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
Stone Giant
Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Multiattack. The giant makes two Greatclub attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft, one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft, one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
Stone giants, called steinjotunen in their own language, were a reclusive and artistic race of giants that lived in underground and mountainous environments.
Description
The bodies of stone giants had a gray to grayish-brown skin tone, hair that ranged in a spectrum of dark grays and bluish-grays, and eyes of a silver or steel hue. They also tended to wear clothing that was of a similar color to nearby rocks, which altogether made it easy for their race to blend in with their environment when needed.
Adults averaged about 18 feet (5.5 meters) in height, although fossilized stone giants from the era of Ostoria show that in the past their race was capable of reaching heights of up to 24 feet (7.3 meters). Though thinner and less bulky than fire giants, who were about the same height on average, a stone giant's thicker, heavier flesh made them weigh significantly more, at about 9,000 pounds (4,100 kilograms).
Abilities
Stone giants had an excellent sense of smell and had infravision sight of up to 200 feet (61 meters). Stone giants were the longest living of the giants and generally considered among their peers to be the wisest of all giant races, despite their low position in the ordning. And their hearts were known to beat four times slower than that of a human.
Combat
Stone giants preferred to fight using ranged weapons such as boulders, but if forced into melee they wielded gigantic stone clubs. Some were fond of simply flinging their smaller enemies through the air.
History
The stone giant race began with an individual by the name of Obadai, one of the mortal children of Annam All-Father and Othea, who in the kingdom of Ostoria was ceded control of the Underdark. Within this mighty kingdom they created some of the greatest works of giant art. For example, they would regularly carve stalactites and pillars so that they resonated in the wind, thus creating a sort of song that was attuned to whoever stood before them.
Sub-Races
Ash giants
An offshoot of stone giants that lived in the Black Ash Plain of east Faerûn. Their size and skin tone was approximately the same, though their bodies were hairless and their eyes a deep-set black. They often smeared themselves with ash as camouflage and were known to be shamans who specialized in controlling the ashes and embers common in their homeland.
Phaerlin giants
An offshoot that was created by the magic of the phaerimm, sometime after those aberrations were imprisoned in the Underdark. While intelligent enough to speak, phaerlin giants were savage brutes and had little in common with their stone giant forebears. Their bodies were hairless, had hardened skin very similar to that of a beholder, and were hunched from living in tight tunnels. They generally walked using both their feet and hands. They eschewed weapons, preferring to attack with their claws and the razor sharp teeth embedded in their protruding jaws.
Craa'ghoran giants
Stone giants who had been exposed long ago to elemental energy from the Elemental Plane of Earth by druidic devotees of Gond. They were taller than stone giants, could live up to 8,000 years, and could weigh up to ten times more than them due to the massive chunks of rock that formed much of their bodies.They were cruel hunters who delighted in using their innate abilities to create a maze of traps and blind corners for prey to get lost in. They did retain their ancestors love of art, creating massive and beautiful stone carvings with their magic.
Society
Stone giant family bonds were less important than the bonds between a master and his pupil. The ordering of stone giant society was based upon an individual's artistic ability.
The strongest stone giant nation was Cairnheim in the Underdark. It was a village located in the western part of the Darklands in the Upperdark inside the Giant's Run Mountains under the rule of the stone giant lich Dodkong.
Stone giants that spent too much time on the surface, either during their dream quests or as a result of banishment from their communities, became dreamwalkers, driven so far into madness by their isolation to the point that reality itself bent around them.
Lycanthropy
Due to the resilience of their skin, stone giants were known to be immune to all forms of lycanthropy.
Homelands
These giants were typically found living in temperate mountain ranges, caves, or caverns.
Stone giants were powerful enough to survive and make a living in the Underdark in the face of competition. They had a tendency to gather in larger individual groups the deeper the given group was located, but were primarily denizens of the Upperdark, though their numbers were small even there.
They carved their homes out of the rock and had a reputation as good artisans, though they generally maintained an uncaring stance towards other denizens of the Underdark and expected the same stance from the others.
Languages
Stone giants were known to speak the general giant language Jotun. But they also possessed their own language known as Jotunstein, which was derived from both Jotun and Auld Dwarvish. The written form of this language was known as "Metamorpherie".
Names
Common given names among stone giants included the following:
Males
Falkh, Hundar, Korlgar, Kuljarn, Sulfulkh, Valgusk, Vorold, and Yulhamur.
Females
Beldra, Gillauga, Gurdis, Moada, Oskra, Ragnara, Rakra, Skarla, Woave, and Zarka.
Religion
Like all true giants, stone giants worshiped Annam All-Father as their chief deity, but unlike the other races they envisioned him as being an artist whose skills were perfection. Their patron deity among Annam's children was Skoraeus Stonebones, though lesser deities Hiatea and Iallanis were also known to have a significant following among the stone giants.
Priests of Skoraeus felt that their duty was to oversee their society's affairs and ensure that the stone giants as a whole continued to progress towards greater achievements in art and intellectual thought. But in order to accomplish this goal, they believed that their race needed to isolate itself from others, with the exception of individuals who might help expand upon their mastery of craftsmanship.
Relationships
Animal domestication was not common among them, though many were known to raise colonies of giant bats as a warning system and source of food. While others have been seen in the company of giant goats and cave bears. Out of all animals they considered purple worms to be the greatest of pests, since they could effortlessly burrow through their homes and destroy prized carvings.
Usages
Stone giants' finger bones were used by crafters from the Old Empires to create more powerful versions of rings of strength.
This article uses material from the “Stone Giant” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.