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
Wereboar
Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its 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.
Charge. If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (1/Short or Long Rest). If the wereboar takes 14 or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Multiattack. In humanoid or hybrid form, the wereboar makes two attacks, only one of which can be with its tusks. In boar form, the wereboar makes one attack with its tusks.
Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.
A wereboar was a type of lycanthrope that could take the form of a boar or a boar-like hybrid. They were one of the more common breeds of lycanthrope in Faerûn.
Description
A wereboar tended to be a stocky, muscular individual of average height, 5–6 feet (1.5–1.8 meters), with short stiff hair or fur. Wereboars had three forms: a boar, the normal form of whatever creature it was normally, and that of a humanoid/boar hybrid with tusks. The hybrid form was a little taller than the humanoid form but twice as wide, and had a hunchbacked frame so the head extended forward on a shorter neck. The head was just like a boar's, including short tusks. Their hide was covered in black hair as stiff as wire bristles, and their feet turned into hooves. They were considered ugly in any form. They usually wore simple clothes they could easily take off when changing or readily repair or replace if they were torn.
Abilities
As lycanthropes, wereboars could shift between their three forms: boar, humanoid, and hybrid. They had all the common traits of lycanthropes. They were stronger and tougher than they would be otherwise.
Their particular strain of lycanthropy was transmitted via goring with their tusks. It could also transfer a sickness called "moontusk fever", weakened the victim's resistances while it was wounded.
They were capable of empathic communication with their boar kin, from normal boars to dire boars. They also had a keen sense of smell.
Combat
Ferocious as regular boars, they were able to charge a foe and gore their targets with their tusks, potentially dealing terrible injuries and pushing them back or knocking them prone. They enjoyed throwing their weight around in close-quarters combat, and took any chance they got to adopt their boar or hybrid forms. A common tactic was to grab a foe, gore them with a tusk, then thrust their head to one side as they threw the victim to the other, tearing the wound wider, before going after another target. A wereboar was apt to fight their way into the midst of an enemy group, then fight their way out.
These creatures were relentless in battle; even on the verge of death, they would still fight on, none the weaker. When injured, they fought all the harder, and even at the point of death they might make a dying blow.
When in their humanoid and hybrid forms, they favored chopping and bludgeoning weapons like axes and maces, heavy weapons such as mauls, or battleaxes together with javelins, or just whatever came to hand. They rarely took up stabbing weapons like spears or swords or missile weapons like bows. They often wore hide armor.
Personality
Wereboars were bad-tempered, volatile, brutish, and crude. They provoked conflicts and looked for fights in taverns and on the streets, and it didn't take much for them to transform into hybrid form. In human form, they might wait for another to attack first, but in boar they attacked first, more often than not, driving away trespassers and attacking those who tried to defend themselves. They were almost as likely to attack a friend as a foe. They were wary of strangers, assuming everyone else was hostile. but did not care who they infected with their lycanthropy, enjoying that the more their victim struggled against it, the more of a savage animal they became.
Despite this, wereboars made for useful allies in battle. They rarely and reluctantly made friends, but when they did, it was an unbreakable bond. However, because of their personalities, it was hard to know whether a wereboar was being friendly or not.
Society
They formed small, close-knit family groups. Female wereboars had litters of 3 to 6 young, smaller than human babies but strong and capable of crawling in only hours. They matured swiftly, entering adolescence at age 8, when they were able to transform. Wereboar mothers and fathers alike were fierce and fearless protectors of their families; females were even more aggressive in protecting their children. Fathers generally seemed aloof and distant, otherwise.
They were usually encountered alone, in pairs, broods of three or four, or in troupes of up to four or even groups as large as eight.
They avoided natural hogs and boars, only seldom mingling with them. However, a troupe might have up to four companion boards.
Wereboars usually dwelled in dense woodlands or similar environments, remote from cities and towns. Here, they made their homes in ramshackle huts or cabins or simply moved into caves. Either way, these were messy and dirty, and if something broke, the wereboars replaced it rather repair it. They produced few goods or services of any noticeable value.
Omnivorous, wereboars ate small game, vegetables, and fungi, and they particularly enjoyed truffles, able to scent them growing even several feet below ground. However, they were terrible farmers and gardeners, usually just throwing various bulbs and seeds over a cleared field and hoping something would grow that they could eat. Wereboar cuisine was more or less just stews and burnt meat.
They spoke Common, though not in boar form.
Relations
Wereboars fitted orc society as much as they did human society. They occasionally allied with orcs and they tolerated half-orcs. Orc wereboars, in turn, could be formidable champions of their tribes.
Some wereboars joined the People of the Black Blood, a cult of Malar-worshiping lycanthropes. Thanks to their physical strength, they readily became Bloodmasters.
This article uses material from the “Wereboar” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.