Random Monster Generator (5e Other)
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- 1 Alignment (Law-Chaos Axis)
- 2 Alignment (Good-Evil Axis)
- 3 Monster Type
- 4 Size
- 5 Strength based on size
- 6 Dexterity
- 7 Constitution based on size
- 8 Mental Ability Scores (Intelligence, Wisdom, and Charisma)
- 9 Hit Dice based on size
- 10 Movement
- 11 Natural Weaponry
- 12 Natural Armor
- 13 Senses
- 14 Saving Throw DC
- 15 Damage Type
- 16 Special Abilities
- 17 Special Qualities
Alignment (Law-Chaos Axis)
There is no mechanical difference per se between a monster that is "strongly" (alignment) and just (alignment), but the distinction is still useful as a roleplaying guide. For example, some monsters may be unambiguously more evil (or good, lawful, chaotic) than others.
Alignment (Good-Evil Axis)
Roll a d10; On a 1-9, roll once on the following table. On a 10, roll twice and combine the results; the monster is considered to be both types.
A creature's type changes from humanoid to giant if it is Large or larger.
|1||Tiny ( less than 1')|
|2||Tiny (1' - 2')|
|3-4||Small (2' - 3')|
|5-6||Small (3' - 4')|
|7-9||Medium (4' - 6')|
|10-12||Medium (6' - 8')|
|13-15||Large (8' - 12')|
|16-18||Large (12' - 16')|
|19-20||Huge (16' - 24')|
|21-22||Huge (24' - 32')|
|23||Gargantuan (32' - 48')|
|24||Gargantuan (48' - 64')|
To determine a creature's Strength score, cross-reference its size with the result of a die roll. On the chart, DR is shorthand for "drop the lowest".
|3-4||Weak||1d4||2d4||2d6||3d6||4d6DR||2d6 + 8|
|5-7||Below Average||2d4||2d6||3d6||4d6DR||2d6 + 8||3d6 + 8|
|14-16||High Average||3d6||4d6DR||2d6+8||3d6+8||2d6+15||1d6 + 24|
|17-18||Strong||4d6DR||2d6+8||3d6+8||2d6 + 15||1d6 + 24||1d4 + 26|
|19-20||Very Strong||2d6+8||3d6 + 8||2d6 + 15||1d6 + 24||1d4 + 26||30|
Monsters' Dexterity scores seem to be conservative in 5e, and not vary as much as Strength or Constitution scores. Size doesn't seem to have much of an effect on Dexterity; even for huge creatures which should be clumsy and ungainly, anything lower than a 9 is rare.
|3-4||Clumsy||3d6 - 2|
|14-16||Above Average||2d6 + 8|
|17-18||Agile||2d6 + 10|
|19-20||Very Agile||2d6 + 12|
Constitution based on size
Constitution generally seems to be correlated with Strength, with the exception that even tiny, physically weak creatures rarely have a negative Constitution modifier. Thus, Constitution scores "bottom out" at a higher level than Strength does.
To determine a creature's Constitution score, cross-reference its size with the result of a die roll. On the chart, DR is shorthand for "drop the lowest".
|1-2||Very Frail||3d6 - 4||3d6 - 4||3d6 - 4||3d6 - 2||4d6DR||4d6DR|
|3-4||Frail||3d6 - 2||3d6 - 2||3d6 - 2||3d6 - 2||4d6DR||2d6 + 8|
|5-7||Below Average||3d6 - 2||3d6||3d6||4d6DR||2d6 + 8||3d6 + 8|
|14-16||Above Average||4d6DR||4d6DR||2d6+8||3d6+8||2d6+15||1d6 + 24|
|17-18||Hearty||4d6DR + 2||4d6DR + 2||2d6 + 10||2d6 + 15||1d6 + 24||1d4 + 26|
|19-20||Very Hearty||4d6DR + 4||4d6DR + 4||2d6 + 12||1d6 + 24||1d4 + 26||30|
Mental Ability Scores (Intelligence, Wisdom, and Charisma)
To determine a creature's mental ability scores, roll on the following table.
|1-5||Nonsentient||Intelligence 1, Wisdom 3d6, Charisma 1|
|6-10||Animal Intelligence||Intelligence 1d4, Wisdom 3d6, Charisma 2d6|
|11-15||Very Low Mentality||Intelligence 2d4, Wisdom 2d4, Charisma 2d4|
|16-25||Low Mentality||Intelligence 2d6, Wisdom 2d6, Charisma 2d6|
|26-35||Below Average||Intelligence 3d6, Wisdom 3d6, Charisma 3d6|
|36-65||Average||Intelligence 4d6DR, Wisdom 4d6DR, Charisma 4d6DR|
|66-85||Above Average Mentality||Intelligence 2d6 + 8, Wisdom 2d6 + 8, Charisma 2d6 + 8|
|86-95||Genius Mentality||Intelligence 3d6 + 8, Wisdom 3d6 + 8, Charisma 3d6 + 8|
|96-99||Super-Genius Mentality||Intelligence 2d6 + 15, Wisdom 2d6 + 15, Charisma 2d6 + 15|
|100||Godlike Mentality||Intelligence 1d6 + 24, Wisdom 1d6 + 24, Charisma 1d6 + 24|
Hit Dice based on size
Generally, it seems like larger monsters have more hit dice.
Hit Points per Hit Die: 1d4 for Tiny monsters, 1d6 for Small monsters, 1d8 for Medium monsters, 1d10 for Large monsters, 1d12 for Huge monsters, and 1d20 for Gargantuan monsters.
|19||8 + 1d10||9 + 1d10||10 + 1d10||12 + 1d10||16 + 1d10||20 + 1d10|
|20||18 + 1d10||19 + 1d10||20 + 1d10||22 + 1d10||26 + 1d10||30 + 1d10|
A creature's Basic Movement Rate (BMR) is as follows:
- Tiny: 10 feet
- Small: 20 feet
- Medium: 30 feet
- Large: 40 feet
- Huge: 50 feet
- Gargantuan: 60 feet
Be creative! Especially for such exotica as constructs, "limbs" do not have to necessarily be legs; they could be treads or wheels. A creature that is solely aquatic or only a flier might not even have legs.
|d20||The creature primarily moves...||Primary Speed|
|1-6||On land using two limbs (bipedal)*||Walk BMR|
|7-12||On land using more than two limbs (multipedal)||Walk BMR (special)|
|13-14||On land by creeping, slithering, bouncing, or rolling with its body or tail||Walk BMR|
|15-17||Through water by swimming||Swim BMR|
|18-20||Through the air by flying||Fly BMR|
*Pure humanoids are automatically bipedal; no rolling is neccessary.
Next, roll on the following chart to determine the monster's modified primary speed:
|d10||Description | Modifier|
|1||Sluggish | Primary speed = BMR - (1d6x5) feet, minimum 5 feet|
|2-3||Slow | Primary speed = BMR - (1d4x5) feet, minimum 5 feet|
|4-7||Average | Primary Speed = BMR + (1d3-1d3)x5 feet, minimum 5 feet|
|8||Fast | Primary Speed = BMR + 1d4x5 feet|
|9||Very Fast | Primary Speed = BMR + 1d6x5 feet|
|10||Speed Demon! | Primary Speed = BMR + 2d6x5 feet|
If a monster's primary movement is not walking, there is a 50% chance (4-6 on a d6) that the monster can walk as a form of secondary movement. If that is the case, roll 1d6. The monster can walk at (1-3) 1/3 or (4-6)½ it's primary speed.
After following the previous step, if necessary, roll 1d6. On a 5-6, the creature has one or more forms of secondary movement. Roll on the following table to determine the creature's alternative mode(s) of movement.
|1||The monster can walk at a speed equal to its primary speed.|
|2||The monster has a jumping speed equal to its primary speed.|
|3||The monster has a climbing speed equal to its primary speed.|
|4||The monster has a swimming speed equal to its primary speed.|
|5||The monster has a climbing speed equal to its primary speed. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.|
|6||The monster does not expend additional movement across one or more forms of difficult terrain.|
|7||Roll 1d6. The monster has a burrowing speed equal to (1-2) 1/3, (3-4)½, or (5-6)} its full primary speed.|
|8||Roll 1d6. The monster has a burrowing speed equal to (1-2) 1/3, (3-4)½, or (5-6)} its full primary speed. It can tunnel through rock and stone in addition to softer materials such as dirt.|
|9||The monster has a Glide Speed equal to its primary speed.|
|10||Roll 1d6. The monster has a flying speed equal to (1-2) half its primary speed, (3-4) its primary speed, or (5-6) twice its primary speed.|
|11||The monster can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.|
|12||Roll twice more, rerolling duplicate or redundant results.|
After resolving all other calculations, a multipedal creature's land speed is multiplied by 1½, as its bodily form is optimized for rapidly crossing terrain.
Bipedal creatures have a 50% chance (1-3 on 1d6) of having no natural weapons, relying on unarmed strikes or manufactured weapons.
|d12||Primary Natural Weapon (Damage Type)|
After determining a creature's primary natural weapon (if any), roll 1d10. On a 1-4, the creature has no secondary natural weapons. On a 5-7, it has one secondary natural weapon. On a 8-9, it has three secondary attacks. On a 10, it has four.
|d12||Secondary Natural Weapon (Damage Type)|
The damage of a monster's secondary natural weapon(s) are relative to the damage of a monster's primary natural weapons.
|d6||Secondary Natural Weapon Damage|
|1-3||Half the damage of a primary natural weapon|
|4-5||Two steps smaller (2d6 -> 1d10 -> 1d6, etc.)|
|6||One step smaller (2d6 -> 1d12 -> 1d10, etc.)|
|1-5||0||10 + Dexterity modifier|
|6-7||1||11 + Dexterity modifier|
|8-9||2||12 + Dexterity modifier|
|10-11||3||13 + Dexterity modifier|
|12||4||14 + Dexterity modifier|
|13||5||15 + Dexterity modifier|
|14-15||1A||11 + Dexterity modifier + Constitution modifier|
|16-17||2A||12 + Dexterity modifier + Constitution modifier|
|18||3A||13 + Dexterity modifier + Constitution modifier|
|19||4A||14 + Dexterity modifier + Constitution modifier|
|20||5A||15 + Dexterity modifier + Constitution modifier|
|6-10||Darkvision (range 1d4x30 feet); 1 in 4 chance (4 on 1d4) that magical darkness doesn't impede the monster's darkvision.|
|11-12||Blindsight (range 1d4x15 feet)|
|13-14||Blindsight (range 1d4x30 feet); 1 in 4 chance (4 on 1d4) that the monster is blind beyond this radius.|
|14||Truesight (range 1d4x30 feet)|
|15||The monster has all-around vision; it can see in a 360-degree radius around it.|
|16||The monster can see through one or more obscuring factors other than darkness (e.g. fog, sand, or smoke) as if the monster's vision wasn't obscured.|
|17||The monster can see into and through solid matter (x-ray vision) to a range of 1d4x30 feet. Its vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.|
|18||The monster can continuously detect evil and good.|
|19||The monster knows if it hears a lie.|
|20||Roll twice more on this chart.|
Saving Throw DC
Add +1 to the DC if the monster has 5 or more hit dice, add +2 to the DC if the monster has 11 or more hit dice, or add +3 to the DC if the monster has 17 or more hit dice.
Roll on this table when a random damage type is called for.
|1-2||Damaging Aura||At the start of each of the monster's turns, each creature within 5 feet of it takes 10 (3d6) damage. A creature that touches the monster or hits it with a melee attack while within 5 feet of it takes 10 (3d6) damage.|
|3-4||Breath Weapon||As an action, the monster exhales elemental energy in either a cone or line, size depending on the size of the creature. Fire, acid, lightning, and force require Dexterity saving throws. Cold, poison, radiant, necrotic, and thunder require Constitution saving throws. Psychic requires Intelligence saving throws. The damage dealt is dependent on size: Tiny (2d6), Small (4d6), Medium (7d6), Large (16d6), Huge (18d6), and Gargantuan (26d6)|
|5-6||Elemental Weapons||The monsters weapon attacks, be they natural or weapons, deal an additional 2d6 elemental damage.|
|7-8||Innate Spellcasting||The monster can innately cast spells, using either Inteligence, Wisdom, or Charisma for DCs and spell attack rolls. The monster has 1d4 spells it can cast at will, 1d4 spells it can cast 3 times per day each, and 1d2 spells it can cast once per day. You decide which spells, or use a random spell table.|
|9-10||Frightening Presence||As an action, the monster can attempt to frighten as many targets it can see within 30 feet of it (60 feet if Huge or larger). The targets must succeed on a Wisdom saving throw (DC = Monsters Charisma bonus + 8 + proficiency bonus), or be frightened of the monster for 1 minute. A target that succeeds on this saving throw is immune to the monster's frightening presence for 24 hours.|
|11||Charm||The monster attempts to charm one target it can see within 60 feet of it. The target must succeed on a Wisdom saving throw (DC = Monster's Charisma bonus + 8 + proficiency bonus) or be charmed by the monster for 1 minute. The target can attempt the saving throw again at the end of each of its turns. Once a target has succeeded on the saving throw, they are immune to the monster's charm for 24 hours.|
|12||Healing Touch||The monster touches a creature, healing them for 18 (4d8) hit points.|
|1-2||Magic Resistance||The monster has advantage on saving throws against spells and other magical effects.|
|3-4||Amphibious||The monster can breath air and water.|
|5-6||Camouflage||The monster has advantage on Dexterity (Stealth) checks to hide in its home environment.|
|7||Damage Absorbtion||When the monster is subjected to an elemental damage type, it takes no damage and instead regains a number of hit points equal to the elemental damage taken.|
|8||Illumination||The monster emits a radius of bright light, and dim light beyond that.|
|9||Keen Senses||The monster has advantage on Wisdom (Perception) checks made with two of its senses.|
|10||Pack Tactics||The monster has advantage on attacks rolls against a target if an ally of the monster is adjacent to the target and is not incapacitated.|
|11||Regeneration||The monster regains a number of hit points at the start of its turn, as long as it has 1 hit point remaining.|
|12||Shapechanger||The monster can use an action to transform into something.|