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
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Merfolk
Amphibious. The merfolk can breathe air and water.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft or range 20/60 ft, one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Merfolk (sing & pl; masc pl: mermen; fem pl: mermaids) were aquatic humanoids with upper body, arm and head of a human and legs resembling the tail of a fish.
Description
A merfolk person had the upper body, arms, and head of a fair-featured human from the waist up and instead of legs they had a fish-like tail from the hips down. Also distinguishing them from humans were the gills slits along their necks, the slight webbing between their fingers, and their pupils exhibiting an ice blue or pale silver tone.
On average, mermen grew to be around 8 feet (2.4 meters) in length and had broader shoulders, while mermaids grew only slightly shorter. On average they weighed around 400 lb (180 kg) and it was unheard of for merfolk to become overweight, due to their active lifestyles, and possessed greater strength than their physiques would imply.
The coloration of their eyes, hair, and skin varied as much as those of humans, as did the coloration of their fins and scales — some colorations being more common in certain areas. Merfolk across Faerûn exhibited all the varied skin tones of the continet's humans. They tended towards pale pink or tan, though some around the Alamber Sea and Vilhon Reach had darker tones. The most common hair colors were light brown or blond, as these helped them to better blend in to their environment. The rarest of hair colors were blue and silver — those born with either were considered to have great destinies and so would be raised and watched over by their entire clan.
The coloration of merfolk fins and scales ranged from a deep kelly green to a brilliant silver, though some colorations outside of this could be found. Some Serôsian merfolk exhibited brighter colors and even scales that were striped or speckled. While some merfolk in the Alamber Sea or Vilhon Reach had scales that ranged from copper to golden.
In terms of clothing, merfolk often adorned themselves with shells and coral. And Serôsian merfolk in particular had a widespread practice of tattooing across their culture.
Personality
Known to be playful creatures, merfolk would often prank adventurers they came across. Their levels of mischief could come across as cruel, but not overly malicious.
Combat
Merfolk were generally known to wield crossbows, daggers, javelins, nets, and tridents. They also used grappling hooks when performing attacks on the surface dweller ships.
Society
Merfolk generally lived in isolated settlements within coral reefs or cliffs that were honeycombed with numerous passages and rooms. Some lived within underwater cities of their own design, built from coral, rocks, and shells. Such communities tended to have netted pens where fish were kept like livestock.
They trained aquatic animals, such as giant seahorses, to serve as their guardians or steeds. They were particularly known to train barracudas for this purpose, having three to eighteen protecting their communities.
Diet
Merfolk were an omnivorous people, both harvesting underwater plant life and hunting aquatic animals to eat. They were also known to herd and raise certain species of fish, much like surface dwellers did with livestock.
Homelands
Merfolk could be found in a variety of aquatic regions, typically those with a temperate or tropical climate. Many were only seen outside of their watery habitats to visit coastal places or bathe in the sun's rays.
Languages
Merfolk generally knew how to speak Common and Aquan, though some also knew how to speak the language of locathah.
Religions
Many merfolk worshiped the deity Eadro.
Relationships
Merfolk were capable of interacting with surface folk, as they could survive outside of the water as amphibious creatures. However, they rarely traveled more than a few feet away from the water's edge. In Serôs, many merfolk were allied with neighboring selkies.It was not unheard of for Sirines to mate with merfolk, producing children with joint characteristics of their parents, such as webbed fingers and scales.
This article uses material from the “Merfolk” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.