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
Magmin
Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.
Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Touch. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.
Magmins, also known as magmen, were fire elementals summoned and bound to the Material plane by magic. They craved combustion, and were known for being unpredictable.
Description
Magmen were 3–4 feet (0.9–1.2 meters) tall and weighed 400 pounds (180 kilograms). They were squat and stubby humanoids, seemingly sculpted from hardened magma with gleeful yet mischievous smiles. Underneath their shells, they seemed composed of flowing lava and seething flame. Each magmin radiated a small amount of heat and light, with small bursts of flames constantly erupting from the surface of their skin. If out of lava for too long, magmen would soon stiffen and harden, becoming immobile.
Personality
Magmins were not particularly intelligent and remained oblivious to the harm their abilities posed to other races on the material plane. Both vexing and capricious, magmen enjoyed watching material creatures flee the environment they considered painless. Despite their love of chaos and destruction, they were not malicious in their burning, and did not properly understand the deadly nature of their flames. The utterly alien concept that fire was linked to pain, and their preoccupation with having fun led them to view mortal reactions as slapstick. It was practically impossible to coerce them not to set things alight, with the only nonviolent solution being to bribe them with other targets or food.
Abilities
By their touch alone, magmen could cause flammable objects and creatures to burst into flames, although the black shell that enveloped them prevented them from burning everything they touched. By shedding their shell, they could become far more dangerous, shining brightly and exuding extreme levels of heat. Their touch was hot enough that conventional metal weapons were ineffective, melting as they struck their bodies. The nature of their bodies was inherently destructive, bursting into flames and lava upon death.
Combat
Magmins did not attack creatures in the sense that they did not intentionally cause physical harm. They did not seek out combat, but lit creatures they came across on fire for their amusement. If significantly hurt, they would not stay and fight but would quickly retreat. When confronted by entities that could not be harmed by heat, magmen would be forced to rely on slamming and punching. Once harmed, they would only retreat far enough to attempt an ambush, but failing this they would simply try to escape, only continuing battle if cornered.
Society
Within the Fountains of Creation magmen lived in small tribes formed around a base colony led by the oldest magmen. They lived as hunter-gatherers, scouring the plains of magma for choice pieces of burning minerals and hunting other elemental beings. Magmen enjoyed swimming in active volcanoes, especially because when they erupted the magmen could spread and set fire to all around the area.
Occasionally they were found on other Inner Planes and the Prime Material due to elemental vortices created from the excessive heat and high pressure of subterranean lava. These vortices had a strong allure to magmen as the magma of different planes had varying tastes. It was unknown if they actually consumed these choice bits of maga or if they simply drew them in from their skin. Some sages speculated that the odd minerals found in the portals to other planes had an intoxicating effect, resulting in their mischievous behavior.
Ecology
To magmen, any temperature below 1000 ℉ (540 ℃) was considered cold, and their bodies would harden if kept away from extreme heat for more than 6 hours. Typically, they only left the magma for under 2–3 hours.
Magmen did not have sexes, reproducing through simple division.
Languages
Magmen lacked knowledge of any Material Plane languages, knowing only the language of Ignan.
Relationships
The only time magmen appeared in the material plane outside of their own volition was if a summoner conjured them to spread havoc. Both tanar'ri and baatezu summoned magmen in special molten pools as their mischievous love of destruction was a source of entertainment. Occasionally they were called to cause mayhem as a diversionary tactic during the Blood War but their unwillingness to fight limited their combat utility.
Sometimes wizards would use magmen as fire for their furnaces to conduct some magical processes but quickly send them back before they got too bored. More wicked summoners would attempt to cool them to turn them into statues and sell them, but the threat of imminent death was normally enough to send magmen into panicked rampages, burning down the nearby vicinty in an attempt to escape.
This article uses material from the “Magmin” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.