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
Sahuagin
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
Multiattack. The sahuagin makes two attacks melee attacks: one with its bite and one with its claws or Spear.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d4 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d4 + 1) slashing damage.
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.
Sahuagin were a fish-like monstrous humanoid species that lived in oceans, seas, underground lakes, and underwater caves.
Etymology
Although the correct term to address them as a race was sahuagin, those that fear or despised them usually called them "sea devils" or even more derisively, "fish heads".
Description
Sahuagin were usually green-skinned; darker on the back and lighter on the belly. Many had dark stripes, bands, or spots, but these tended to fade with age. An adult male sahuagin stood roughly 6 feet (1.8 meters) tall and weighed about 200 pounds (91 kilograms). Sahuagin were highly fish-like, with webbed feet and hands, gills, and a finned tail. There was additional webbing down the back, at the elbows and, notably, also where human ears would be. Some sahuagin developed towering physiques, reaching 9 feet (2.7 meters) tall. The larger beings usually rose to higher positions, as the savage nature of the sahuagin enabled challenges to the death for higher status.
Females developed specks of yellow on their tails, which would grow in number until the whole tail was of a deep yellow color. At that point, the female was no longer considered fit for mating.
Mutations
About one in every 216 hatchlings possessed four functional arms. Known as "barons", these four-armed mutations were often black, fading to gray in color. While sahuagin usually killed off defective hatchlings, they allowed these to live.
If a sahuagin abode was near a sea elf community or was frequently visited by a sea elf, a strange mutation occurred within the sahuagin clan. About one in every 100 hatchlings appeared to look like a sea elf with greenish-silver skin and green or blue hair. These mutants were called malenti. Malenti were shunned by the clan as whole, but were protected by the clan's ruler and raised as spies by the clans best warriors and the priestesses.
Combat
Savage fighters, sahuagin asked for and gave no quarter; not even to children or babies. They had wide and powerful jaws filled with long, sharp fangs, which they often used in battle. When swimming, a sahuagin tore with its feet or hands, striking with its talons or a weapon. Spears and tridents were their favored weapons, which they often coated in a poison they prepared. About half of any group of sahuagin were also armed with nets that were laced with barbs. Especially when in groups, they rode mantas as a means of transport to assault ships and other vessels. They also used sharks as allies in battle, but the number of sharks they could control was limited to an unknown amount.
Although they excelled in physical prowess, they greatly feared magic, so they never tried developing or studying it for any purpose. Only priestesses of Sekolah used clerical magic granted by the god and even that magic was regarded with fear and as a necessary evil.
Society
Sahuagin were the natural enemies of aquatic elves and lizardfolk. Elves and sahuagin could not co-exist peacefully, and wars between them were often prolonged, bloody affairs that occasionally even interfered with shipping and maritime trade. Sahuagin tolerated the lizardfolk much more than they did the elves. Sahuagin had an only slightly less hatred for tritons. Exactly why the two races hated each other so much was unknown.
They also hated the kuo-toa and the morkoth, though it was not unheard of for these races to ally on occasion. They often raided Yurian villages, considering them a delicacy.
Sahuagin lived in underwater settlements that also had underground passages and tunnels, which connected the houses above the floor. Their society was strictly patriarcal, with a king ruling over princes, who in turn ruled over barons. Each baron ruled over a village, while a prince would dominate twenty villages and a king would govern an entire coastline. Kings would administer cities of several thousands inhabitants, and their palace were always much bigger than any of the other buildings in the area. Although they didn't rule, females had similar hierarchies among teachers, lore-keepers and priestesses.
They also had a very particular way of keeping lore, using what they called singing bundles—conchs and shells supported by bone and sinew. When shaken, they made the clicking and hissing sounds of sahuagin language.
Multiple births were frequent among sahuagin and they dealt very harshly with offspring who were not robust or aggressive enough, eliminating them through compulsory fights to the death between the young. Sahuagin seemed fixated on all aspects of consumption and were eager to weed out anything they saw as weak or unworthy to compete for resources.
When going to war, sahuagin followed a certain protocol called the Laws of Battle. Sometimes however, a group of the sea devils would form a so-called Wild Hunt, which went on a frenzied rampage ignoring all rules.
Languages
Sahuagin spoke their own language, though some were known to also speak Common, Abyssal and Aquan. Sahuagin could also communicate simple concepts to nearby sharks using telepathy.
Religion
Sahuagin worshiped Sekolah, god of sharks, as their patron deity and the father of their race. They also perceived him as the ultimate adjudicator and incarnation of punishment, officiating over an endless struggle between mythic figures. These figures were the hunter: "He Who Eats", and the hunted: "He Who Is Eaten", with the struggle between them reflected in every aspect of life. Because of this, sharks were seen as holy creatures to them, and dolphins were hated for their friendship with aquatic elves. The sahuagin made regular, living sacrifices to Sekolah by feeding beings to the sharks that followed every sahuagin priest.
This article uses material from the “Sahuagin” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.