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
Vrock
Magic Resistance. The vrock has advantage on saving throws against spells and other magical effects.
Multiattack. The vrock makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 14 (2d10 + 3) bludgeoning damage.
Spores (Recharge 6–6). A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 15 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
Stunning Screech (1/Day). The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 15 Constitution saving throw or be stunned until the end of the vrock's next turn.
Vrocks were tanar'ri with a taste for carnage and human flesh that appeared to be humanoid vultures. They were known among Abyssal denizens as untrustworthy and flighty creatures ruled by greed, but their selfishness and fractious natures were paradoxically paired with uncanny synchronization.
Description
Vrocks stood 8 feet (240 centimeters) tall and weighed 500 pounds (230 kilograms), appearing as a cross between a vulture and a human. Their bodies were twisted and gnarly with a long neck and limbs all covered in sinew. The parts of their body not covered in sinew, especially their broad wings, were coated with small gray feathers, and their body stunk of offal and carrion. Their bestial appearance was magnified by their long talons and vulture heads, but burning in their terrifying eyes could be seen a keen, predatory intelligence.
Personality
Once thought to be loyal only to their own kind, vrocks turned out to be treacherous even towards each other, betraying their fellows for simple, cheap jewels. They were capricious in the extreme, only working together due to their ability to coordinate, and were well-known for abandoning their jobs and joining with new masters they believed to be more powerful.
Vrocks were dull-witted demons, but smart enough to keep an eye out for targets. Trying to bribe them was normally a mistake, as they also harbored a strong, demonic bloodlust, relishing the screams of their victims and the taste of humanoid flesh. They saw no reason to accept a bargain when they could simply kill the diplomat, take his treasure, and then have the added benefit of sating their need for carnage and having a fresh meal.
Abilities
A strange set of supernatural abilities aided the vrocks in their violent endeavors. Every now and then vrocks could emit a bloodcurdling screech so loud it caused those nearby physical pain when they heard it, sending them into a short daze. Vrocks could try to summon another vrock or a small legion of dretches each day, with limited success for each type. They were reported to have access to the spell-like abilities darkness, desecrate, detect good, detect magic, mass charm, mirror image, telekinesis, and teleport without error.
When a vrocks' wings were shook, small glands scattered across them could release a cloud of tiny spores that would spread about the nearby vicinity and burrow under the skin of those nearby. From that point, they would grow into thick vine-like structures for a short time and poison the victim, eating away at their skin. Poison diminishing magic or the sprinkling of holy water could stop their effects. If allowed to run its course, assuming the victim survived that long, they stopped causing pain after a few minutes at most, and would wither away in a few days.
However, the most dreadful ability of the vrocks was their Dance of Ruin. When enough vrocks of a certain combined strength gathered together, generally between 3-5, they could begin a dangerous rite through wild dancing and chanting in an ancient language. With their talons joined together and eldritch screeching filling the air, the vrocks could craft a weave of crackling, lightning-like energy that would engulf the nearby vicinity in a flash of light and destroy everything within several hundred feet.
Combat
Vrocks were the terrors of the Abyssal skies, dangerous fiends that pranced merrily through the air, gleefully ripping apart their quarry with beak and claw. Like birds of prey, they soared above the battlefields in search of suitable victims to swoop down upon and savage. They were smart enough to use mirror image to create the illusion that there was more of them than there were, and telekinesis to pin their enemies, launch them into the air, or drop heavy objects from above. Their screeching was normally used as a prelude to escape rather than an introductory tactic due to its difficulty, and though they preferred flight, they could also teleport to reposition themselves.
However, the natural tendencies of vrocks could end up working against them. Despite their build and abilities being more suited to mobile combat, their deep need for carnage and general idiocy threw them deep into the heart of melee. This single-minded and insatiable desire for combat could be actively used in their enemy's favor. In their reckless pursuit of conflict, a vrock could be lured away from its group by a seemingly vulnerable victims only to be lured into an ambush where they were outnumbered and outmatched, blasted from the safety of cover by hidden foes.
There were multiple proposed reasons why vrocks did not use their devastating Dance of Ruin ability more often. It was thought that the dance could potentially harm the vrocks as well as any others within the vicinity, although this was a contested belief. Others traced it to the vrocks own unwillingness to cooperate, love for carnage and general stupidity. If another vrock was in danger it was all the more treasure for the others to take, and so it was only done if they were all mutually threatened. The dance also took a considerable amount of time to perform and being stopped in any way, either from pain or other restraints, would force them to start over.
Despite their many flaws, vrocks were intelligent enough to employ effective group tactics, making them more dangerous than other demonic brutes. Once they started cooperating, a flock of vrocks was capable of being an elite fighting force with coordinated attacks of such perfect timing that even devils would have to take notice.
Society
A gathering of vrocks was known as a "murder", and the size of the group could vary wildly. Typically they moved in groups of under eight members, but they were known to organize into squadrons of ten and perhaps greater numbers in times of war.
Vrocks were employed as guards, elite assault troops, infiltrators, and covert operatives due to their quality skills in these tasks. This was despite the fact that they were known to scheme against their superiors, as they were not so intellectual as to be likely to succeed. They were still carefully watched for disloyalty however, as they were likely to switch sides without any notice.
Although they made excellent bodyguards and enforcers for stronger and smarter demons, vrocks truly came into their own during massed battles as aerial strike teams. They flew above enemy forces with various debris in tow, raining rocks and the like down upon their foes before plunging into the fray.
Relations
Among other demons, vrocks had a poor relationship with chasmes, another group of flying tanar'ri. The two mutually hated one another, the chasme seeing the vrocks as rivals. Vrocks also had a bitter feud with bulezaus, who they rivaled as the toughest front-line troops of the tanar'ri. The bulezaus lacked the magic and mobility of a vrock band, but compensated with sheer stubbornness and fury that led them to never stop fighting. The two bloodthirsty demon breeds would almost inevitably fight upon meeting, unless baatezu were present for them to attack instead.
Besides demons themselves, vrocks would associate with demonic cults, as well as evil fey and wicked giants.
Magic
Vrocks followed a peculiar system when it came to learning magic. No matter how intelligent, individual vrocks couldn't become wizards, but a collective of five or more could. The downside of this was that all vrocks had to study a spell before any of them could cast it, but this was compensated for by their increased group adeptness, since a murder of vrocks had the spellcasting strength of some of the most powerful mages.
Ecology
Vrocks were wrought from the ancient sins of hatred and wrath in mortal souls confined to the Abyss. When other demons transformed into vrocks, they first entered an egg form. Though the egg could be stopped from hatching, if it did, the new vrock would emerge fully formed.
Vrock feathers could be used as evil spell components. Freshly killed vrocks, assuming they didn't melt into goop upon death or weren't otherwise destroyed, could be harvested for spores within ten minutes of their demise. Though they didn't have the lingering effects of fresh spores, harvested ones were still a dangerous poison.