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Creating Monsters

The monster creation form is organized into three tabs: Details, Actions, and Legendary. This guide walks through each section of the interface.

The Details tab contains all the core monster statistics.

The first row contains the monster’s basic identity:

Field Description Expression Support
Name The monster’s name (required) No
Alignment Moral alignment (dropdown) No
Creature Type Aberration, Beast, Celestial, etc. (dropdown) No
Monster Subtypes Tags like “devil”, “demon” (multi-select) No
Image File upload only (no direct URL input) No

Six ability score inputs, each showing the raw score and calculated modifier:

Field Range Example
Str 1-30 18 (+4)
Dex 1-30 14 (+2)
Con 1-30 16 (+3)
Int 1-30 10 (+0)
Wis 1-30 12 (+1)
Cha 1-30 8 (-1)

The modifier is calculated automatically: floor((score - 10) / 2)

A popover button that opens a panel to configure saving throw proficiencies.

Expression Support: Yes

You can use math notation to modify saving throws:

prof # Just proficiency
prof + 2 # Proficiency plus bonus
prof * 2 # Double proficiency (expertise)

The display shows the computed value: “Str +6, Con +5, Wis +3”

Field Description Expression Support
AC Armor Class - can include description Yes
Hit Die Dice expression for HP Yes
Avg HP Auto-calculated from Hit Die + CON No (computed)

AC Examples:

17 (natural armor)
15 (chain mail)
10 + dex
13 + dex (studded leather)

Hit Die Examples:

4d8
10d10
21d12

The Avg HP is automatically calculated: dice average + (CON modifier × number of dice)

Field Description Expression Support
CR Challenge Rating (dropdown: 0, 1/8, 1/4, 1/2, 1-30) No
P.Bonus Proficiency bonus (auto-calculated from CR) No (computed)
Role Monster role: Ambusher, Artillery, Brute, etc. No
Size Tiny, Small, Medium, Large, Huge, Gargantuan No
Field Description Expression Support
Condition Immunities Multi-select of conditions No
Damage Adjustments Resistances, immunities, vulnerabilities with notes No
Languages Multi-select with custom option No

Damage Adjustment Format:

  • Select damage type + adjustment type (resistance/immunity/vulnerability)
  • Add optional notes like “from nonmagical attacks”
Field Description Expression Support
Speeds Walk, Burrow, Climb, Fly, Swim (in ft.) No
Senses Blindsight, Darkvision, Tremorsense, Truesight (in ft.) No
Skills All 18 skills with expression support Yes

Skills - Expression Support: Yes

Opens a popover with all 18 skills. You can use expressions:

prof # Proficient
prof * 2 # Expertise
prof + 2 # Proficient with bonus

The display shows computed values: “Perception +8, Stealth +6”

The Actions tab contains four markdown text areas for different action types:

Field Description
Traits Passive abilities like “Amphibious” or “Magic Resistance”
Actions Standard actions including attacks and abilities
Bonus Actions Bonus action abilities
Reactions Reactive abilities like “Parry” or “Uncanny Dodge”

Actions are written in Markdown with expressions embedded in curly braces {}:

**Bite.** _Melee Weapon Attack:_ {Hit prof + str} to hit,
reach 10 ft., one target. _Hit:_ {2d10 + str piercing}.

The expressions will be parsed and displayed with computed values in the statblock preview.

Inside monster action textareas, press Cmd/Ctrl + K and choose Monster Action Wizard for a guided template flow.

The wizard prompts for:

  1. Delivery (Melee, Ranged, or Melee or Ranged)
  2. Family (Weapon, Spell, or Power)
  3. Reach/range
  4. Damage type
  5. Action name

The ability stat is inferred automatically from the monster’s scores:

  • Weapon actions use the higher of str or dex.
  • Spell and power actions use the highest of int, cha, or wis.

Generated output uses this style:

**_Tail._** _Melee Weapon Attack:_ {Hit prof + str} to hit, reach 15 ft., one target. _Hit:_ {2d8 + str bludgeoning}.
**_Psionic Bolt (1st-Order Power)._** _Ranged Power Attack:_ {Hit prof + int} to hit, range 120 ft., one target. _Hit:_ {2d8 + int force}.
**_Arcane Staff._** _Melee or Ranged Spell Attack:_ {Hit prof + int} to hit, reach 5 ft. or range 30 ft., one target. _Hit:_ {2d8 + int lightning}.
Expression Type Syntax Example
Attack Roll {Hit <modifier>} {Hit prof + str}
Damage {<dice> <type>} {2d6 + str slashing}
Save DC {DC <value> <SAVE>} {DC 8 + prof + con DEX}
Multi-damage {<dice> <type> + <dice> <type>} {2d6 slashing + 2d6 fire}
**Longsword.** _Melee Weapon Attack:_ {Hit prof + str} to hit,
reach 5 ft., one target. _Hit:_ {1d8 + str slashing}, or
{1d10 + str slashing} if used with two hands.
**Fire Breath (Recharge 5-6).** The dragon exhales fire in a
60-foot cone. Each creature in that area must make a
{DC 8 + prof + con DEX}, taking {12d6 fire} on a failed save,
or half as much damage on a successful one.

The Legendary tab contains four additional action type fields for powerful creatures:

Field Description
Legendary Actions Actions that can be taken at the end of other creatures’ turns
Mythic Actions Actions available after mythic trait triggers
Villain Actions MCDM-style villain actions for dramatic encounters
Lair Actions Actions tied to the creature’s lair

These fields use the same Markdown + expression syntax as the Actions tab.

Inside each Legendary tab textarea, press Cmd/Ctrl + K to open a section-specific scaffold wizard:

  • Legendary Actions -> Legendary Actions Wizard
  • Mythic Actions -> Mythic Actions Wizard
  • Villain Actions -> Villain Actions Wizard
  • Lair Actions -> Lair Actions Wizard

Each wizard inserts a starter block that automatically uses the current monster name.

The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn.
**Detect.** The dragon makes a Wisdom (Perception) check.
**Tail Attack.** The dragon makes a tail attack:
{Hit prof + str} to hit, {2d8 + str bludgeoning}.
**Wing Attack (Costs 2 Actions).** Each creature within 15 feet
must succeed on a {DC 8 + prof + str DEX} or take
{2d6 + str bludgeoning} and be knocked prone.

As you edit the monster, a live Statblock preview shows how the monster will appear. The preview:

  • Renders all computed values from expressions
  • Shows the full formatted statblock
  • Updates in real-time as you make changes

Click the Save button to save your monster. The system will:

  1. Validate all required fields
  2. Compute the crNum from CR for sorting
  3. Parse and validate all expressions
  4. Save to your homebrew bestiary