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
Lemure
Devil's Sight. Magical darkness doesn't impede the lemure's darkvision.
Hellish Rejuvenation. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft, one target. Hit: 2 (1d4) bludgeoning damage.
Lemures, also called squidges in infernal slang, were among the weakest of the baatezu devils. They served as the shock troops and slave labor force of the devils, and were made from the wicked, cruel, and selfish mortals that found their souls in Hell.
Classifed as least devils by some scholars but not even worthy of classification by most others, lemures were at the bottom of the infernal hierarchy, sitting just below the bloated nupperibos.
Description
Lemures were hideous, 5 ft (1.5 m) tall blobs of molten, stinking flesh that oozed across the ground as they moved. They were a formless, shivering, 100 lb (45 kg) mass below their waists but their heads and torsos were of a vaguely humanoid shape. Even as their facial features melted and shifted they maintained a permanent expression of horror and anguish, with most constantly gibbering to themselves despite their inability to speak.
Although most were unrecognizable, a rare lemure showed some memory of their mortal life by occasionally making certain facial features or nervous twitches. Even if not made through expressions, some had vestiges of their past lives, such as small shreds of clothing still attached to their amorphous masses. Over time, however, remnants of individuality would become less noticeable as they continued to endure their wretched existences.
Behavior
Lemures were almost completely mindless and effectively incapable of making decisions, even those that concerned themselves. They sought revenge against reality itself as they blamed all the cosmos for their current condition, violently lashing out at all beings, with only the forced telepathic mandates of their superiors able to restrain their thirst for vengeance. They generally tried to avoid other devils and rampaged in their hordes.
No matter from what kind of soul a given lemure was created, they normally retained nothing of their old personality or memory, although rarely a minor remnant of their memories would still be present. However, despite their mindlessness, they were capable of a primary motivation for promotion and the innate understanding that this would occur if they somehow proved themselves.
Abilities
Lemures were hard to kill as they had an inherent and tenuous, if slow, regeneration ability. Even if turned into ash, they could fully regenerate over time. One way to permanently kill them was to use holy implements such as a holy weapon or holy water. Another method was to eat them, the tactic that was both the most secure and most commonly used by demons. Lemures had a complete immunity against any effects that attempted to tamper with their minds, due to not having minds to manipulate.
Combat
Lemures shambled forward in infernal legions at the command of their masters' telepathy, thoughtlessly slaughtering everything in their path and stopping only at the telepathic commands of their superiors. They usually attacked their prey by clawing them apart or beating them into submission. They were individually weak and their tactics, or what passed as such, consisted of swarming their enemies and relying on their numbers, although they didn't always need great numbers to succeed.
Said numbers could reach more than a thousand under a single devil commander, allowing them to march in a special wedge formation called a "battle drive", which allowed them to hit more accurately. The slowly crawling horde often, eventually, prevailed by virtue of sheer numbers, but commonly saw a 70-90% casualty rate, so the tactic was typically reserved for desperate battles when success was more important than the army's own longevity.
Society
“The lemures fester at the very bottom of the scale of baatezu politics. Again, many scholars seem reluctant to classify them as true baatezu, leaving them officially unranked and definitely unnamed.”
— Nomoto Sinh
Lemures were the lowest of the baatezu, both regularly abused and lacking a true name. They were marshaled en masse by spinagons into the infernal armies that were thrown into the Blood War. When not engaged in battle, lemures were left in the fiery spawning pits of Hell to torture any mortal souls that they found swimming amid the hellfire. Lemures were suspected to be of infinite numbers and often wandered Avernus and Dis in massive hordes.
It was presumed that the mindlessness of the lemures was by design so that the baatezu could easily influence the lower caste into choosing the path of evil. With this mindlessness came also a lack of "lesson" that the lemure needed to learn if it wanted a promotion. As low as a lemure's position was, they had a shot at a high position in the infernal hierarchy as any lemure was at least theoretically capable of rising through the ranks up to pit fiend rank and from there to higher nobility. After becoming a lemure, the baatezu acknowledged the creature as part of their race and not as a petitioner, although they were still beneath notice. They had not even truly begun the process of having their spirits expunged of the taint of chaos (and maybe even good).
The process was mostly randomized, however, based on the need of the promoter rather than the merit of the lemure, although occasionally such a process was used for amusement. When a lemure had the chance to be promoted to a spinagon, it sometimes had to fight against other lemures up for the position. After one won, its skin was taken away to reveal the form of a spinagon. It was also entirely possible the devil in charge of the fight would simply kill the winner if the fight failed to be entertaining. When a lemure did not manage to get a promotion, something that was effectively a matter of chance at their low station, it was over time absorbed into Baator like the petitioners they truly were.
Promotion at such a low level was something that could be done by a greater devil and was done when there was some demand for a specialized skill, such as the common transformation into an imp, or strangely into a wraith or spectre. Conversely, it was entirely possible for a higher-ranking baatezu to commit such a severe crime that it was demoted to lemure status, causing them to lose all their memories.
Ecology
When a soul arrived in Baator, they were shipped to torture stations and underwent a process of unimaginable agony, wracking their souls with pain, infusing them with fury and wringing them out of all their energy. This often involved the use of a bed-like torture device known as a shriver that rended energy from mortal souls, as well as the work of kyton and excruciarch teams to turn their petitioner victims into proto-lemures. Once completely drained of energy, the souls underwent arcane rituals that corrupted them with infernal power. The process of lemure creation was concluded with dropping the proto-lemure into the Maggot Pit in Avernus, whereupon the drained husk would swiftly die before being reborn as a lemure.
They could also be made from soul larvae, although, out of about a hundred thousand, only about a dozen were turned by the devils into lemures after a natural selection process. It was also possible for lemures to be made through demoting the nupperibos that naturally appeared from soul larvae. Occasionally, lemures even spontaneously pulled themselves from Baator itself although such an event was rare. Souls that arrived in Baator because they were truly lawful evil rather than their dealings with the devils arrived through the River Styx.
Lemures needed more frequent but shorter rests than higher-ranking devils, stopping whenever they could to satisfy the five minutes they needed to be fully recovered. They were genderless devils that had no sex organs.
This article uses material from the “Lemure” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.