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
Purple Worm
Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Multiattack. The worm makes two attacks: one with its bite and one with its stinger.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft, one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns.If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Tail Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft, one target. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
The purple worm was a monstrous subterranean creature akin to an enormous and bizarre earthworm.
Description
It was an enormous worm-like creature with a hide covered in chitinous plates that were dark purple in hue, with a mouth filled with teeth at one end and a poisonous stinger on the other. A mature purple worm had a body 5 feet (1.5 meters) wide and 80 feet (24 meters) long, and 40,000 pounds (18,000,000 grams) in weight. They moved by alternately compressing and expanding their bodies, which made them capable of sudden speed.
Combat
When attacking, a purple coiled into a mass 20 feet (6.1 meters) wide, from which head and tail lunged to bite, grab, and sting anything within a range of 15 feet (4.6 meters). With its mouth, it could catch and swallow beings whole with ease; those swallowed were crushed and dissolved by stomach acids if they could not escape by cutting their way or using magic. The tail stinger inflicted a potent, debilitating venom.
Abilities
They were highly skilled swimmers and possessed a tremorsense that let them sense everything in contact with the ground.
Sub-Species
Varieties of purple worms were known to live in lakes or desert plains:
Desert
Desert purple worms were a species endemic to the sands and salt flats of Calimshan. Much like the desert cousin of the purple worm, thunderherders, this species typically traveled in groups. They also typically followed in the wake of Memnon's manifestations, since these loosened soil. There were never any reports of them tunneling underneath the Trade Way, as whatever magic protected it also stopped them from disturbing it.
Mottled
Mottled purple worms were an aquatic sub-species. They largely conformed to the standard characteristics of the purple worm, but were generally found in shallow bottom muck. They occasionally surfaced in order to find prey.
Ecology
Biology
Purple worm eggs were approximately 3 ft (0.91 m) in diameter, silvery spheres with extremely hard shells. Purple worms often clustered their eggs together in groups of six and suspended them from their chamber walls by strands of sticky saliva.
After successfully hatching, these young creatures were known as purple wormlings. To be classed as wormlings, the creatures had to be less than 6 weeks old. At this point, the wormlings were about 9 ft (2.7 m) long and weighed 1,500 lb (680,000 g).
Diet
Purple worms were predators and scavengers who devoured whatever organic matter they came across; nothing was safe. They were capable of swallowing human- and horse-sized beings whole. However, as they tunneled through the ground they consumed much dirt and rock materials, which it broke down and excreted constantly. Purple worms in mineral-rich environments could leave castings contained unrefined ores and even precious metals and gemstones. Some adventures sought out purple worms' carcasses or casts for such treasures.
Behavior
A purple worm erupting from the earth before (likely) devouring a group of individuals.
Possessing only animal intelligence, they were considered dim-witted. They went for any loud noise sensed underground as they hunted for food.
“Underground civilizations maintain magical barriers around their settlements to deter these monsters.”
— Anonymous
Habitats
They lived underground, at least until they erupted from the earth to attack. They were capable of chewing through solid rock as they hunted prey, and thus made many of the tunnels in the Underdark; a few in a food-rich area could create complex tunnel networks. Fortunately, they rarely returned to them, making them useful passages. Purple worms were naturally a menace to the denizens of the Underdark, and drow, duergar, and illithids all maintained magical wards against them.
However, they often came to the surface in mountainous and other rocky lands.
Relationships
They were solitary creatures.
Purple worms laid eggs in areas sometimes called nurseries. Sometimes these areas were the homes of other creatures that formed a symbiotic relationship with the worms, lurking within their nurseries to hunt for prey that came searching for the worm's valuable eggs, thereby protecting them. Giant spiders and other creatures that had no direct interest in their eggs often served this purpose. Fomorian giants sometimes developed a relationship with the purple worms as well and became caretakers of the clusters of eggs.
Usages
Purple worm eggs were highly valued by wizards for various arcane rituals.
This article uses material from the “Purple Worm” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.