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
Ice Devil
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Multiattack. The devil makes three attacks: one with its bite, one with its claws, and one with its tail.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft, one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.
Claws. Melee Weapon Attack: +10 to hit, reach 10 ft, one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft, one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) radiant damage.
Wall of Ice (Recharge 6–6). The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.
Gelugons, also called ice devils, led the infernal legions of the Nine Hells. They were cold-hearted commanders that despised weakness and saw frailer devils as entirely expendable.
Description
Gelugons were blue and white, insectile bipeds that stood about 10.5‒12 ft (3.2‒3.7 m) tall and weighed around 700 lbs (320 kg). Their hands and feet ended in claws and their long, thick tails were surrounded in spikes. Their heads hosted a set of antenna, sharp mandibles, and a pair of multifaceted eyes.
Personality
Gelugons resented the weak and respected the powerful, regardless of their allegiances. They begrudgingly cooperated with weaker devils, seeing them as either pawns or outlets for their frustration. Their desire for the power held by the pit fiends ingrained not only diligent loyalty, but also a crippling fear of making mistakes. While ice devils still schemed to obtain souls for their masters, they avoided complex plans and attempted to delay the end of their plans until after they were promoted.
Abilities
Gelugons were savage warriors that fought their enemies with their claws, pincers and tails. The body of a gelugon, but particularly the tail, was surrounded by an aura of numbing cold that slowed those they struck. They were also known to freely exude an aura of fear that caused most to run in terror, and slowly regenerated when not harmed by good-aligned spells or weapons.
An ice devil's magical abilities allowed them to fly, and manipulate the cold in various ways, but their ability to create walls of ice was particularly chilling, freezing those that approached them and dissipating into dangerously frigid air when destroyed. They had a wide variety of devils they could attempt to gate in for assistance, including lemures, barbazus, osyluths, or another ice devil.
Combat
The wicked savagery of the gelugons was fully displayed when they were not leading soldiers into battle, as their hatred for weakness led them to destroy their frailest foes first. Their typical combat strategy was to immobilize the frontline first, allowing them to use their speed and reach to strike at softer enemies thus preventing their victims from fleeing.
However, the ice devils were also goal-oriented, fighting only if needed to complete their mission but never backing away from necessary battles or easy victories. Because of the important nature of their work, it was possible that losing ice devils would be fortunate enough to have a pit fiend come to their aid.
They favored unarmed combat, destroying their targets with their numerous natural weapons or by using their supernatural abilities to send enemy ranks into disarray. Despite this preference for unarmed combat, one in four gelugons wielded barbed spears so chilling that most were paralyzed by their frost.
Society
“A thing coveted is worth the wait.”
— The "lesson" a gelugon needed to learn for promotion.
While gelugons are most commonly found within Cania, a great number populated the icy expanse of Stygia. A regiment of gelugon soldiers were stationed on ice floe rafts in order to defend the tomb of Levistus. Gelugons were both leaders and soldiers, a unique position among the baatezu, and were almost exclusively responsible for commanding infernal troops. Because ice devils had no qualms with sending weak soldiers to their doom, and preferred to battle alone, they made poor generals. Both powerful mortals and devils alike used them as personal guards and elite warriors.
Gelugons tirelessly pursued promotion, faithfully accomplishing their missions and collecting as many souls as possible for their masters. The fortress of Malsheem laid within Nessus and had only one portal entrance located at the bottom of a deep pit with Cania. It fell solely to the ice devils to protect the portal, and at any given time the ninth circle of Baator was protected by 9,999 gelugon guards. The pit fiends were forced to put immense trust in the gelugons and occasionally defend them when they were losing, but the formidable requirements for gelugon promotion allowed the pit fiends to safely rely upon them. Simply making it on to the list of candidates required a gelugon to serve for 777 consecutive years without making a single mistake, with most having to repeat the qualification process over nine times.
Gelugons, along with pit fiends, were the baatezu most adept at wizardry, though they took up the practice less often than their superiors. They advanced as normal wizards did, but learned more cold-related spells in addition to the typical amount, and also researched icy variants of existing spells (such as a freezing as opposed to a flaming sphere).
Ecology
A gelugon that finally earned their promotion was subjected to the hellfire of the Pit of Flame, experiencing 1,001 days of excruciating agony before being reborn as a pit fiend.
Although other baatezu occasionally visited, gelugons were the only native devils of Cania and it was said that their frigid aura was taken from the realm itself. Unlike most devils, gelugons found colder climates more hospitable, although their immunity to fire allowed them to dwell even in scorching hot regions. The humid bogs of Minauros and molten plains of Phlegethos were both physically and visually disquieting for ice devils. Gelugons possessed the ability to see ultraviolet light.
Because electricity was a glaring vulnerability of the baatezu, experiments were performed in an attempt to create gelugons that were more resistant to shock. While some tests succeeded the resulting ice devil's had their ability to radiate cold reduced. Other tests produced the opposite result, causing gelugons that were even more frigid than normal. Such gelugons were often deployed alongside yugoloth mercenaries, exploiting the daemon susceptibility to cold in order to ward off their typical treachery. Shock-resistant gelugons could be recognized by their extra antenna and transparent skin while colder gelugons were a shade of blue so bright that it never faded, even within the color-draining Gray Wastes.
Usages
The enchanted spear called Gelugon's Gouge was crafted out of an ice devil's tail barb.
Biology
The eyes of these creatures were capable of seeing in both total darkness and the ultraviolet spectrum. In addition, gelugons were capable of viewing their surroundings without their visual senses.