) as possible, and they would be free to rip into their opponents with tooth and claw, although they might accidentally take out an allied, low-ranking fiend in their wild rampage.
Society
Hezrous were integral to both the Blood War and the day-to-day proceedings of the Abyss in general. At their core, hezrous functioned as enforcers, either as sturdy foot soldiers or solid sergeants. Their ability to focus on simple tasks, oversee armies, lack of plotting skill, and great numbers made them ideal for their duties. They normally patrolled the abyssal layers, enacted the will of their respective demon lords and nalfeshnees, and tyrannically controlled lesser demons like dretches and chasmes.
Given that they were seen as somewhat expendable and normally weren't smart enough themselves to realize when they were being duped into sacrificing themselves, hezrous often sought to make themselves useful to their masters so as to ensure they were not sent into unwinnable front-line situations. They were often spared from this duty of certain death.
Despite not being particularly good at scheming, hezrous still made use of temptation, making simple but cruel deals to those in states of despair. Every now and then in a century, hezrous went on what were called Dark Walks, plane-shifting to the mortal realm to make pacts with desperate souls. They would willingly enter their service and complete a major task like the destruction of a hated location or retrieval of a powerful artifact at the cost of trapping the mortal or a loved one in the Abyss and having them serve as a mane for eternity. Otherwise, when on the Material Plane they recruited dull-witted followers in trolls, hill giants, ogres, and other creatures known for their power.
It was possible for a marilith to be demoted to a hezrou as a punishment, bringing a change in sex from female to male.
Relations
The Faceless Lord Juiblex was served primarily by hezrous who paid him significant fealty in victims. In fact, his primary servant, Darkness Given Hunger, was actually a hezrou demon whose possession of the largest known black pudding had been made permanent through magic, fusing the two together.
Demogorgon also employed many hezrous as lieutenants, although his were twice the size of any others within the Abyss.