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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Pit Fiend
Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.
Magic Resistance. The pit fiend has advantage on saving throws against spells and other magical effects.
Magic Weapons. The pit fiend's weapon attacks are magical.
Multiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft, one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft, one target. Hit: 17 (2d8 + 8) slashing damage.
Mace. Melee Weapon Attack: +14 to hit, reach 10 ft, one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft, one target. Hit: 24 (3d10 + 8) bludgeoning damage.
Spellcasting. The pit fiend casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):
At will: fireball, detect magic
3/day each: wall of fire, hold monster
Pit fiends were the quintessential tyrants and overlords of the baatezu, occupying the top of Hell's hierarchy. Having been cleansed within the Pit of Flame, pit fiends achieved levels of wickedness beyond that of ordinary devils, becoming beings of pure, unimaginable evil.
“Their might is incalculable. Their desires are beyond comprehension. And their appetites defy all understanding. Raised from the shrieking agonies of the Pit of Flame, they understand pain and suffering like no others.”
Description
Pit fiends were both majestic and horrifying, with a hulking 12‑foot-tall (3.7‑meter) humanoid form that weighed 800 pounds (360 kilograms) Their bodies were armored with scales and were quickly inflamed in response to their rage or excitement. A pair of massive, bat-like wings gave pit fiends a gargoylish appearance and they often wrapped their wings around their fearsome, red figures. Their huge fangs dripped with hissing, green venom and their prehensile tails could be cracked like whips.
Personality
After rising from the Pit of Flame, pit fiends had obtained a perfect understanding of their nature as devils. Their spirits had been completely purged of impurity, for they had willfully chosen to reject chaos in its entirety. They were both self-entitled narcissists and tyrannical masterminds that schemed to bring their dark agendas to fruition and ruthlessly pursued their inscrutable desires. Within the depths of their enigmatic minds was a vast, manipulative intelligence and a unique understanding of agony.
Abilities
Every part of a pit fiend could be used as a weapon: their fearsome claws, their powerful wings, constricting tails, and menacing maws. The bite of a pit fiend was both venomous and infectious, inflicting a wicked disease known as devil chills and filling the victim with vile poisons. The combined effect drained the victim's vitality and strength, rendering them powerless against the brutality of the pit fiend. As easily as they could envelop themselves in an aura of sheer terror, they could ignite their own bodies to burn anyone too close. Their scale armor and regenerative abilities made them incredibly durable, and good-aligned spells and weapons, or silvered weapons were the most effective means of stopping their natural healing.
The magical abilities of the pit fiends were largely based around their ability to create and manipulate flames, often with truly devastating force. Their magic also allowed them to paralyze powerful beings, turn themselves invisible and use a symbol of pain to cripple their enemies. They could easily gate in a few baatezu from all ranks, from the lowliest of lemures to fellow pit fiends, although the more powerful the type of devil the fewer they could call. The most dangerous of their magical powers however, was their ability to cast the wish spell once each year.
Combat
Pit fiends could surpass their already mountainous power by training, and those that chose to learn magic could be truly devastating forces of destruction. Not only did pit fiend mages often specialize in evocation magic, but the only limit to their magical power and expertise was time, a particularly frightening notion given their immortality. But while their monstrous forms and array of magical abilities made them formidable foes, the greatest weapon in the arsenal of a pit fiend was potentially their minds. Through ingenious planning, fearsome guile, and creative tactics, pit fiends could win battles even without their power and magic.
Pit fiends normally began battle by enveloping themselves in their auras and summoning other devils for assistance, often attempting to get them into flanking position. From there, they used their magical abilities to rain down hellish infernos upon enemy groups, striking fear into the hearts of their foes and magically restricting those without armor, especially in regards to irritating spellcasters. They viciously destroyed those they saw as most weakened by their initial onslaught. In addition to their claws, they were known to arm themselves with jagged-toothed clubs, ancus-like weapons, and burning maces.
Their other strategies involved turning themselves invisible while savaging those most capable of perceiving them. If put in a dangerous position, they would maneuver the battlefield as needed and would not hesitate to sacrifice devils weaker than themselves. The only mental shortcoming of the pit fiends was their complete and utter hubris. Incapable of considering the possibility of failure, they often sought out the most powerful enemies first with dauntless intent to prove their indomitable greatness.
Society
Pit fiends formed the terrifying nobility of the Nine Hells and stood undisputed as the greatest of the non-unique baatezu. They were the elite overseers of practically all other devils, and experts in fostering terror in both mortals and devils. The pit fiends had proven themselves to have the subtlety and brutality to eliminate pretenders to their thrones of purity. Despite all this, the prestigious rank of pit fiend was still highly dangerous, as they had to navigate Hell's convoluted rules and treacherous political landscape while still contending with the heavy responsibilities that came with their station as the servants of Baator's true masters.
The only beings that all pit fiends were subservient to were the dukes, duchesses, and archdevils of Hell, fulfilling their wills and sometimes serving as seneschals or counselors. Every pit fiend acted as a vassal for an archdevil and controlled a large domain within their lands, whether in the form of a fortress commander, city governor, or general of a legion. As his personal servants, Asmodeus was the only archdevil that possessed a retinue of over twelve pit fiends. When within Baator, they were always in positions of power, commanding legions of lesser devils, judging mortals, and controlling territory, rarely found without an entourage of slaves and weaker devils nearby.
Even outside of Hell, the might of the baatezu followed the pit fiends, as they led dozens of devastating armies against the tanar'ri. The dread that their legions wrought in mortals was enough to make most flee for days on end to escape them on sight. They were not above acts of corruption and had the authority to entice mortals with Faustian bargains. Pit fiends were often too busy with their personal plots and numerous duties to be bothered with mortal adventurers, only intervening in affairs when their plans were seriously jeopardized or at the cusp of victory.
Ecology
Pit fiends were rarest on the upper levels with the exception of Avernus, particularly avoided the colder layers of Hell and could be found in great quantities within Nessus.
Pit fiends were made from worthy gelugons or erinyes who were subjected to the devil-scorching hellfire from the Pit of Flame for 1,001 days. Pit fiends were allowed to choose their sex after exiting the Pit of Flame, but changing it again required them to re-enter it for three more days.
However, another way to create pit fiends was through the blood of Asmodeus himself as each drop would become a greater devil, most often a pit fiend. Such beings were imparted with fanatical loyalty towards their creator and pit fiends created this way could themselves spawn lesser devils, normally barbazus, by shedding blood. Through this bloodletting process, Asmodeus filled his layer of Hell with endless hordes of pit fiends.
Only the greatest pit fiends were promoted beyond the ranks of normal baatezu, the chosen few that were transformed by an archduke into a duke, a unique form of devil with its own special abilities.
This article uses material from the “Pit Fiend” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.