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
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Werebear
Shapechanger. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.
Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.
Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 13 (2d8 + 4) slashing damage.
Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 10 (1d12 + 4) slashing damage.
Werebears were lycanthropic shapeshifters able to transform into a bipedal bear form. Their animal instincts guided them to protect the splendors of nature, while their humanoid minds told them to help travelers and provide aid to the weak.
Description
Werebear humanoid forms were often large, heavily muscled, and covered in hair. Their hair was thick and shaggy with males typically having beards, and hair color ranged from brown, black, and blonde to even red or ivory. Werebears dressed in simple garments that could be easily removed. Their ursine forms most often resembled a brown bear, although their human form's hair always matched their bear form's fur color, with brown being common in forest regions and ivory being common in frozen regions. They also possessed a hybrid form that resembled a bipedal bear with paws and long claws.
Behavior
Most werebears were good-natured and desired to help others in their communities. They saw themselves as the guardians standing between the natural world and civilization. In order to prevent themselves from harming others they controlled their savagery and isolated themselves. When in bear form they were irritable and moody, actively seeking out evil entities to slay. They were particularly hateful of evil lycanthropes, although a small few were just as evil as them.
Combat
No matter the form, werebears had an especially keen sense of smell. Werebears typically armed themselves with weapons like greataxes and throwing axes and knives along with other weapons that had practical utility, although had a preference for those that allowed them to use their strength. They would only use their bear or hybrid forms if they were at risk of death. When in their bear forms, werebears grew much larger, and showed an increase in their ability to climb and swim. It also granted them a strong hold, grasping enemies between their paws with incredible ease.
Werebears in hybrid form could choose between wielding an axe, or slashing at their enemies with their claws. Despite their strong teeth, they refused to bite into their opponents to avoid the chance of transforming them. Like all lycanthropes they could not be harmed by normal weaponry in their transformed states, requiring silver or magical weapons to permanently harm them. They could also call any bear within a mile radius to their location. Werebears were mostly likely to become rangers, druids or wildlife priests.
Ecology
Werebears were mostly solitary, living in forest near waterways on the outskirts of civilization. Like most lycanthropes there were true and infected members of the species, with the former being born and their status irreversible, and the latter being turned by another member of the species through bite. Females would bear 1 or 2 children in human form with the children being born appearing humanoid until they turned eight. After this point they would gain the ability to transform into large shaggy bears, and the mother would chase the adolescents away to continue the cycle. Normal werebears claimed territories between 1-4 miles in size, and felt a close bond to their homes. They possessed a natural empathy with other ursines and could bond with them more easily. Transformed individuals gained an incredible boost in physical power even in their human forms.
Like normal bears, werebears were omnivores, preferring to eat small mammals and fish. They also enjoyed a type of honey rich mead, although it was highly intoxicated to normal humanoids. They had few natural predators but were the enemies of evil lycanthropes, primarily the werewolves of which they commonly shared territory with, but also wererats.
Society
Contrary to their isolationist behavior and independent lifestyle, werebears had a strong sense of community. They never attacked each other, allowed other werebears access to their fishing zones, and defended werebears from other lycanthropes. New adolescent werebears were usually guided by older werebears. They would only pass on their curses to willing companions and associates, personally training them to temper their bestial urges. They acted as wardens of their territories, protecting the wilderness from ravagers and over-hunters and almost never entered villages outside of emergencies or to assist the forces of good, especially against evil lycanthropes.
They were largely sedentary, rarely traveling away from their homes and hard to convince to leave them. Only rarely could they be persuaded to join adventuring parties; the young were most likely to do so, and would only act as guides for proper payment. Werebears hid their treasures in their homes, often consisting of coins, gems, and other valuable items. They also collected magical items like potions or scrolls as rewards for service, although they destroyed those designed to effect bears or lycanthropes so that they could not be used against them. Werebears had favored mates they would meet with infrequently, although they never actually married. Some lived in small families of 2–4, occasionally with wild bears. They preferred to live in cabins near abundant sources of water.
This article uses material from the “Werebear” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.