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 Attacks
- 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, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.|
|1-2||Magic Resistance||The monster has advantage on saving throws against spells and other magical effects.|