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
Hippogriff
Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.
Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 8 (1d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) slashing damage.
Hippogriffs (pronounced: /ˈhɪpoʊgrɪffs/ HIP-o-griffs) were chimeric magical beasts related to griffons. However, they possessed the physical characteristics of horses, rather than lions and did not share the same intelligence.
The origins of these beasts has been lost to time.
Description
Hippogriffs had the body of a horse, with the wings and head of a hawk or eagle. Their forelegs ended in sharp talons similar to those found in birds of prey, while their hind legs had hooves. The average hippogriff was 9 feet long, with a wingspan of 20 feet (6.1 meters), and weighed about 1,000 lb (450 kg)
Their hides would be colored russet, golden tan, or come in a variety of browns with differently shaded feathers. Their beaks were either ivory or golden yellow.
Hippogriffs were capable of expressing more complex emotions as well as feeling grief and crying.
Combat
Hippogriffs were extremely territorial and would attack any intruders in their realm, defending their mate or young until death. They attacked by diving and attacking with their claws and beak. Though regarded as clumsy attackers, flocks of hippogriffs could attack in concert. They could kill large prey such as bison, and were even capable of carrying it away in their talons. Being omnivores, they did not always have to resort to such tactics.
Ecology
Hippogriffs were reclusive in behavior, seldom traveling far from their nest. They had an omnivorous diet, and would hunt humanoids as often as any other meal. Hippogriffs were frequently preyed upon by both dragons and wyverns.
While some seemed to be of the opinion that female hippogriffs gave live birth, the majority of accounts of their ecology gave mention specifically about their eggs. Typically, hippogriffs bred in the spring and spent the summer months raising the youths. Domesticated winged mares sometimes were allowed to breed in the fall while raising their youths through the winter. By summer, the young hippogriffs were ready to be trained and ridden into combat. The off-season breeding was done with the use of boilers that heated the hippogriff aeries well through the cold seasons. When female hippogriffs prepared to lay eggs, they meticulously expanded their nests of hay, twigs, feather-layered bottoms. When preparing to care for their young, females cooed ancient hippogriff songs. They defended the nests as fiercely as they would the young.
A typical herd included one to three males, an equal number of mares and foals.
Habitats
They live in temperate to tropical hills, in areas where it is particularly flat and barren, allowing them quick and easy access to the skies. A significant population existed in the Starspire Mountains in County Starspur in Tethyr.
In the Unapproachable East, they could be found around the Umbergoth mountain of Aglarond.
Relationships
Hippogriffs were highly prized as aerial steeds. Because they were not as intelligent as griffons, a friendly attitude from the hippogriff to the rider or tamer was not required, but they still require a specialized saddle and appropriate training. The easiest way to tame a hippogriff was to steal an egg and raise it from birth, but these were not easy to obtain, due to the ferocity of their defenders.
In Zakhara, the Caliphate of Huzuz raised large numbers of hippogriffs for military service.
Usages
A hippogriff egg could fetch 1,000 gp, 2000 gp by some accounts, while young hippogriffs would sell for two to three times that price.
This article uses material from the “Hippogriff” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.