Monster Generator - CR Edition
Follow these steps when generating a monster.
- Choose an applicable challenge rating (CR) for the monster when compared to existing 5e monsters.
- Choose statistics from the monster stat table.
- Add monster traits that fit the monster’s story.
The following table offers statistics for a monster of a given level. The level of the monster is roughly equivalent to the level of a single character.
| CR | AC/DC | HP | Prof | DPR | # Atks | DPA |
|---|---|---|---|---|---|---|
| 1 | 12 | 25 | +4 | 7 | 2 | 3 |
| 2 | 12 | 40 | +4 | 14 | 2 | 7 |
| 3 | 13 | 55 | +5 | 21 | 2 | 10 |
| 4 | 13 | 70 | +5 | 28 | 2 | 14 |
| 5 | 14 | 85 | +6 | 35 | 2 | 17 |
| 6 | 14 | 100 | +6 | 42 | 3 | 14 |
| 7 | 15 | 115 | +7 | 49 | 3 | 16 |
| 8 | 15 | 130 | +7 | 56 | 3 | 18 |
| 9 | 16 | 145 | +8 | 63 | 3 | 21 |
| 10 | 16 | 160 | +8 | 70 | 3 | 23 |
| 11 | 17 | 175 | +9 | 77 | 3 | 25 |
| 12 | 17 | 190 | +9 | 84 | 3 | 28 |
| 13 | 18 | 205 | +10 | 91 | 4 | 22 |
| 14 | 18 | 220 | +10 | 98 | 4 | 24 |
| 15 | 19 | 235 | +11 | 105 | 4 | 26 |
| 16 | 19 | 250 | +11 | 112 | 4 | 28 |
| 17 | 20 | 265 | +12 | 119 | 4 | 29 |
| 18 | 20 | 280 | +12 | 126 | 4 | 31 |
| 19 | 21 | 295 | +13 | 133 | 4 | 33 |
| 20 | 21 | 310 | +13 | 200 | 4 | 50 |
| 21 | 22 | 325 | +14 | 210 | 4 | 52 |
| 22 | 22 | 340 | +14 | 220 | 4 | 55 |
| 23 | 23 | 355 | +15 | 230 | 4 | 57 |
| 24 | 23 | 370 | +15 | 240 | 4 | 60 |
| 25 | 24 | 385 | +16 | 250 | 4 | 62 |
| 26 | 24 | 400 | +16 | 260 | 4 | 65 |
| 27 | 25 | 415 | +17 | 270 | 4 | 67 |
| 28 | 25 | 430 | +17 | 280 | 4 | 70 |
| 29 | 26 | 445 | +18 | 290 | 4 | 72 |
| 30 | 26 | 460 | +18 | 300 | 4 | 75 |
Adjusting Statistics
Once you have the statistics for the monster, modify them to suit the monster’s unique characteristics.
AC / DC. This column acts as the monster’s default AC and DC for spells or abilities. Instead, you may choose a monster’s AC based on the monster’s story. Thick-hide monsters might have an AC of 14 (the equivalent of scale armor) while one covered in armored plates might have an AC of 20 (the equivalent of plate armor and a shield).
Prof (Proficiency Score). This column acts as the monster’s attack bonus, trained saving throw bonus, or trained ability bonus. When building a monster, choose the abilities in which the monster is proficient based on the monster’s story. Untrained scores fall between -2 and +4. Assume a monster has an initiative bonus of +2.
DPR (Damage Per Round). The column shows the total amount of damage the monster might inflict in a single round assuming all attacks hit. You can choose to split this damage value among different attacks, damaging auras, or areas of effect. Note that damage done to two or more creatures should be at half damage. Thus, if a CR 14 black dragon breathes as its full action, the breath should be for 49 damage.
The # Atks (Number of Attacks) and DPA (Damage Per Attack) columns offer quick guidelines for multiple attacks with damage. If you prefer dice values, subtract 10 from the static damage amount and roll dice: 3d6 plus the remainder of the static amount.
For CR 1 and 2 creatures, roll dice: 1d6 for 3 damage or dice: 2d6 for 7 damage. For example, if a CR 9 warlock has three blasts inflicting 21 damage each, instead you can roll dice: 3d6+11 damage.
For creatures inflicting a mixture of damage types, inflict half the damage as one type and half as another. For example, a CR 13 vampire might inflict 11 damage per attack as bludgeoning and 11 damage as necrotic.
Senses, Languages, and Other Things. These abbreviated stat blocks ignore many of the details found in a traditional 5e stat block. Add other details as needed based on the story of the monster.
Monster Traits
Choose monster traits that fit the story of the monster and note them down along with their statistics. Some combinations of 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.
Legendary and Mythic Monsters
Legendary versions of monsters gain the following traits:
- They have three uses of legendary resistance per day, letting them turn a failed saving throw into a success.
- They have three legendary actions. These legendary actions often let them move without provoking opportunity attacks and let them make an attack. To make up for these extra attacks, remove two of the monster’s normal attacks.
Mythic monsters act like two monsters fought back-to-back. When a monster is reduced to zero hit points, it returns with full hit points and removes all current status effects. You may choose to increase its damage with a new thematic attack as well. Consider giving it one additional attack’s worth of damage or treating its damage as though it were one or two challenge ratings higher.