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
Red Dragon Wyrmling
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Red dragons, referred to by sages as D. conflagratio horribilis, were covetous, evil creatures, interested only in their own well-being, vanity and the extension of their treasure hoards. They were supremely confident of their own abilities and were prone to making snap decisions without any forethought.
The largest and most powerful of the chromatic dragons, red dragons were also the most fearsome and cruel. These dragons delighted in ruin, death and destruction. They breathed a cone of fire.
Description
Red dragons were physically distinguished by their enormous size and wingspan. They had two large horns upon their heads, which pointed backwards toward their wings. They smelled of smoke and sulfur.
Like all chromatic dragons, reds lived their lives in cycles of activity and hibernation. While these cyclical rhythms weren't as extreme as green dragons, red dragons sealed themselves within their lairs for upwards of ten years at a time. During their active periods they were known as voracious over-hunters, whose hunger ensured that the populations of any nearby creatures did not grow beyond ecological stability.
Personality
“To have is nothing, to keep is all.”
— Red dragon saying
Red Dragons believed that they were the pinnacle of draconic nature and that all other species were impure. They valued vengefulness, rapaciousness, avarice, and ferocity above other traits and recognized these traits in themselves with pride. They were solitary creatures and cared little for news of other types of dragons. However, they did look for news of other red dragons in their area.
If they believed their own achievements and possessions to be greater than these other red dragons then they stayed in their caves, smugly congratulating themselves. However, if they learned that the achievements or possessions of the other red dragons were greater than their own they would fly into a vengeful rage, decimating the surrounding area until they believed that they had outdone their rivals. The dragon became much less cautious during this time and much more likely to underestimate their foes.
A red dragon would go to extreme lengths to ensure that they were superior to every other red dragon in the area. They would often burn down only half a village or let a single adventurer flee from a battle so that word of their power spread throughout the region. Not only would this anger other red dragons but it was also like a shining beacon to adventurers and treasure hunters.
Red dragons despised weakness among their own kind. If one ever found out that another of their kin demonstrated any signs of fragility, either by getting badly wounded or if they were becoming senile in old age, then local red dragons would descend on the lair, stripping it clean and usually killing the owner. They believed that if a red dragon could not protect what it had, then it did not deserve it to begin with.
Reds were also highly territorial. Entering an area a red considered its domain was just asking to be attacked, especially if it was another dragon entering the area (even more so if it was a red dragon). Conflict was inevitable if this were the case and it was almost always to the death as neither would dare show weakness to the other. Thankfully, most other species were smart enough to flee if they realized the area belonged to a red dragon. Red dragons could get so territorial that in rare occasions they would adopt a protective yet patronizing attitude towards creatures they considered inferior that lived within their self-imposed borders.
Red dragons hated any authority other than their own. They never asked elders for advice, even if doing so would save their lives as to them, admitting they needed something their elders had was the same as putting themselves under their authority.
Combat
Breath weapon
Red dragons expelled an extremely devastating cone of fire. Adventurers which were either banded together too tightly or lacked fire protection would likely find themselves burned to a crisp before they could even begin to battle the mighty enemy. Red dragons prefer to fight with their physical bite and claws, but they might barbecue obviously powerful or numerous foes before bloodletting with glee. The dragons would also prefer not to use their breath on particularly weak enemies so as to not destroy the valuable treasure they carry.
Society
Lair
Red dragons made their homes in mountainous lairs particularly throughout the peaks of northwestern and northern Faerûn, surrounding the great desert of Anauroch. They were particularly abundant around the snow-capped mountains of the Spine of the World.
Some red dragons have been spotted as far south as the Sunset Mountains, or even Tethyr, though they generally avoided any rangers near "civilized" lands.
Habitat
Red dragons loved to make their lairs in deep, underground caves in mountainous regions. Many preferred to dwell in volcanoes, where the intense heat kept others at bay. Almost all red dragons simply required a high perch. The higher the better as they believed that their domain encompassed all that they could see.
Young red dragons, especially wyrmlings were easy prey for predators and hunters due to their bright, glossy scarlet scales, so they tended to stay underground in the darkness until they felt that they could defend themselves properly.
Religion
Many red dragons were known to worship the deities Bane, Garyx, Loviatar, and Malar.
Reproduction
Mating was initiated by the female every century or so when she felt the urge to have children. She looked for the nearest red dragon with the most wealth and power. As such, males never denied their advances. It was a sign of prestige among other males to be requested to mate.
After mating, the male then abandoned her while she hatched her eggs. She jealously guarded the clutch, occasionally with the assistance of an infertile female, but rarely laid down her own life for her hatchlings. An average red dragon clutch had four eggs and had an incubation time of 270 days.
Once her young reached the young adult stage of development, or sometimes earlier, the mother's natural instincts overruled her maternal ones and she forced all of her young from her territory.
Relationships
Red dragons hated silver dragons with a passion as their familiarity with the element of cold and other natural powers often made red dragons appear weak in battle with them. They also commonly came into conflict with copper dragons for territory rights, though copper dragons rarely won out against the more powerful red dragons in open conflict.
Above all though, red dragons hated gold dragons. Red dragons might loudly proclaim that they would fight and defeat any gold dragon they came across but often found an excuse not to fight when that time eventually came. Gold dragons were so similar to red dragons yet their natural moral differences were extreme.
A small contingent of red dragons served high-ranking githyanki as mounts and companions, following a treaty established with Tiamat during the war between the gith and the mind flayers. The dragons served the githyanki during their young age, being dismissed as soon as they reached adulthood and keeping the wealth accumulated over their years of service.
The dragons resented their time of servitude, but were eager to participate in raids thanks to the promise of treasure and of growing in power. The dragons remained loyal to their riders as long as they were treated respectfully and were given ample opportunities to pillage.
Uses
It was said the flesh of red dragons tasted extremely spicy. To be properly prepared, it had to be exposed to open air for at least two days and aged for some time. Anyone who ate red dragon meat that was not treated in this manner was susceptible to horrible cramps and extreme pain. In addition, the bones and scales of all dragons can be used to craft powerful magical equipment with the correct know-how (for example, dragon scale mail). The equipment would usually be imbued with the elemental powers of the dragon it came from, so in the case of red dragons, such equipment would either protect from or deal fire damage.
This article uses material from the “Red Dragon” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.