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
Imp
Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
Imps were vicious, manipulative fiends that were among the weakest beings in the infernal hierarchy. They were considered minor, non-baatezu devils, whose job was to assist and corrupt mortals whom their masters wanted groomed to the side of evil.
Description
Although imps could take the form of various animals, their natural forms were those of approximately 2 ft (0.61 m) tall humanoids that weighed about 8 lb (3.6 kg). A large variety of colorations existed for imps, but the most common one was dark red. They fluttered through the air on their leathery, bat-like wings and their prehensile tails ended in fearsome stingers. Their horns were small, sharp, and twisting, gleaming white along with their fangs.
Personality
The mind of an imp was both insidious and duplicitous, delighting in the corruption of mortals through trickery and temptation. Imps were masters of flattery, coercing others into acts of lawful evil through wheedling service due to lacking the intimidating presence held by other devils. When not outright trying to corrupt, they engaged in unscrupulous mischief, such as swiping valuables. Regardless of the fawning façade they upheld, imps were ultimately at the service of their infernal lords and viewed their worldly masters as tools.
At the same time, their obedience to their leaders in Hell was rooted in craven pragmatism rather than genuine loyalty. Even though they were always at the service of another, whether a devil or mortal, imps were still independent creatures with ambition that belied their small size and sycophantic demeanor. Their true desire was like that of most devils, to advance beyond their current station and obtain a position of power, and offering them the chance to do so was the only way to obtain their true loyalty, if only temporarily. When provided with positions of power, their helpful personas faded away to reveal the authority abusing tyrants they kept hidden.
Abilities
While within their natural forms, imps fought with their venomous tails, piercing the skin and injecting a potentially fatal toxin into their assailants. If needed, however, imps could polymorph into a variety of beast forms and individuals often had either one or two of them. Such forms were physically identical to normal animals and still allowed the imp to use their venom, although filtered through the animal's bite. Common animal forms for imps included that of a spider, rat, boar, raven or goat, although within raven and goat form they lacked the ability to use their venom. Whether in their natural forms or in the form of animals, imps retained their various magical abilities. They could turn invisible and detect the presence of either magic or good at will. They also had the ability to use the suggestion spell once per day. Imps were strangely durable creatures, healing from injuries with supernatural speed, and resisting fire, cold, poison, magic and electric-based abilities. Only silver or enchanted weapons were effective against an imp.
So long as an imp served as a familiar its master obtained certain benefits through the imp sharing its power. A telepathic link was established between the two so long as they were only a mile apart, allowing the caster to share senses with the imp, including its infravision, and empowering the master's spellcasting abilities. An imp closer to its master also granted them their regenerative abilities and resistance to magic. On the other hand, an imp separated from their master became weaker than normal, and the death of the imp could cause them to take a severe loss in ability. When serving as familiars imps were also given the power to request wisdom from the archdevils, contacting them to ask six questions with a power similar to the commune spell. The bond between an imp familiar and its master was established through a contract and violating the services of the deal caused an imp to retract its service and all benefits thereof.
Combat
Although durable, imps were cowardly creatures that did battle only if necessary. When fighting, imps relied on the element of surprise, first turning invisible or entering animal form. From there, they waited for an opportunity to strike, such as the enemy becoming distracted, before striking and escaping from reach. Imps would immediately flee if a battle was no longer going in their favor, but the exception to this rule was when their mortal charges were in danger. This apparent loyalty, however, was mere illusion, as an imp was only concerned with keeping their ticket to promotion and connection to the mortal realm.
Society
Although they could be found throughout the Lower Planes, imps were most commonly found within Acheron and particularly Baator. Occasionally they were found in groups, but they were more likely to be in the service of other malevolent beings. They were willing to serve any kind of evil master but could not always be relied upon to be swift or efficient in their duties. When under the rigid rule and watchful eyes of baatezu masters, however, imps followed commands as best as they were able, often serving as errand-runners, spies or emissaries.
Imps performed many roles in the hands of mortals, acting as advisors, scouts, assistants, confidants and, most importantly, familiars. They typically served under lawful spellcasters like wizards and priests, or anyone else seeking magical power. Mortals judged worthy of an imp received them when they cast a find familiar spell, doing so based on the misconception that imps were weak and dutiful servants. Lacking the authority to make Faustian bargains, imps relied on their ability to persuade and their available resources to quicken the corruption of their targets. Imps fostered a lust for power within the hearts of their summoners by increasing their magical abilities, either through helping them acquire new spells or magical items. Using hindsight, spying and the knowledge bestowed on them from other devils, imps obtained a large sum of knowledge about arcane subject matters.
After making contact, imps would pretend to be at their summoner's service while secretly trying to control their actions. Imps assigned to mortals as a part of deals were in an inferior position to those able to freely choose their targets, as beings willing to summon devils were normally already doomed to Baator and the devil who made the deal would be given the credit. When stuck in such a situation imps often attempted to corrupt as many souls as possible during their time as familiars. While some tried to extend their scheming service to those near their masters, others tried to sway influential individuals into changing their society in ways that caused others to commit diabolical deeds.
While physically weak compared to some lesser devils, the rank of imp was envied since the successful temptation of mortals to the acts of evil was one of the surest paths to further promotions. When a devil became an imp, it was often the first time they had the chance to be directly credited for damnation rather than marked as a lackey to another. For this reason, being given the ability to roam freely on the Material Plane to find vulnerable mortals was a highly desirable role, releasing an imp from the tight regulations of Hell and giving them complete credit for their works. Not all souls were equal within the Nine Hells, and the corruption of an important individual could be viewed as equal to that of a great number of souls. The average amount of souls required to qualify for promotion was somewhere around nine. Imps could also be promoted due to other notable deeds such as the rooting out of traitors.
Religion
Devils were normally discouraged from worshiping deities by the powers of the Nine Hells. In addition to serving powerful devils or evil spellcasters, however, imps could be found in service to Deep Duerra, the duergar goddess.
Ecology
Imps would eat any form of meat, whether alive or dead. Although they did not require sleep, imps occasionally rested in the Material Plane in their animal forms to take a break from their constant duties. Imps had to earn their right to a gender, toiling for centuries before being assigned one based on their works.
While other devils could be transformed into imps, they were also made from soul larvae twisted into form by powerful devils. They did not age naturally and if slain on another plane of existence reformed on their native planes after a year and a day had passed. Imps perpetuated the idea that their kind were the descendants of a variety of modern fiends.
Imps were the lawful equivalents of the quasits, another diminutive race of fiends that coerced mortals into committing heinous acts for power. There existed a variety of specialized imps that served specific functions within Hell, such as medical care or translating.
This article uses material from the “Imp” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.