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
Nalfeshnee
Magic Resistance. The nalfeshnee has advantage on saving throws against spells and other magical effects.
Multiattack. The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 32 (5d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft, one target. Hit: 15 (3d6 + 5) slashing damage.
Horror Nimbus (Recharge 5–6). The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.
Teleport. The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Nalfeshnees were tanar'ri that acted as the ruling authority for many beings within the Abyss. They were the slothful and gluttonous creatures that acted as the nobility of the Abyss, bickering amongst each other for control of small fiefdoms with pretensions of being refined rulers.
Description
Nalfeshnees were repulsive demons that towered over most other demonic entities, standing at least 10 feet (3 meters) tall. Most, however, stood over 20 feet (6.1 meters) tall and weighed a gargantuan 8,000 pounds (3,600 kilograms), with some being even more massive. Among the most hideous of demonic powers, their bodies were most generously described as corpulent, combining the most abysmal features of a boar and ape into a bipedal monstrosity. They had small, feathered wings, greatly undersized compared to their rotund figures, that despite their flimsy appearance, enabled nalfeshnees to fly. Nalfeshnees did not so much walk as waddle, when they were not simply flying. Their glowing red eyes looked hungrily at most mortals they came across.
Personality
Behind their swinish exterior, both in appearance and behavior, nalfeshnees possessed a dangerous intellect. Other beings were placed within three categories by nalfeshnees: "fit to eat", "fit to use", and "fit to serve". Creatures a nalfeshnee would consume included animals, lesser demons, and most humanoid races. They did not conduct negotiations with these beings, the same as most people would not converse with their food. Among a nalfeshnee's preferred foods were halflings and terrified beings.
The second group consisted of beings that had more worth outside a nalfeshnee's stomach than within it. Powerful humanoids, certain demons, gnomes, immortals, insects (including arachnids), and elemental creatures were in this category. Some entities within this category were of no use to a nalfeshnee, they were here because they were simply inedible.
Beings worthy of a nalfeshnee's servitude would have to be far greater than the nalfeshnee itself, a position reserved for demon lords, balors, primordials, and powerful elementals. The true spinelessness of a nalfeshnee was only revealed when in contact with one of these entities. Normally nalfeshnees employed cutlery, regardless of condition, in an attempt to appear dignified and renounced combat as being underneath them. In the presence of a more powerful being, this facade melted away into a whinging, sycophantic wretch that bowed and scraped to its masters without shame.
Although their intellects often rivaled those of balors, causing them to view themselves as superior, nalfeshnees obeyed them in recognition of their greater strength. When their masters were not present, nalfeshnees would not hesitate to secretly foil their plans or embarrass them. Nalfeshnees carried no great regard for the Blood War and would sabotage their balor masters even if it worsened the side of demons overall.
Abilities
With claws and teeth, nalfeshnees were capable of brutality in the heat of battle. Like other tanar'ri, they could summon fellow tanar'ri to aid them when needed. These could be demons as powerful as glabrezus, hezrous, or even another nalfeshnee if need be. Despite their bloated bodies, they could easily, if clumsily, navigate the battlefield with their wings, if not their teleportation powers. Their truesight pierced illusions or other means of deception. A small array of spells were in their possession. Another ability most commonly used by nalfeshnees was their specialized ability to smite those around them with unholy light. Those struck by this light were dazed, surrounded by visions of their worst fears.
Combat
Although they put on airs of being above brawling, nalfeshnees were demons with a near irresistible bloodlust. When they deemed it acceptable they would engage in battle, smiting their foes with their nightmarish nimbus ability before ruthlessly savaging them while they were dazed. While physically dangerous they were more likely to be found on the battlefield soaring above the masses to target more easily defeated foes. When in the middle of combat they used their telepathic abilities to bark orders at their inferiors, all the while terrifying their enemies.
Society
Nalfeshnees were best known for their roles as the judges of the Abyss, processing damned souls from the Mountain of Woe them as appropriate, a task they loved to perform. From atop their flaming thrones, they were the ones responsible for turning the newly deceased of the Abyss into manes, or other lesser demons depending on whether food, slaves, or slave food was most needed.
The rulers of the plane, aptly titled the Lords of Woe, claimed knowledge over the quality of the petitioners brought before them and the ability to properly assess the best demon they would make. Such claims were likely complete fabrications, as despite having guidelines, nalfeshnees were ultimately beings of chaos which would whimsically promote those before them into whatever form they desired. Although lesser demons were more common transformations, nalfeshnees could turn petitioners into demons such as chasme immediately.
The intended procedures for the promotion of petitioners typically had manes made from the spirits of those without sufficient malevolence and malleability and dretches made from those that did. Rutterkin were made from the especially prideful so as to teach them humility through humiliation. Nalfeshnees did not normally function as commanders but were said to decide the makeup of Abyssal armies, with some claims even being that they could promote and demote demonic generals, thus altering the path of the Blood War.
Nalfeshnees, despite their love of food, possessed reasonable self-control. They often obtained food from the Prime Material Plane and stored it within their pantries rather than simply eating it immediately. This food was later consumed in elaborate feasts with other nalfeshnee.
Magic
When nalfeshnees trained to become wizards, they typically focused their studies on necromancy so as to create undead minions to protect their strongholds.
Ecology
The process by which nalfeshnees created demons was a horrific one that befitted their voracious nature. Nalfeshnees devoured not only flesh, but negative emotions such as misery, fear and rage out of those they saw. Feelings like these were consumed in tandem with life force through their hungry eyes, leaving the husks of the former victims left full of empty thoughts. Victims that weren't killed by the process were left in a dazed state for potentially weeks, incapable of fighting, sleeping or even thinking properly. Afterwards, the drained shells were transformed into tanar'ri in torturous ceremonies.
This article uses material from the “Nalfeshnee” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.