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
Wyvern
Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
A wyvern was a large winged lizard, distantly related to the dragon, with a poisonous stinging tail and sharp teeth.
Description
These creatures varied in length from 15 to 35 feet (4.6 to 11 meters), weighed around a ton, and were covered in dark brown or grey scales. They typically had either red or orange eyes and their jaws were filled with long and sharp teeth.
Unlike true dragons, wyverns only had a pair of hind legs instead of a set four. Their wingspan could get over 50 feet (15 meters) in length. And their tails were often quite long, comprising almost half of their bodies, yet very mobile. These ended in a thick cartilage knot with a stinger protruding out of it, not unlike that of a scorpion.
Telltale sounds that these creatures produced included loud hisses and throated growls, similar to the vocalizations of alligators.
Behavior
Wyverns were aggressive and not greatly intelligent. They were not averse to attacking anything less powerful than themselves. Their sleek, strong legs proved very useful for an attack.
Combat
When fighting these creatures would dive down from above, grabbing prey with their hind leg claws, and then attempt to sting them to death. They were also known to slash at creatures with their claws mid-flight. Their tails were so long that opponents were typically struck by a wyvern's tail before their legs.
Ecology
Wyverns can be both solitary and group animals. They did not have a strong odor, although their lairs often could be tracked by following the smell of their recent kills.
Cloud giants kept griffons, perytons, and wyverns, akin to what humans did with hawks and other birds of prey. These tamed wild creatures could also be often encountered patrolling the cloud giants' gardens, together with other tamed predators like owlbears. Dragons, griffons, and wyverns had a fierce rivalry over hippogriff meat. Manticores, chimeras, griffons, perytons, and wyverns were territorial rivals.
Languages
Despite their middling intelligence, wyverns were fluent speakers of Draconic.
Habitats
These creatures were typically found in areas that were favored by dragons, such as tangled forests or large caverns.
Many were known to inhabit the Forest of Wyrms, as well as the Cloak Wood forest.
On the Chultan Peninsula, wyverns were a common sight in the jungles of the nation of Samarach.
Relationships
Wyverns were used as mounts by various races and cultures, including Zhentarim skymages and the extradimensional marauder Imgig Zu.
The black dracolich Hethcypressarvil kept a pair of wyverns as pets at his lair in the nameless swamp of the Dragon Coast.
Usage
Wyvern hide was used in the creation of bookbindings, and its blood was an ingredient in the belarris poison. Additionally, the poisonous barbed tail of the beast was used in the creation of poison darts.
The dried blood of a wyvern was one of the components used in create darkenbeast spells.
The meat of a wyvern's tail was said to be particularly delicious, having a taste and texture reminiscent of juicy pork. In Cormyr, a dish known as "jack wyvern tail" was a mixture of minced pork, rabbit, and turkey designed to mimic the flavor of real wyvern.
History
Wyverns were created by the aearee of Viakoo in −30,700 DR.
Cultural Significance
Some wyverns served the dark Chultan demigod Eshowdow, and their appearance was seen as a good sign by his followers.
House Dlardrageth, a powerful sun elf family from Arcorar that corrupted their bloodline by breeding with fiends, used the image of a golden wyvern against three red crossed swords as their house's insignia.
Expensive wyvern whiskey from Nimbral had a wyvern scale floating in every bottle.
This article uses material from the “Wyvern” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.