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[...]"
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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.
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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.
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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
Troll
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Multiattack. The troll makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 11 (2d6 + 4) slashing damage.
Trolls were a ravenous, predatory species of giant humanoid found throughout almost all the regions and types of climates in Faerûn, from arctic wastes to tropical jungles, and came in several sub-species. They were uncivilized, monstrous creatures with voracious appetites that roamed from one area to the next feeding upon whatever they could. While some classified them as giants, trolls had no confirmed relation to either Annam All-Father or Othea and did not qualify as either true giants or giant-kin.
Description
A typical adult troll stood around 9 feet (2.7 meters) tall on long, ungainly legs. Some trolls grew even larger and these were referred to by some as fell trolls, (not to be confused with the two-headed trolls with the same name.) Their deceptively thin bodies had thick, rubbery hides colored in shades of mossy green or putrid greys, and possessed long hanging arms that ended in massive claws. The skull of a troll had a messy, hair-like growth colored black or steel grey. Females were typically larger, and more powerful, than males.
Although they walked upright, trolls possessed a severe hunch, which caused the backs of their hands to drag on the ground. When they ran, their arms dangled still. Despite their awkward physical appearance, trolls were surprisingly agile and were well adapted to be masterful climbers.
Personality
Most trolls were not overly territorial, except with their own kind.
Biology
Troll senses were unbalanced. They possessed poor hearing and a sensitivity to light, but superior olfactory senses.
Perhaps the most well-known factoid of trolls was their infamous regeneration. Whether a slash in its rubbery hide, or a dismembered limb, trolls could rapidly heal through most wounds. Only acid or fire could arrest the regeneration properties within a troll's flesh. Dismembered limbs would continue to attack at opponents even after being severed.
Because of the regenerative properties of troll blood, it was extremely valuable. The blood that could be extracted from one troll was worth upwards of 400 gp. This green viscous liquid was used in the manufacture of poisons, antidotes and certain potions of healing.
Due to the adaptive nature of their physiology, trolls were especially susceptible to mutation. Although it was uncommon, actions taken throughout a troll's life could result in a physical or behavioral change, within the same generation.
When in heat, trolls exuded what was called "mate-rut" a foul-smelling to other species odor that signaled other trolls they were ready to breed. Experienced adventurers could recognize the smell from a distance.
Combat
Trolls hunted most other living creatures and were never concerned about the size or number of their prey. They had absolutely no fear of death. In combat, they flailed wildly with their clawed hands and used as a fierce bite, but seldom wielded weapons. On occasion they would throw large stones before closing the gap with their prey
Sub-Species
Fell troll: The largest type of troll in the Realms. They had two heads, which lead many to believe that they were crossbreed of trolls and ettins.
Fire troll: A large, fire-resistant troll, which was essentially the opposite of a standard troll, or an ice troll.
Ice troll: A troll with translucent skin that lived in cold climates. They were smart enough to craft and use weapons and armor, and competed with snow trolls for territory.
Cave troll: A particularly large and vicious type of troll that were vicious hunters.
Snow troll: A broad and short troll, adept at hunting and surviving in cold environments.
Forest troll: This smaller, and more intelligent, breed of trolls were crafty hunters and made fair use of tools and weapons.
Mountain troll: These massive beasts were recognizable by their immense size, over-sized fangs, and ogres and giants they kept as minions.
Scrag: These devious, loathsome wretches plagued the rivers and seas of Toril.
Tree troll: These smaller, arboreal trolls were the product of magical experimentation.
Bladerager troll: These particularly hardy trolls had steel blades and armor grafted to their bodies by members of Zhentilar.
Rot troll: A troll imbued with necrotic energy.
Society
Trolls had little in the way of society. They traveled in non-migratory clans of 3-12 and, upon discovery of an area rich with prey, would establish a lair, most often within a cave. They were often located near smaller human settlements, including established roads as those who traveled off the path served as a great source of food. Once established within a region the band of trolls would hunt and devour as extensively as possible until all resources had been exhausted.
Habitats
Although they could be encountered nearly anywhere, trolls were most often found in dense forests and subterranean locales, including the Underdark, and fed on whatever they get could rend with their claws.
Trolls were commonly found in a large number of areas that earned their name based on their populations, such as the Troll Mountains in Amn and the similarly named Troll (or Trollcrag) Mountains in the Vast as well as the Trollbark Forest.
Larger species of trolls, such as those found in Halruaa, and a species that were common in the areas surrounding the Sea of Fallen Stars, preferred mountainous areas. A large, muscular type of troll was also found in the Utter East's Serpent Valley and Web Mountains; wielding massive clubs, they were territorial and typically guarded bridges and huts. The smaller varieties tended to live more in the forests. The trolls of the Chondalwood, colloquially known as muskwarts were expert hunters within the region, while the small and stealthy tree trolls originated from the Evermoors. Conflicts with giants caused their migration into the High Forest, where they fought against fey creatures such as pixies.
Lairs
Troll dens were filthy places, led by a matriarchal shamanistic female. This female-led dynamic extended into their faith as well, as each clan attributed their founding to an ancestor known as a great mother, which they believed was a daughter of the ogre-deity, Vaprak.
Languages
Trolls had no language of their own, but spoke giant and "trollspeak", a guttural mix of common, orcish, goblin, and giant. Any culture they possessed was passed down orally, usually kept within a single clan. Communication was often simple assertions for dominance or a mating female presenting a kill, along with a shared meal, to a prospective male.
Relationships
Trolls and had no natural predators in the wild.
Though they were extremely difficult to tame, trolls were known to serve as mercenaries for more intelligent monstrous humanoids, such as ogres and giants.
Although they didn't fear humans when encountered, they respected them as a group that were known to wield fire, a weakness of theirs.
Usages
A wizard Huhhus developed a distilling process that could turn troll flesh into foul smelling and tasting potion of regeneration that was considered a failure due to no one wanting to actually consume that. Decades later, one of the wizard's students built upon Huhhus' work and developed a successful and profitable recipe to create rings of regeneration using troll's ichor and brain.
Another use for trolls was in creation of pearly white ioun stones, allegedly. It was believed that an enslaved troll soul was used in creation of this particular type of a regenerative ioun stone.
History
The origin of trolls was uncertain. However, if the trolls' legends were true that they originated from a number of daughters of Vaprak, and if it was true that Vaprak was a son of Annam through the magical rape of an ogress enchantress, then trolls were indeed descended from Annam All-Father as were other giants. The trolls also believed that they descended from a dark and primal Earth Mother.
This article uses material from the “Troll” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.