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
Storm Giant
Amphibious. The giant can breathe air and water.
Multiattack. The giant makes two Greatsword attacks.
Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft, one target. Hit: 30 (6d6 + 9) slashing damage.
Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft, one target. Hit: 35 (4d12 + 9) bludgeoning damage.
Lightning Strike (Recharge 5–6). The giant hurls a magical lightning bolt at a point it can see within 500 of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
Spellcasting. The giant casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):
At will: light, levitate, detect magic
1/day each: water breathing, control weather (cast as 1 action)
Storm giants, known as uvarjotunen in their own language, were one of the most intelligent and respected races of giants.
Description
Storm giants were the tallest of the true giants to remain on the Material Plane, standing a full 26 feet (7.9 meters) in height and massing out at around 15,000 pounds (6,800 kilograms).
There were two ethnicities of storm giants; most had pale, light green skin and dark green hair and eyes, but a small number had violet skin, dark blue hair, and silver eyes.
They tended to wear fine tunics and belted sandals. When it came to armor, they often favored the use of scale mail.
Biology
Storm giants had vision that was well adapted to underwater conditions, where they saw equally as well as they did in the air. Likewise, their lungs were adapted to surviving in underwater conditions.
Abilities
Storm giants were known to innately have a high affinity for runecasting as well as traditional sorcery that surpassed the capabilities of other giant races. They were generally known to be capable of casting the spells call lightning, control winds, levitate — though unlike the standard spell, they were capable of lifting weights equivalent to their own — predict weather, weather summoning, detect magic, feather fall, light, and water breathing.
Their bodies were impervious to harm from lightning and thunder, even that discharged by a blue dragon. They were even capable of generating and throwing bolts of lightning themselves, at distances of up to 500 feet (150 meters). Because of this they were often responsible for sightings of lightning bolts streaking across mountain peaks.
Some storm giants held the ability to mark and claim a mortal humanoid as a sea spawn, either by cursing them or making a pact with them.
Combat
Because of their high affinity for spellcasting, storm giants were the least likely of giants to throw boulders at their opponents when engaging in ranged combat. Whenever one did resort to throwing boulders, a storm giant's tremendous strength allowed them to be hurled as far as 60 to 240 feet (18 to 73 meters). When it came to close quarters combat, they typically favored greatswords as their weapon of choice.
Sub-Races
Maurs
A band of storm giant who were cast out thousands of years ago and overtime degenerated while imprisoned in the Underdark. Their bodies were pale and so malformed that they couldn't even stand up straight. They struggled to retain their storm giant culture while scratching out a meager existence underground.
History
The storm giant race began with an individual by the name of Vilmos, one of the mortal children of Annam All-Father and Othea, who in the kingdom of Ostoria was ceded control of the lakes and seas. They and the titans created some of the greatest cities within this kingdom, featuring mechanical conveyances and galleries that would house artistic tributes to all giantkind.
Society
The head of a storm giant tribe's ordning was called a "paramount". In storm giant society, any act of mercy or charity towards a sentient being was seen as good.
Homelands
Storm giants generally lived inside of castles, either located atop mountains, in the clouds, or underneath the ocean in castles made of coral. Those that could not sustain themselves on hunting alone often built large gardens, fields, or vineyards near their homes.
Languages
Storm giants spoke the general giant language Jotun, their own specialized version of it known as Jotunuvar, as well as Common. They were often illiterate, though to a lesser degree than giant races whose cultures put little value on education, such as hill and fire giants.
Names
Common given names among storm giants included the following:
Males
Gautarr, Harrdiir, Ilknarr, Kuruth, Ogmoth, Ogmund, Ormmur, Torune, and Ulvulk.
Females
Geironal, Helgyra, Hornarra, Mistfast, Relsif, Silkarra, Sparraxe, Talnut, Wynd, and Yimmra.
Relationships
Storm giants that dwelled on land were usually seen as being on good terms with nearby copper dragons and good-aligned cloud giants, often working with them to ensure a mutual defense.
They were often known to keep pets and guard animals. Those that lived in high elevations, meaning clouds or mountains, typically kept animals such as rocs and griffons. Those that lived underwater would often keep sea lions.
This article uses material from the “Storm Giant” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.