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
Wight
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The wight makes two attacks, either with its Longsword or with its Longbow. It can use its Life Drain in place of one Longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than 12 zombies under its control at one time.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft, one target. Hit: 6 (1d8 + 2) piercing damage.
A wight was an undead creature given a semblance of life through sheer violence and hatred. They could drain the life energy out of victims by touch, turning them into new wights upon death.
“Just one look in its eyes, and you know a wight is not a man. It hates the living. It hates us and everything we have. All the beast wants is our souls and our blood.”
— Garibanz of Harkenwold
Description
Wights appeared as weird and twisted reflections of the forms they had in life. They existed in a state between being alive and being dead. When attacking their prey, wights' eyes glowed like white-hot embers. Their mummified flesh covered the twisted skeleton, the hands ended up in deadly claws, and teeth were sharp and jagged like needles.
Most wights were humanoid.
Personality
Wights were evil undead creatures brought back to unlife by their vanity, evil deeds, and desires. Upon the ends of their mortal lives, the dying spirits reached out to Orcus or another evil deity, receiving undeath in exchange for spending eternity, hating and trying to destroy all living beings.
Wights retained their personalities and memories in the undeath. They possessed free will at the same time as they were tasked to perform the bidding of the evil powers that brought them back.
Even though wights hungered for living beings' energy, they did not require it as a source of sustenance. The wights could retain their undeath trapped in tombs for centuries. Their craving for life energy was more akin to an addiction. Sages theorized that when a wight drained a victim's life energy, it received a rush of mortality, euphoric reminder of their mortal existence. Chasing that feeling led to extremely depraved actions by wights.
Wights were territorial creatures. They rarely traveled away from their burial places, or locations they knew in life unless commanded by their masters. Some exceptions to the rules indeed existed. Scholars theorized that the wights' attachment to their tombs was due to its reminder of their condition, a source of pride, rather than sorrow. Another theory was they dwelled in catacombs simply due to the tactical benefits of winding corridors and shadows.
On contrary to wide belief, wights could be "born" anywhere, not necessarily in crypts and burial mounds. There were rumors of aquatic wights, returning to unlife among shipwrecks, possibly relating wights to lacedons.
Combat
Upon touching someone living, wights drained the life out of the victim through flesh, clothing, and armor.
Wights were known to serve other stronger undead creatures like wraiths and other evil beings. When they followed a leader, they often avoided strategy and planning, relying on their drive for death and destruction instead.
A slaughter wight was able to release a death wail when slain. That ability whipped surrounding undead creatures into a frenzied attack.
Among scholars, at least, it was unheard of for wights to use weapons instead of their own claws.
Ecology
Wights were active at night, retreating away from the hated sunlight into crypts, tombs, burial mounds, where they dwelt during the day. Unlike vampires though, wights simply disliked the sun, not harmed by it. Their lairs were easily detected by eerie silence surrounding the area, abandoned by birds and wild animals, and abundant dead plant life.
Humanoid victims of the wights were returned as zombies controlled by their killer. The creatures that were killed with the life-draining attacks came back as enslaved wights themselves. If the master was slain, the wights that were created regained their malicious free will. Bringing a wight back to life was nearly impossible.
Like other undead, wights did not need air, food, drink, or sleep. They were resistant to necrotic damage and to damage dealt by non-magical and non-silvered weapons, immune to poison, and paralyzation. Wights were unaffected by sleep, charm, hold spells. Holy water was deadly to these undead creatures, and raise dead spell could instantly annihilate a wight.
Due to their undead nature, wights existed simultaneously on the Prime Material as well as on the Negative Material planes, which granted them the powerful life-draining abilities that also nourished the creatures. A lot of animals could feel the presence of these evil dead creatures: dogs growled and howled, horses stopped and refused to move forward feeling the creatures, birds, and insects fell silent.
History
The word "wight" meant "person" in the Realms' past. Centuries later, the word came to be exclusively used to describe these catacomb-dwelling undead creatures. There was no known spell that could create a wight, and the legends that described their origins were contradictory.
The ancient barrow burial locations where wights could be often found could be found all over North-Western Faerun, namely the Moonshae Islands, Dalelands, and Rashemen. The Battle of Bones spawned a plethora of wights and undead over the years as well.
In 1357 DR wights could be found infesting the Burial Glen in Myth Drannor along with other undead creatures.
In 1371 DR a group of ten undead Purple Dragons wights roamed the High Road in Cormyr looking for the “enemies of Cormyr". In their twisted undead stare, of course, the enemies were all living beings.
This article uses material from the “Wight” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.