Random Monster Generator (5e Other)

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Alignment (Law-Chaos Axis)[edit]

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.

d10 Alignment
1 Strongly Chaotic
2-3 Chaotic
4-7 Neutral
8-9 Lawful
10 Strongly Lawful

Alignment (Good-Evil Axis)[edit]

d10 Alignment
1 Strongly Evil
2-3 Evil
4-7 Neutral
8-9 Good
10 Strongly Good

Monster Type[edit]

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.

d20 Type
1-2 Aberration
3 Beast
4 Celestial
5-6 Construct
7 Dragon
8-9 Elemental
10 Fey
11-12 Fiend
13-14 Humanoid
15-16 Monstrosity
17 Ooze
18 Plant
19-20 Undead

Size[edit]

A creature's type changes from humanoid to giant if it is Large or larger.

d24 Size
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')

Strength based on size[edit]

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".

Strength based on size
d20 Result Tiny Small Medium Large Huge Gargantuan
1-2 Very weak 1 1d4 2d4 2d6 3d6 4d6DR
3-4 Weak 1d4 2d4 2d6 3d6 4d6DR 2d6 + 8
5-7 Below Average 2d4 2d6 3d6 4d6DR 2d6 + 8 3d6 + 8
8-13 Average 2d6 3d6 4d6DR 2d6+8 3d6+8 2d6+15
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

Dexterity[edit]

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.

Add 2 to the monster's Dexterity score if it is Small or add 4 to the monster's Dexterity score if it is Tiny.

d20 Result Dexterity score
1-2 Very Clumsy 2d6
3-4 Clumsy 3d6 - 2
5-7 Below Average 3d6
8-13 Average 4d6DR
14-16 Above Average 2d6 + 8
17-18 Agile 2d6 + 10
19-20 Very Agile 2d6 + 12

Constitution based on size[edit]

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".

Strength based on size
d20 Result Tiny Small Medium Large Huge Gargantuan
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
8-13 Average 3d6 4d6DR 4d6DR 2d6+8 3d6+8 2d6+15
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)[edit]

To determine a creature's mental ability scores, roll on the following table.

Mental Ability Scores
d100 Result Score
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[edit]

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.

Hit Dice based on size
d20 Tiny
Hit Dice
Small
Hit Dice
Medium
Hit Dice
Large
Hit Dice
Huge
Hit Dice
Gargantuan
Hit Dice
1-2 1 1 1 2 6 10
3-4 1 1 1 3 7 11
5-6 1 1 1 4 8 12
7-8 1 1 2 5 9 13
9-10 1 2 3 6 10 14
11-12 2 3 4 7 11 15
13-14 3 4 5 8 12 16
15 4 5 6 9 13 17
16 5 6 7 10 14 18
17 6 7 8 11 15 19
18 7 8 9 12 16 20
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

Movement[edit]

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) 0.5 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.

d12 Secondary 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) 0.5 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) 0.5 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 10.5 ½, as its bodily form is optimized for rapidly crossing terrain.

Natural Weaponry[edit]

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)
1-3 Bite (Piercing)
4-5 Claw (Slashing)
6-7 Slam (Bludgeoning)
8 Gore (Piercing)
9 Tail (Bludgeoning)
10 Sting (Piercing)
11 Tentacle (Bludgeoning)
12 Pincer (Bludgeoning)

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)
1-2 Bite (Piercing)
3-4 Claw (Slashing)
5-6 Slam (Bludgeoning)
7 Gore (Piercing)
8 Tail (Bludgeoning)
9 Sting (Piercing)
10 Tentacle (Bludgeoning)
11 Pincer (Bludgeoning)
12 Wing (Bludgeoning)
Primary Natural Weapon Damage Based on Size
d20 Tiny Small Medium Large Huge Gargantuan
1-5 1 1 1d4 2d4 3d4 4d4
6-10 1 1d4 1d6 2d6 3d6 4d6
11-12 1d4 1d6 1d8 2d8 3d8 4d8
13-14 1d6 1d8 2d4 4d4 6d4 8d4
15 1d8 2d4 1d10 2d10 3d10 4d10
16 2d4 1d10 1d12 2d12 3d12 4d12
17 1d10 1d12 2d6 4d6 6d6 8d6
18 1d12 2d6 2d8 4d8 6d8 8d8
19 2d6 2d8 3d6 6d6 9d6 12d6
20 2d8 3d6 2d10 4d10 6d10 8d10

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.)

Natural Armor[edit]

d20 Natural
Armor
Grade
AC
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

Senses[edit]

d20 Senses
1-5 Nothing Special
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[edit]

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.

d12 Saving
Throw DC
Alternative
DC
1-2 12 10
3-4 13 11
5-6 14 12
7 15 12
8 16 13
9 17 14
10 18 15
11 19 16
12 20 17

Damage Type[edit]

Roll on this table when a random damage type is called for.

d12 Damage
Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder
11 Water
12 Wind

Special Abilities[edit]

d12 Special Attack Summary
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.

Special Qualities[edit]

d12 Special Quality Summary
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.

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