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
Treant
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft, one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Treants were a wide variety of awakened trees.
Description
Treants typically had face-like features on their bark, a division between their trunk that formed legs, and long branches that served as arms. Their wood appeared to be solid like stone, but it was actually filled with tubes that carried water from its roots to the areas where it was needed. Diseases such as tube wilt could affect these tubes and therefore the health of the treant.
Personality
In their adolescence treants were often more energetic, rebellious, and reckless. But as they aged treants preferred to while away their days in quiet contemplation, rooted in place as though they were a normal tree.
Abilities
Any treant that rooted itself in a stand containing a particular sort of tree for at least a year could, over a tenday or so, alter themselves to resemble and possess the physical properties of that type of tree. Certain elder treants were capable of doing this within half a tenday.
Senses
Treants remained aware of their surroundings while rooted in place. They could perceive the effects of events happening miles away based on subtle nearby changes.
Magic
Treants that came from the mightiest of trees could develop innate magical powers, allowing them to animate plants and call upon woodland creatures. Using them either as protectors or messengers.
History
According to the Encyclopaedia Deifica, the existence of treants in Faerun allegedly predated the arrival of elves and illithids.
Species
Cormanthor
The treants in the forest of Cormanthor became hosts for rot grubs, which lived off rotting wood. If a treant was affected by tube wilt, it would open up a small crack and let the grubs in. The grubs would eat through all the rotten wood, eating the fungi causing the disease, and usually remain for good and tackle subsequent rot. This relationship did not harm either party, and older, larger treants might contain up to a hundred of these grubs.
In order to ward off predators such as woodchucks or wood-eating horses, the Cormanthor treants surrounded their roots with up to six Cormanthor violet fungi, whose roots tapped into the treant itself, using its sap as sustenance, and they would attempt to rot the flesh of any would-be predators.
In order to combat the threat of bark beetles and leaf ants, which could damage the treant, they encourage azmyths and large bats to make their homes in their branches.
Black squirrels fed on the female treants' shoots, which helped to limit the treants' population.
Rimwood
The rimwood area contained birch-like treants with very long roots to reach water. The sap contained an aroma of lemon and mint that could be used as a flavoring or perfume. Most had rot grubs, black squirrels, azmyths, and purple fungi.
Midwood
The midwood treants looked like golden willow and black locust trees. They protected themselves against brush rats by using the violet fungi. Their bark could be boiled to make either golden or black dye depending on their appearance.
Starwood
The starwood area contained treants that looked like dark brown oaks and grey elms. Half were peaceful, but the other half were quite hostile, although they did utilize rot grubs, fungi, black squirrels, and azmyths. The leaves of these treants would cure certain fevers and plagues.
Maztica
The treants that inhabited Maztica were fairly similar in appearance to those found in Faerûn, though they were not hostile to creatures foreign to their woods and instead preferred to ignore them. They considered themselves to be royalty of the forests they inhabited and expected other creatures to treat them as such, including giving them gifts.
Western Heartlands
Many young treants in the Western Heartlands resembled duskwoods, while those in their adolescence often chose to resemble bluewoods.
Society
Trees destined to become treants meditated through a long cycle of seasons that could last decades or centuries, awakening only under special circumstances. Druids and other treants could sense this spark of potential within trees and would protect them as they drew near their moment of awakening. During this process a tree's body gradually morphed, taking on the features common among treants. After awakening, they continue to grow as they did when they were simply a tree.
Languages
Treants were generally capable of speaking Common, Elvish, Sylvan, and the Druidic language. In addition, they had their own unique language.
Relationships
Some treants willingly allowed sprites to build little villages within their boughs.
Treants were opposed to creatures that were careless with fire, poisoned trees, or destroyed great trees. Especially those that destroyed trees close to awakening into a treant.
This article uses material from the “Treant” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.