Monster Generator

Create a monster by choosing its level and using the statistics below as a starting point:

LevelAC/DCHPProfDam# AtkDam/Atk
1108+3616 (1d8+2)
21116+3919 (2d6+2)
31224+412112 (2d8+3)
41232+416116 (2d10+5)
51340+519210 (2d6+3)
61348+523212 (2d8+3)
71456+627213 (2d10+2)
81464+630215 (2d10+4)
91572+734217 (2d10+5)
101580+737312 (2d8+3)
111688+841314 (2d10+3)
121696+845315 (2d10+4)
1317104+952317 (2d10+5)
1417112+952317 (2d10+5)
1518120+1055414 (2d10+3)
1618128+1065416 (2d10+5)
1719136+1169417 (2d10+5)
1819144+1173418 (3d10+2)
1920152+1278420 (3d10+4)
2020160+1281420 (3d10+4)
2121183+1386421 (3d10+5)
2221191+1390422 (4d8+4)
2322199+1494423 (4d8+5)
2422207+1498424 (4d10+2)
2523215+15102425 (4d10+3)

Making Elite monsters

Elite monsters are equal to two characters of their level.

  • They have double the listed hit points.
  • They inflict double the listed damage.
  • They have one use of legendary resistance per day, letting them turn a failed saving throw into a success.

Making Legendary monsters

Legendary monsters are equal to four characters of their level.

  • They have four times the listed hit points.
  • They inflict four times the listed damage split among a number of attacks.
  • They have three uses of legendary resistance per day, letting them turn a failed saving throw into a success.

These guidelines don’t include legendary actions. Legendary monsters may often, however, have a damage aura (see Monster Traits).

Building Encounters

Combat encounters occur spontaneously during the game based on the evolving story and situation in the world. Only consider combat balance if it is potentially deadly. Using these guidelines, an encounter may be deadly if the characters face an equal number of higher-level monsters, keeping in mind that elite monsters count as two characters and legendary monsters count as four characters.

An encounter may likewise be deadly if the characters face twice their number of monsters of a level higher than half the level of the characters or four times their number if those monsters are of a level one quarter of the characters’ level.

Battles against lower level monsters are encouraged.

Monster Traits

Select a number of traits for a monster that make sense for their story. Note them down along with their statistics.

Particular combinations of these traits may dramatically increase a monster’s difficulty.

Traits that inflict damage take this damage from the monster’s overall damage listing. If this damage can harm two or more creatures, the damage is halved.

Blindsight. Does not need to see.

Breath Weapon. Can use its action to breathe a particular element type striking 1d4 targets. Creatures who fail a saving throw (DM’s choice of ability) take the creature’s damage value or half damage on a successful one.

Burrowing. Can move underground.

Charm. Can use an action to charm a creature who fails a Wisdom saving throw.

Damage Aura. An enemy who begins their turn near this creature takes 1/8th of the creature’s base damage, taking half damage on a successful saving throw of an ability that makes sense for the aura. This is often used for some elite monsters and most legendary monsters.

Death Touch. Can reduce a target to 0 hit points on a failed saving throw.

Elemental Immunity. Immune to one or more damage types.

Elemental Resistance. Resists one or more damage types.

Disengage. Can disengage as a bonus action.

Fly. Can fly.

Life Drain. Reduces the target’s hit points by half the necrotic damage inflicted on a failed Constitution saving throw.

Magic Resistance. Has advantage on saving throws versus spells and magical effects.

Pack Tactics. Gains advantage on melee attacks when attacking an enemy within 5 feet of an ally.

Petrification. Restrains an enemy who fails a Constitution saving throw. Petrifies them on a second failed Constitution saving throw.

Poison. Poisons an enemy on a failed Constitution saving throw.

Resist Non-Magical Damage. Takes half damage from non-magical bludgeoning, slashing, and piercing damage.

Restrain. Restrains a target on a failed Strength saving throw.

Spell-Like Ability. Can cast one or more spells of a maximum level equal to half of the creature’s level. Include one spell slot for each spell level.

Spiderclimb. Can climb walls and ceilings.

Stealth. Can hide as a bonus action.

Truesight. Sees through invisibility and illusions.