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
The First King
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Elemental Mind. An Elemental Mind is a Psion that can manifest and control
elements as an extension of their will.
Elemental Power. At 1st level when you select this archetype, you gain a deep intrinsic tie to elemental power, granting you the ability to manipulate it. You gain the psionic discipline of Psychokinesis.
Living Power. Starting at 3rd level, your powers become a living extension of your mind, weaving an extension of your will into reality, allowing you to manipulate your powers in more
advanced ways. When you use a power or alternate effect of Psychokinetics, you can apply one of the following modifiersShaped Power
When you use a power or spell that makes a ranged spell attack, you can convert it to a melee spell attack (such as forming it into a weapon shape), and when you would make an
attack that would make a melee spell attack, you can instead form it into a shape and hurl it at a target within 15 feet making a ranged spell attackControlled Power
When you use a spell or power that targets an area, you can select a number of creatures equal to the psi points spent in the area of effect for the spell or power to be ignored. The
power passes harmlessly around these creatures, they automatically succeed on their saving throw against the effect, and they take no damage if they would normally take half
damage on a successful save against the effect.Raging Power
When you use a spell or power, you can let it rage out of control. When you roll damage for the power or spell, you can reroll a number of dice up to 1 + the number of psi points
spent. You must use the new roll.
Empowered Psionics. Starting at 6th level, when you deal damage with a psionic discipline power you can add your Intelligence modifier to the damage dealt.
Full Manifestation. Starting at 10th level, when you enter a primordial aspect, you can expend 1 psi point to fully manifest that element, replacing the primordial aspect with the following effect. If you are specialized in that element, it doesn’t require a psi point to fully manifest the power Lightning: You can use your movement to teleport a distance up to your speed for the duration.
Elemental Form (1/Short or Long Rest). Starting at 14th level, you can expend 5 psi points to cast shapechange to assume elemental forms. When you cast shapechange in this way it has no verbal or material
components, but you can only assume the form of a Water Elemental, Fire Elemental, or Air Elemental. If you are specialized in an element, the cost is reduced to 3 psi points,
but you can only assume the form associated with your specialization (Water Elemental for cold, Fire Elemental for fire, or Air Elemental for lightning). A Water Elemental
assumed with this form doesn’t have the Freeze property. Once you cast shapechange this way, you can’t do so until you finish a short or long rest.
Electrokinetic. You can only deal lightning damage with Elemental Blast, but the size of the damage dice of lightning damage (both the initial damage and arc damage ) is increased by one step (to
1d10 initial damage and 1d10 additional damage per point spent on Amplified, and 1d6 arc damage to a nearby target per die of initial damage).
The following list of spells replace your Alternate Effects
list:
1 lightning tendril, thunder punch
2 crackle, lightning charged
3 electrocute, lightning bolt
4 jumping jolt
5 sky burstIf a spell can be cast at a higher level, you can spend additional psi points to cast it at a level equal to the psi points spent.
Second Discipline. Transposition Discipline.
Flicker Step. On your turn, you can replace your movement by teleporting 15 feet in any direction to a space you can see. You can pass through creatures but can’t pass through objects, buildings or terrain more than 4 inches thick. This replaces all movement for your turn when used.
Psionic Mastery. When you reach 5th level, you gain mastery of your psionic powers. At the start of your turn you get 1 free psi point. This can be spent to empower psionic disciplines, but not to recreate spells or fuel Psionic Talents. If you have any unspent free psi points granted by this feature left at the end of your turn, then they are lost. At 11th level, this is increased to 2 free psi points, and at 17th level, this is increased to 3. Points can be split between different abilities.
Innate Psionics. At 11th level, you gain the ability to exert great feats of psionic power. Choose one 6th-level spell from the psion spell list as an innate ability. You can use this innate ability to cast that spell once. You must finish a long rest before you can do so again. At higher levels, you gain more innate abilities of your choice that can be used in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Innate Psionics when you finish a long rest. Innate Psionics are well beyond the normal scope of your powers and are not restricted by what disciplines you have. Unlike psionic disciplines, they require any component the spell requires.
Psionic Talents. Starting at 2nd level, you gain access to a psionic talent allowing you to further specialize. Pick two talents from the list of psionic talents presented at the end of the class description. You can pick a new psionic talent at 5th, 7th, 9th, 12th, 15th, and 18th level. When you level up, you can replace a psionic talent you have previously selected with a different option.
Potent Psionics. When a target passes the saving throw against a damaging
Psionic Power (granted by a psionic discipline), they still take
half the damage, but suffer no other effects.
Schism. You can spend 1 psi point to temporarily divide your mind to do two things at once until the end of your turn. While dividing your mind, if you use your action on a psionic power or spell granted by a Psionic Discipline, you can use your bonus action to use a psionic power that would normally take an action. The two powers share your per use psi point limit between them.
Psionic Defenses. You gain a way to defend yourself using your psionic powers. While you are not wearing any armor or carrying a shield, your AC equals 13 + your Intelligence modifier.
Perfect Focus. You can enter a state of extreme focus. Your concentration is no longer interrupted by using a second ability that requires concentration, but your speed is reduced to 0 while
concentrating on more than one effect; you have a −5 penalty to any Constitution saving throw to maintain concentration. If you move or fail a save to maintain concentration, one of the spells you are concentrating on ends. If you fail the saving throw to maintain concentration by 5 or more, you lose concentration on both spells.
Inner Power. Your body is powered by the inner powers that course through it. Your maximum psi or ki points (if you have both, your choice of which) increases by 1. At the end of your turn
after expending one or more psi or ki points during your turn (not counting temporary or free points, such as those from Psionic Mastery), you heal for a number of hit points equal to the psi or ki points spent.
Psi Points. Number of points : 17
Points limit per turn :8.
War Psion. You have mastered utilizing psionics in the midst of combat,
learning techniques that grant you the following benefits:
• You have advantage on Constitution saving throws that you
make to maintain your concentration on a psionic ability
when you take damage.
• You can perform the somatic components of psionic
abilities even when you have weapons or a shield in one or
both hands.
• When a hostile creature’s movement provokes an
opportunity attack from you, you can use your reaction to
use a psionic disciplines power or spell targeting the
creature, rather than making an opportunity attack. The
spell must have a casting time of 1 action and must target
only that creature.
Weapon Master. Trident, Glaive, Longsword, Shortsword.
Alert. Always on the lookout for danger, you gain the following benefits:You can't be surprised while you are conscious.You gain a +5 bonus to initiative.Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft or range 20/60 ft, one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Elemental Blast. Ranged Spell Attack: +10 to hit, range 20/30 ft, one target. Hit: 10 (1d10 + 5) lightning damage
For each die of lightning damage dealt, an arc of lightning strikes another
creature of your choice within 20 feet, dealing 1d6 lightning
damage (multiple arcs may strike the same creature). Damage
from these secondary effects doesn’t add any bonuses (such as
Empowered Psionics). You can spend psi points up to your per use limit to add the
following modifiers to (you can add multiple modifiers). The points must be spent when choosing the target of the powerAmplified (1+ psi points): The target takes an extra 1d10 lightning damage on a hit for each additional point spent.Lasting (1 psi point): Your Elemental Blast leaves a 5-footradius sphere of devastation behind where it strikes until the start of your next turn. Creatures that enter this zone for the first time or end their turn in it must make a DC 18 Constitution saving throw or suffer the secondary effects (arc) of the blast as if they had been hit by it.Massive (1–3 psi points): You unleash a massive blast; rather than making an attack roll, all creatures within a 15-foot cone must make a DC 18 Dexterity Saving throw. On failure, they take the effect as if hit by the Elemental Blast. The size of the cone is doubled for each point up to 3 spent (2 points for 30 feet, 3 points for 60 feet).Overcharged (0 psi points): You take 1d4 force damage and do not add your proficiency bonus from the attack or spell save DC for your Elemental Blast, but increase the damage it deals by twice your proficiency bonus.
Primordial Aspect. Additionally at 1st level, as an action or when you deal fire,cold, or lightning damage (no action required), you take on an aspect of that element until the end of your next turn or until you take a new primordial aspect.
Lightning: You flicker with lightning. Your walking speed is
increased by 5 feet for the duration.
Phase Rift. You step through space, traveling up to 10 feet in a straight line leaving a spatial tear behind. You can pass through creatures but can’t pass through objects, buildings or terrain more than 4 inches thick. Any creature in the path of this tear must make a DC 18 Dexterity saving throw or take 1d8 force damage. You can spend psi points up to your per use limit to add the following modifiers to Phase Rift (you can add multiple modifiers). The points must be spent when choosing the target of the power.Blurring (1–3 psi point): You gain an illusory duplicate, as per the mirror image spell. You gain 1 duplicate per psi point spent (up to a maximum of 3). One remaining image fades at
the start of each of your turns.Disruptive (1+ psi points): Each target that fails their saving throw takes an extra 1d8 force damage for each point spent. Echoing (2 psi points): You immediately use Phase Rift again with the same action.Ethereal (2 psi points): You can pass through solid objects, buildings, and terrain as long as you end your Phase Rift in a space you can occupy. If your Phase Rift would end inside a
space you can’t occupy, the power fails.Long (1–3 psi points): You can travel an additional 10 feet for each point spent.
Elemental Aegis (1/Short or Long Rest). As an action, you surround yourself with a swirling shield of fire, ice, or lightning. You gain 32 temporary hit points Creatures that strike you while you have these temporary hit points take 1d4 damage of the shield type chosen.Once you use this talent, you can’t use it again until you
finish a short or long rest.
Spellcasting. First casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks):
At will: spatial manipulation, flickering strikes, dimension door, dimension cutter, banishment, turbulent warp, nondetection, blink, pass without trace, blur, misty step, flicker, expeditious retreat, sky burst, jumping jolt, lightning bolt, electrocute, lightning charged, crackle, thunder punch, lightning tendril
1/day each: feeblemind, reverse gravity, mind blast
Rift Strike. When you use your Phase Rift power as an action, you can
make a single weapon attack as a bonus action.
Psionic Weapon. As a bonus action, you can expend 1 psi point to imbue a weapon you are holding with psionic energy. For 1 minute, once per turn when you deal damage with that weapon, you
can deal an extra 1d6 psychic damage. At higher levels you can expend additional psi points to further enhance the Psionic Weapon; 2 points to enhance it to 2d6 at 5th level, 3 points to enhance it to 3d6 at 11th level, and 4 points to enhance it to 4d6 at 17th level.
War Psion. War Psion Opportunity Attack.
Attack. The First King makes 1 Attack.
Psi Focus (Costs 3 Actions). The First King Regains 5 Psi Points.
The 1st King, Ruler of the sunken city, creator of the legends of the gods; has finally regained his crown thanks to aid of the Odinsmen. Now he will raise the city from the depths and take back the world from the usurpers.