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.
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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:
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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
Sergeant Stowin Bulwark
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Dwarven Resilience. Stowin has advantage on saving throws against poison.
Stonecunning. Stowin adds double his proficiency bonus to Intelligence (History) checks related to the origin of stonework.
Military Intervention. Stowin and his allies can intervene to settle a conflict, rescue helpless civilians or help capture a common enemy, provided they fully trust their informants and that the intervention doesn't go against their ideals and affiliations.
Action Surge (1/Short or Long Rest). Stowin can push himself beyond his normal limits for a moment. On his turn, he can take one additional action. He can use it only once on the same turn.
Multiattack. Stowin makes one attack with his Whip and one with his Rapier, or one attack with his Longbow.
Whip. Melee Weapon Attack: +4 to hit, reach 10 ft, one target. Hit: 5 (1d4 + 3) slashing damage.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 3) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft, one target. Hit: 7 (1d8 + 3) piercing damage.
Second Wind (1/Short or Long Rest). Stowin has a limited well of stamina that he can draw on to protect himself from harm. He regains 8 (1d10 + 3) hit points.
Backflip (2/Short or Long Rest). When a creature attacks Stowin with a melee or ranged attack, he can make a Dexterity (Acrobatics) check to avoid being hit. If the result is higher than the attack roll, the attack misses.
Stowin Bulwark is an orphan with no clues as to his origins, other than the fact that he is very clearly at least half dwarf. Having escaped from an orphanage when he was seven with no idea how to properly fend for himself, he was quickly snatched up by a group of smugglers and traffickers and thrown into a fighting ring in order to earn his meals. It turned out that he was exceptionally strong compared to other kids his age and he grew to be a crowd favorite over the years when pit against other children. He did not relish this life however and attempted escape many times, though he was caught and beaten each time. He eventually gave up trying and settled into his role in the ring, until he was found and recruited several years later by a once well-known head of a major crime syndicate. Feeling indebted to the one who saved him, he served as a bodyguard and personal protector for this shady individual for the next fifteen years. Though he was treated fairly well by his patron, he was made to commit terrible, sometimes unspeakable crimes on their behalf, and though he was loyal, he grew to resent those that operated within the criminal underworld to a deeply personal degree. His many scars are a testament to his rough beginnings, but after the death of his elderly boss/savior, having found himself an exceptionally strong grown man with newfound freedom and excellent survival skills, Stowin realized he didn't have to continue to live in the city's shadows, working for those of less than benign intent any longer. He then joined the city's guard in order to hunt down those whom he knew to be criminals and soon after spearheaded the crack down on child trafficking and fighting rings. He has continued to serve the people of his city as a guard for the past fifty-eight years and plans to continue along his chosen career path as long as his body is fit and able.
He rarely speaks about his life prior to becoming a guard, and if pressed about it will become agitated, though he will try to remove himself from any such conversation rather than allow a confrontation if possible. Due to his many years as a ring fighter, being pit against other humanoids and even wild animals, he has learned many tricks when it comes to hand-to-hand combat and cannot be grappled.