Creating Monsters
The monster creation form is organized into three tabs: Details, Actions, and Legendary. This guide walks through each section of the interface.
Details Tab
Section titled “Details Tab”The Details tab contains all the core monster statistics.
Identity Row
Section titled “Identity Row”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 |
Ability Scores Row
Section titled “Ability Scores Row”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)
Saving Throws
Section titled “Saving Throws”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 proficiencyprof + 2 # Proficiency plus bonusprof * 2 # Double proficiency (expertise)The display shows the computed value: “Str +6, Con +5, Wis +3”
Combat Stats Row
Section titled “Combat Stats Row”| 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 + dex13 + dex (studded leather)Hit Die Examples:
4d810d1021d12The Avg HP is automatically calculated: dice average + (CON modifier × number of dice)
Classification Row
Section titled “Classification Row”| 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 |
Defenses Row
Section titled “Defenses Row”| 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”
Movement & Senses Row
Section titled “Movement & Senses Row”| 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 # Proficientprof * 2 # Expertiseprof + 2 # Proficient with bonusThe display shows computed values: “Perception +8, Stealth +6”
Actions Tab
Section titled “Actions Tab”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” |
Writing Actions with Expressions
Section titled “Writing Actions with Expressions”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.
Cmd/Ctrl + K Template Wizard
Section titled “Cmd/Ctrl + K Template Wizard”Inside monster action textareas, press Cmd/Ctrl + K and choose
Monster Action Wizard for a guided template flow.
The wizard prompts for:
- Delivery (
Melee,Ranged, orMelee or Ranged) - Family (
Weapon,Spell, orPower) - Reach/range
- Damage type
- Action name
The ability stat is inferred automatically from the monster’s scores:
- Weapon actions use the higher of
strordex. - Spell and power actions use the highest of
int,cha, orwis.
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 Syntax in Actions
Section titled “Expression Syntax in Actions”| 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} |
Example: Complete Attack Action
Section titled “Example: Complete Attack Action”**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.Example: Breath Weapon
Section titled “Example: Breath Weapon”**Fire Breath (Recharge 5-6).** The dragon exhales fire in a60-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.Legendary Tab
Section titled “Legendary Tab”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.
Cmd/Ctrl + K Section Wizards
Section titled “Cmd/Ctrl + K Section Wizards”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.
Example: Legendary Actions
Section titled “Example: Legendary Actions”The dragon can take 3 legendary actions, choosing from theoptions below. Only one legendary action option can be usedat 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 feetmust succeed on a {DC 8 + prof + str DEX} or take{2d6 + str bludgeoning} and be knocked prone.Live Preview
Section titled “Live Preview”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
Saving Your Monster
Section titled “Saving Your Monster”Click the Save button to save your monster. The system will:
- Validate all required fields
- Compute the
crNumfrom CR for sorting - Parse and validate all expressions
- Save to your homebrew bestiary