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
Sea Hag
Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, 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 hag's Horrific Appearance for the next 24 hours.Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) slashing damage.
Death Glare. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.
Sea hags were the most repulsive and wretched of hags and were prideful in their gruesome appearance. The wicked fey lived near or within large bodies of water and the unfortunate souls that set eyes on them were often feasted on shortly after.
Description
Hags were universally hideous beings, but even by the unbelievably low standards applied to their race, sea hags were abysmally grotesque. Despite their penchant for devouring their victims they had an emaciated appearance, although they could be of varying height and big-boned as opposed to scraggly. Befitting their haggard nature, their flesh was also rife with warts and oozing cankers.
Their complexion was like that of a rotting fish: pallid yellow skin with patches of green, slimy scales and bony protrusions. Their piscine eyes were similarly devoid of life with deep, black pupils surrounded by red.
The weak-hearted were known to die upon gazing at sea hags, but fortunately they had long, limp, hair that resembled rancid seaweed, which often concealed their true forms. Even without their squalid manes, sea hags could use illusory magic to disguise their appearance, although whatever form they took, they were cursed (or perhaps in their opinion, blessed) to appear ugly.
Personality
While all hags possessed an inverted sense of beauty, seeing it as ugly and vice versa, sea hags in particular were known for utterly abhorring all that was attractive. Many were filled with fury upon the sight of something beautiful and swiftly attempted to break it, but were more likely to take a corruptive approach to expressing their outrage. Rather than simply destroy the inspiring they would defile it so as to reverse its intended effect, turning symbols of hope into figures of despair, icons of courage into images of dread and places of joy into dens of misery.
Sea hags themselves normally lived as gloomy recluses, in lairs as dismal as they were. As they watched others go about their lives, they began slowly bubbling with jealous rage until their hatred overflowed and they were compelled to release it. Sometimes wanderers would intrude upon their domains and give them a chance to vent, but they would just as easily exit their homes and hunt for victims, whether among the surface-dwellers or other aquatic entities.
Abilities
A sea hag's greatest weapon was the sheer atrocity that was their appearance, for just looking upon a sea hag could inspire fright so overwhelming that it sapped strength. Even worse than laying eyes upon a sea hag was when a sea hag laid eyes on someone else, for their evil eye could have dire effects on those they glared at. If already horrified, victims were at risk of, if not outright death, then paralysis or a simple dazed state, for several days. While they could use their illusory disguise to avoid detection, it was only visual in nature and failed to hold up under close scrutiny.
Combat
When fighting, sea hags lacked subtle tactics beyond a simple ambush. They would hide or disguise themselves in an attempt to lure as many of their potential prey close before revealing themselves. Whenever possible, sea hags used their horrific glare to render foes helpless and would consume the fallen victims as soon as possible. Melee was considered a secondary tactic only to be used if the enemy was outnumbered and despite their claws they were known to prefer using daggers. When undergoing ordinary forms of training they often became fighters or barbarians, otherwise becoming clerics.
Society
Sea hags were known to be solitary beings. They typically laired in bleak and befouled areas surrounded by underwater monsters and with nearby settlements. The verticality of their homes was generally irrelevant; they might inhabit sunken shipwrecks, polluted shores or slopes and cliffsides.
Around the lairs of powerful sea hags, such as grandmas or aunties, could have noticeable signs of their presence. Such indicators could be treacherous tides, a slick, slippery film of slime coating most surfaces, or an abundance of decaying fish corpses that the sea hag could speak through and sense the disturbance of. Within their lairs such hags would be even more dangerous, gaining abilities such as the power to create splotches of murky ink within it or the ability to create obedient simulacrums out of ooze, kelp, fish corpses and nebulous debris based on anyone inside the lair.
Religion
Some sea hags venerated Dagon as a deity.
Language
Sea hags had their own language and spoke the language of annis hags. They also often knew Common, Aquan, Giant and the aquatic variant of Elven.
Ecology
Sea hags, appropriately, were known to occupy warm seas in shallows with overgrown vegetation. They were amphibious and swam faster than they walked.
Sea hags were said to have a maximum lifespan of approximately 800 years old, if not several millennia.
Locations
Sea hags could be found in the Sea of Fallen Stars, typically swimming at a depth between 150‒300 ft (46‒91 m). Within the underwater caves of Skullport, sea hags dwelt in the husks of lost ships.
Subraces
While less common and less magically resistant than their marine cousins, there existed a breed of freshwater sea hags. They made their homes in non-arctic bodies of water such as lakes but needed more light.
There also existed a race of greater sea hags that, like freshwater sea hags, were far more rare. Some were indistinguishable from ordinary sea hags while others were larger, had greater charisma or possessed piscine lower halves. They were just as envious and suspicious as their ordinary kin and so rarely joined covens or reproduced, but often lived 200 years longer than they did.
They were just as hideous as their ordinary kin but their gaze served to enchant prey rather than kill them. They would take on the appearance of attractive beings like merfolk or nereids before luring ships into dangerous waters, causing the ship to sink. Afterwards, they would steal the treasures on board and devour the crew, adding flesh to their diet of grounded rock salt. They also possessed greater innate, magical ability and a rare few had psionic powers.
Rumors and Legends
Ogre and hill giant myths told that the moon goddess Cegilune was the mother of the hag race and that sea hags were among the original types to have been wrought from her former worshipers. However, some believed that greater sea hags were the descendants of more powerful beings created by the wicked Elemental Evil Princess of Elemental Water, Olhydra. The Princess, in turn, argued that lesser sea hags and possibly all hags were really the degenerate spawn of the superior, greater sea hags.
This article uses material from the “Sea Hag” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.