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.
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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:
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Spells in this group:
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*You can use expressions to calculate this field dynamically! Click here for a quick guide.
Adds
10
Stirge
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
Stirges were a type of a tiny magical beast that fed upon the blood of other creatures.
Description
The bodies of stirges could be summed as resembling a monstrous cross between a large bat and an oversized mosquito, or an oversized mosquito and a bird. On average their bodies grew to be 1 foot (0.3 meters) in length, with a wingspan of 2 feet (0.61 meters). Males and females were outwardly identical in appearance.
Their bodies were short and furry, though some described them as being covered in feathers that ranged in shades of rusty red to reddish brown. Their eyes had a yellowish hue. Their wings were membranous and bat-like, interlaced with thin-walled blood vessels. They had four legs that were eight-jointed and ended in sharp pincers, which were sometimes said to have a similar hue to their eyes. Their most prominent feature was their long, sharp needle-like proboscis, which was pink at the tip and faded to grey at the base.
Newborn stirges were only capable of gliding, not flying, and thus spent the first four months of their lives being carried on their mother's back. Stirge mothers were capable of carrying up to two of their young on their backs.
Behavior
Stirges had an average animal-level of intelligence. The scent of blood often drew stirges to battles and even into the fatal grasp of such things as vampiric mists. Stirges were cannibalistic creatures and drained blood out out of their recently dead kin.
Perhaps the most curious behavior of stirges was singing. When the creatures were feeding, they "hummed" macabre tunes.
Abilities
The eyes of a stirge were capable of seeing in areas of total darkness, in areas with low-light conditions, and even heat sources within 200 feet (61 meters) of them. They also had an acute sense of smell.
While alive, their bodies produced a clear liquid that acted as an anti-coagulant and was stored within the tip of their proboscis. They drew small quantities of the blood they ingested into lesser cavities just beneath their backbone. Within these cavities blood sugar was converted into body energy and ingested blood into plasma balanced for its own bodily use. This allowed a stirge to replace its own blood when needed, hastening its recovery.
Combat
During battles, a stirge typically would indiscriminately attack any creature that was wounded. In small numbers they were quite manageable for most adventurers, only becoming formidable threats when in large groups.
They used their pincer legs to latch on to their prey and then looked for a vulnerable spot of flesh to plunge their probosci into. Their legs themselves were not strong enough to be effective weapons. And due to their diet, their probosci were liable to transmit some disease, typically those related to blood.
Once attached to its prey, a stirge would feed until it was sated. Once sated, it would attempt to fly away to digest its meal. It was difficult to remove a feeding stirge, with some saying the only way was to kill it. They were so persistent, that a swarm of ravenous stirges would chase their prey for miles if need be.
History
In 1357 DR, stirges were known to be occasionally encountered in the sewers of Waterdeep
Circa 1358 DR, Lord Hund's Tomb had skeletal stirges as part of its defenses. These undead creatures were immune to being turned as long as they remained in the tomb.
In 1374 DR, the Shadowscale lizardfolk placed captured stirges inside sealed clay pots, which they would then hurl as grenades at their foes. The angry stirge would then attack the nearest living being, ignoring the undead Shadowscales.
Ecology
Singular stirges were rarely ever encountered, as these creatures tended to live and hunt in large groups. These were known as flocks, colonies, or "thirsts". On average these consisted of around three to thirty specimens. The territory of a colony generally extended out for only 1 mile (1,600 meters) in diameter. Their presence in an area was often discovered long after they had migrated to a new territory, making it difficult to track them.
Much like a bat, stirges hung upside down when sleeping. They bred freely year round and reproduced by live birth, in litters of one to three, with a gestation period of six months. These young were known as "stirgelings."
Diet
Most stirges were content with feeding upon large mammals such as cattle, deer, and moose, though some species preferred to dine particularly on the blood of humans. A fully nourished stirge could subsist on its digested blood for a period of seventy two hours, and could go on for another twenty four-hours without food before starving to death.
Habitats
Stirges were typically found in forests, underground, in caves, in ruins, or in marshes in areas with a warm climate.
Cormanthor
Stirges in Cormanthor lived in colonies that had a roaming area of around one square mile, and they slept by day. At night, they picked on weaker or smaller animals such as dogs, goats, or pheasants and sucked their blood. Female stirges outnumbered the males ten to one, and would fly to a distant area, usually the rimwood, to lay their eggs so that their young would not provide them with competition for food. The eggs were laid in a shallow hole in the ground and covered with dust or plants. The females then hibernated. Around ninety percent of the eggs were lost to predators such as badgers or wild pigs because they were unprotected and poorly disguised. When the remaining eggs hatched, the young would usually fly up to a hundred miles to establish their own territory.
The inside of broken or hatched stirge eggs contained a green foul-smelling jelly that would deter stirges from attacking for up to a whole day if it was rubbed on the skin.
Languages
Stirges communicated with each other by wagging their probosci, to indicate that food or a dangerous enemy had been found, as well as the direction, size, and strength of said creature.
Relationships
Stirges were capable of being bred in captivity. Some people were known to have them as familiars.
Both goblins and kobolds were known to sometimes capture stirges and use them in traps.
Some stirge colonies were known to live in symbiotic relationships with evil dragons or webbirds. They also tended to lair near bloodthorns in hopes of preying upon their ensnared victims.
Usages
If properly treated their proboscis could be used as a stabbing instrument. Goblins were often known to utilize them in this way.
The muscle at the base of a stirge's wings could be safely eaten, although it had to be carved and cleaned very carefully and had to be prepared within a day of the creature's death. The flavor was similar to pork or sausage, and it was sometimes served baked with toast. The Librarium on the first level of Undermountain contained a recipe book that described dishes that could be made with freshly killed stirges.
Rumors & Legends
The origins of stirges were a mystery. Sages who specialized in the zoology of fantastical creatures speculated that they were created by vampiric wizards to throw hunters of the undead off their track. Others believed that they were created by a group of evil wizards, who gathered them in the millions and then sicked the beasts on enemy armies that were arrayed against them.
This article uses material from the “Stirge” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.