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Bump for visibility! Last I checked, this is still the only program that does what it does. I have updated in a while but it's a pretty stable version now.


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So one of the main reasons I developed Monster Generator was for my own use back when I was a DM. I needed to make a boatload of monsters for a Castlevania-themed campaign at varying CRs that they weren't in the books.

For example, it made sense to have a mimic in the later parts of the dungeon but the one in the SRD is pitifully weak for level 15 characters. Enter the Castlevania Mimic:

Spoiler:

Castlevania Mimic CR 15
XP 51200
*A Medium Aberration
Init +8; Senses Darkvision 60ft; Perception +29
------------------------------
DEFENSE
------------------------------
AC 31, touch 15, flat-footed 26 (+4 Dex, +1 dodge, +16 natural)
hp 225 (18d8+144)
Fort +15, Ref +10, Will +18
DR 10/- Immunities Sleep, Acid Resist Cold 10, Electricity 10, Fire 10
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee 6 slams +24 (1d6+10 plus Paralysis) , 4 tentacles +21 (1d6+10)
Space 5 ft.; Reach 10 ft.
Spell-Like Abilities (CL 18; concentration +23)
The save DC against a Castlevania Mimic's spells is 15+ spell level. A Castlevania Mimic's spells use Wisdom as the primary casting attribute.
At Will: Alter Self
3/day: Detect Life
1/day: Beast Shape IV
Special Attacks Grab (slam), Constrict (1d6+10), Paralysis (2d6 rounds, DC 21), Adhesive (DC 29)
------------------------------
STATISTICS
------------------------------
Str 30, Dex 18, Con 24, Int 14, Wis 20, Cha 14
Base Atk +13; CMB +23 (+27 grapple); CMD 37
Feats Dodge, Great Fortitude, Improved Grapple, Improved Initiative, Iron Will, Multiattack, Skill Focus (Perception), Toughness, Weapon Focus (slam)
Skills: Bluff +23, Disguise +20, Intimidate +23, Knowledge (religion) +20, Perception +26, Stealth +25
Languages Common
SQ Aberration Traits, Amorphous Anatomy
------------------------------
SPECIAL ABILITIES
------------------------------
Adhesive (Ex)
A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 29 Reflex save. A successful DC 29 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.

Grab (Ex)
If a Castlevania Mimic hits with its slam attack(s), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size Medium or smaller.
The Castlevania Mimic has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Constrict (Ex)
Castlevania Mimic can crush an opponent, dealing 1d6+10 bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage).

Paralyze (Su)
When a Castlevania Mimic hits a target with its slam attack(s), the victim is rendered immobile for 2d6 rounds. The target is allowed a DC 21 fortitude save to negate the paralysis effect. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. The save DC is charisma-based.

Change Shape (Su)
A Castlevania Mimic has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as up to a level 6 polymorph spell (the type of which matches the form it can change into), but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely.

Amorphous Anatomy (Ex)
A Castlevania Mimic's vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the Castlevania Mimic is a willing target). A Castlevania Mimic automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.


@Gwenton: That's probably the saddest monster I've heard of from the random generator for months. They tend to be pretty wacky and weak but it's like a whole other level!


Thank you =)


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Hello everyone~ Just wanted to let a new crowd of people see the program. It's still a great, free way to save time making enemies! I clicked random a few times and then fiddled with what it gave me to make this guy:

White Pixsunsaut CR 2
XP 600
N Small Humanoid
Init +3; Senses Low-Light Vision; Perception +0
------------------------------
DEFENSE
------------------------------
AC 14, touch 14, flat-footed 11 (+1 size, +3 Dex)
hp 14 (3d8+0)
Fort +1, Ref +6, Will +1
Defensive Abilities Uncanny Dodge
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee unarmed +3 (1d2-1)
Ranged longbow (ranged) +7 (1d6-1/x3 plus poison)
Spell-Like Abilities (CL 3; concentration +5)
The save DC against a White Pixsunsaut's spells is 12+ spell level. A White Pixsunsaut's spells use Charisma as the primary casting attribute.
At Will: Ghost Sound
3/day: True Strike
Special Attacks Poison (Ex) (longbow-injury save DC 11, frequency 1/round for 6 rounds, effect 1d3 Dex damage, cure 2 consecutive saves)
------------------------------
STATISTICS
------------------------------
Str 8, Dex 16, Con 11, Int 10, Wis 10, Cha 14
Base Atk +2; CMB +0; CMD 13
Feats Stealthy, Weapon Focus (longbow)
Skills: Profession (choose one) +6, Stealth +8
Languages Common
SQ Humanoid Traits
------------------------------
ECOLOGY
------------------------------
Environment: Temperate Swamps
Organization: Solitary or Pair(2)
Treasure: Standard plus Masterwork Heavy Crossbow

The White Pixsunsaut has dull white skin with thin hairs all over their skin. A White Pixsunsaut will frequently stalk travelers and try to steal from them, making them a terrible nuisance.


Thanks Ocean =P

@Mike J - I'll add the weapon finesse thing to the list. Scaling HD manually might be nice if you were just going for monster stats... hm. That'd need to be a whole other feature though. I could add it in, but I'd have to figure out a good way to do it.


bump for visibility~ I like the feedback so far =)


Seems like most people are having fun with the random monster button, which is good. =) The program is also good for finding balanced stats for monsters you have ideas for.

To show how close it normally is to the actual balancing of PF monsters from their bestiary, I recreated a Belblith from the Monster Manual. It was quite close, I marked all the differences with brackets.

Beblith CR 10
XP 9600
CE Huge Outsider (Chaotic, Evil, Extraplanar)
Init +5; Senses Scent, Darkvision 60ft; Perception +17

DEFENSE
AC 22, touch 9, flat-footed 21 (-2 size, +1 Dex, +13 natural)
hp 163 (13d10+91) [1 more HD, causes some number changes]
Fort +11, Ref +11, Will +11 [Belblith uses fort/ ref instead of ref/will]
DR 10/Good

OFFENSE
Speed 50 ft., climb 50 ft. [speed a little faster]
Melee bite +20 (2d6+9 plus poison) , 2 claws +15 (1d8+9/19-20,x2)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 13; concentration +14)
The save DC against a Beblith's spells is 11+ spell level. A Beblith's spells use Charisma as the primary casting attribute.
At Will: Plane Shift
3/day: Wall of Force [Extra 3/day SLA]
Special Attacks Web (+12 Ranged, DC 23, 13 hp), Poison (Ex) (bite-injury save DC 23, frequency 1/round for 6 rounds, effect 1d6 Con damage, cure 2 consecutive saves) [Dismantle Armor, Penetrating Strike not listed]

STATISTICS
Str 28, Dex 12, Con 24, Int 10, Wis 12, Cha 12
Base Atk +13; CMB +24; CMD 35 (47 vs. trip)
Feats Cleave, Improved Critical (claw), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Skills: Acrobatics +18, Climb +22, Perception +17, Sense Motive +17, Stealth +17, Survival +14; Racial Modifiers Stealth +4
Languages Common, Telepathy 100ft
SQ Outsider Traits

[ended with 6 extra PP, which roughly corresponds to not being able to add Dismantle Armor and Penetrating Strike]


@137ben: the options like ignore AP cap and ignore PP cap were moved to the 'Options' menu up next to the file menu. It was to try and clean up the interface.

The other print options were moved up there as well (basically anything with a checkbox).

@Adam Daigle: Yeah it's pretty hilarious what the random generation makes sometimes... The random descriptions were particularly fun for me to do haha.

@DarthPinkHippo: I haven't tested this on any mobile devices, so most likely not.


I'm really curious what people are actually making with the program... if anyone would care to post examples of things they've done I'd be interested =P


@Azten: the program requires Java 1.6 to run, which I know is on Mac OS X but I don't know what OS the ipad uses.

Did it give you any specific errors?


bump for visibility~


Glad you appreciate it =) let me know if you like the save feature, it took some doing.

I've been working on a fantasy card game as well that I'll be releasing as open source at the end of the month, as a project I'm doing to see how much I can make in one month of a game lol. I'll let you know when it's done here.


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I have some good news...
Version 1.02 is done! The primary difference is that I changed the UI to include a File and Options menu, and now you can save/ open monsters within the generator.
As always, you can download the new version here: Download Monster Generator.
I wasn't that active on working on this for a while, but I did have some more things I wanted to include in the generator so I just went ahead and finished up this version for you all. Let me know how you like the new features!

Happy Monster Generating!

Update Notes for Version 1.02:
Added the ability to save a monster between sessions, and open a monster you've previously worked on.
Added the power Mindless (intelligent only) to make monsters that are not normally mindless lose their intelligence score.
Added an error notifications for when r_feats files are missing.
Changed the interface! Added a File and an Options menu. Randomize Remaining Choices and RESET ALL have swapped places, and all of the options which had checkboxes before are now stored inside the options dropdown menu.
Changed swarm monsters to display swarm attack instead of their regular attacks, rather than in addition to them.
Changed powers, skills, and feats added to display the added item in current item's respective menu immediately.
Fixed a bug where swarm monsters were using the incorrect size value for their AC.
Fixed a bug where poison immunity was not printing in PF format.
Fixed smite selection box to say 'Select an Alignment for Smite'.
Fixed the spelling of 'Camouflage'.
Fixed a bug where offhand attacks were not reseting to the default label on removal.
Fixed a bug where offhand attacks were not being disabled when the feat was removed.
Fixed a bug where 'Randomize Remaining Choices' was not spotting chosen subtypes past the first spot when the first spot was empty.
Fixed a bug where 'Use Recommended Skills' was not updating the current skills available after selecting recommended skills.


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With a little modification, this monster has almost completely random powers. It's a good example of how you can supply the main features and then click on 'Randomize Remaining Choices' in order to fill in all the blanks and make monster development easier. Upon very close inspection a few choices might not make sense (like how it can summon a daemon despite being a devil), but overall the monster is fine and he'd work to sub into a game quickly, which is the intention of random monsters.

Bugendeene Lancer CR 16
XP 76800
LE Large Outsider (Devil, Evil, Lawful)
Init +8; Senses See in Darkness, Darkvision 60ft; Perception +31
Auras Elusive Aura

DEFENSE
AC 30, touch 13, flat-footed 26 (-1 size, +4 Dex, +17 natural)
hp 287 (19d10+182)
Fort +16, Ref +15, Will +19
DR 5/Cold Iron Immunities Fire Resist Acid 10, Cold 10

OFFENSE
Speed 50 ft.
Melee +5 lance +33/+28/+23/+18 (2d6+15/x3 plus 1 Con damage) , 2 wings +23 (1d4+10) , tail lash +23 (1d8+10)
Space 10 ft.; Reach 10 ft.

1/day-Summon (level 7, 1 Temerdaemon, 110%)

Cleric spells prepared: (CL 12, Concentration +18)
Domains: sun, knowledge
6th-(DC 22) Fire Seeds, Planar Ally, Heroes' Feast, Greater Dispel Magic
5th-(DC 21) Flame Strike, Atonement, Commune(2), Plane Shift
4th-(DC 20) Fire Shield, Poison, Chaos Hammer(2), Repel Vermin
3rd-(DC 19) Speak With Dead, Cure Serious Wounds, Speak with Dead, Bestow Curse, Meld into Stone, Dispel Magic, Animate Dead
2nd-(DC 18) Heat Metal, Remove Paralysis, Bull's Strength, Status, Make Whole
1st-(DC 17) Comprehend Languages, Deathwatch, Magic Stone, Protection From Chaos/Evil/Good/Law, Cause Fear, Obscuring Mist, Detect Chaos/Evil/Good/Law
0th-(DC 16) Light(2), Detect Magic, Stabilize

Special Attacks Wounding Attack (1 Con), 1d6 Sneak Attack

STATISTICS
Str 30, Dex 18, Con 26, Int 20, Wis 22, Cha 20
Base Atk +19; CMB +30; CMD 44
Feats Cleave, Combat Reflexes, Great Fortitude, Improved Initiative, Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Skill Focus (Perception), Vital Strike
Skills: Craft (choose one) +30, Diplomacy +24, Knowledge (religion) +27, Knowledge (religion) +27, Knowledge (religion) +27, Knowledge (religion) +27, Knowledge (religion) +27, Knowledge (religion) +27, Knowledge (religion) +27, Perception +28, Sense Motive +28
Languages Common, Telepathy 100ft
SQ Outsider Traits, Freedom of Movement, Pass Without Trace, Constructed, Does not Breathe

SPECIAL ABILITIES
Summon Monster (Sp)
A Bugendeene Lancer can summon its kin as the Summon Monster spell. Using this ability, a Bugendeene Lancer has a 110% chance to summon a Temerdaemon. This ability functions as a level 7 spell. A Bugendeene Lancer can only use this ability once per day. Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return from whence they came after 1 hour. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. No experience points are awarded for defeating summoned monsters.

+5 lance
A Bugendeene Lancer wields a +5 lance, the bonuses are included in its stats above.

Wounding Attack (Ex)
When a Bugendeene Lancer hits a target with its lance attack(s), it badly damages their body. Each attack inflicts 1 constitution damage in addition to any other effects of the attack. If a Wounding Attack scores a critical hit, the target instead takes 2 constitution damage (or more, if the attack's critical multiplier is higher than x2).

Constructed (Ex)
Although living, a Bugendeene Lancer's body is constructed from physical components and in many ways it functions as a construct. For the purposes of effects targeting creatures by type, a Bugendeene Lancer counts as both a Outsider and a Construct. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Bugendeene Lancers are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or negative levels. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.

Elusive Aura (Su)
A Bugendeene Lancer exudes an 20 ft aura that affects all creatues within the area as if by a 'Nondetection' spell. The caster level check to attempt divination on creatures within the aura is 34.

ECOLOGY
Environment: The Nine Hells
Organization: Solitary or Phalanx (6)
Treasure: Standard

With its blue skin and heavy armor, always caked with dirt, a Bugendeene Lancer is normally on the front lines against demons. A Bugendeene Lancer is known for its honorable ways, they are always unbiased in their dealings and follow their orders. They're a very stable addition to the underworld's army, helping to maintain order within the ranks.


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In honor of version 1.01's swarm fix I made you all a swarm monster. Belated, yes, but I think it'll keep pretty well. Everyone loves the Underdark right?

Vileskin Beetle Swarm CR 8
XP 4800

N Fine Vermin (Swarm)
Init +3; Senses Scent, Darkvision 60ft; Perception +1

DEFENSE
AC 22, touch 21, flat-footed 19 (+8 size, +3 Dex, +1 natural)
hp 105 (11d8+55)
Fort +12, Ref +6, Will +4
Defensive Abilities Swarming Mass
Immunities Critical Hit, Flanking, Poison, Weapon Damage Resist Electricity 30, Fire 30

OFFENSE
Speed 30 ft.
Melee Swarm (4d6 plus poison)
Space 10 ft.; Reach 0 ft.
Special Attacks Distraction (DC 20), Hinder Spellcasting, Poison (Ex) (bite-injury save DC 20, frequency 1/round for 6 rounds, effect 1d6 Con damage, cure 2 consecutive saves)

STATISTICS
Str 10, Dex 16, Con 20, Int 0, Wis 12, Cha 1
Base Atk +8; CMB +9; CMD 22
Feats -
Skills: -
Languages -
SQ Vermin Traits

SPECIAL ABILITIES
Poison (Ex)
A Vileskin Beetle Swarm can poison those it attacks. A Vileskin Beetle Swarm's bite attack(s) will inflict a poison on its victims that has a fortitude save DC of 20, a frequency of 1/round for 6 rounds, causes 1d6 con damage, and takes two saves to cure. The save DC is constitution-based.

ECOLOGY
Environment: Subterranean
Organization: Solitary or Hive (3-8)
Treasure: None

A Vileskin Beetle Swarm is composed of thousands of dark skinned beetles. They move far faster than regular insects and consume anything in their path, taking down larger creatures with their poison and their fortitude. They share the underdark with the drow, who refer to them as 'The Black Carpet'.


There currently isn't any way to do that in the program, 137ben. I may add it in version 1.02, when I make that.


@Legomojo: This feature is already in the program. You can set whatever options you want and leave the rest blank, and then click the 'RANDOMIZE REMAINING CHOICES' button down in the lower right side of the screen.

If you want to do this a few times in a row, you'll have to reset the form and set the options you want each time before clicking RANDOMIZE REMAINING CHOICES.

You can also uncheck the randomize CR checkbox next to the Random Monster button if you only want it to keep the CR between randomizing monsters.

I hope that helps!

@EdR1: Currently this isn't supported in the program. Have you tried using the custom powers text file to make new powers for your monsters? There are detailed instructions for it there. I'll convert your Sacreligious Aura for you, just copy/ paste this into your Custom_Powers.txt file inside the data folder and add Sacrilegious Aura to the Powers_Qualities.txt file under whichever heading you think is appropriate. Without the desecration effect, this sounds like a 1-point power to me. I'd probably just add both this (without the note about desecration) and Desecration Aura to the monster for now, or you could manually edit the stats after you finish the monster. If you decide to just add this power, it won't modify the monster's stats because custom powers can't do so right now.

Sacreligious Aura Custom Power:

Spoiler:

#Sacrilegious Aura
aura ([cone], DC [10 + HD/2 + chamod])
Sacrilegious Aura (Su)
A [name] constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the [name]'s armor as an altar of sorts to double the effects granted. The [name] constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the [name]'s creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric's channel energy ability, a paladin's lay on hands, or any spell with the healing subtype—must make a concentration check of DC [10 + HD/2 + chamod]. If the character fails, the effect is expended but does not function. The DC is charisma-based.


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I've noticed a couple people haven't viewed the tutorial and PM me with easy questions: you can find the answers to most of these in the video tutorial and it's only about 8 minutes long.

Watch it here! Youtube Video Tutorial

If you have additional questions you can either ask me (I'll get around to them eventually) or you check the README file, which has some in-depth information about the program.


I'll look forward to feedback about it. If you all come up with any ideas for this version let me know, I do have a few things I'd like to include I didn't have time for in 1.01. As it is I won't be working on it at all for a couple weeks at least, I have a few other projects I'm involved in nowadays (and classes over the summer ><).

@Interjection Games: I gave a reply in your thread.


I can do it for you. I'll think about what exactly I want a pdf of, I have a pretty good idea of something I could use help with already.

The application doesn't sound like it'd take very long to cook up from your description, as long as you're alright with a .jar file that uses Java (almost every machine has Java 6).

I'll PM you with my email address to talk about it more. =)


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Good news!
I've gotten back from vacation and finished the last few parts of the next patch, so I've released Monster Generator 1.01. I fixed several issues with it, and implemented the new features people suggested I found time for/ thought were a good idea. I appreciate all the feedback and I'm glad people are finding it useful!

Download Monster Generator 1.01

Patch notes for version 1.01:

Patch Notes:

UPDATE NOTES:
1.01:
Added the powers Half Damage From Weapons, Reach, Short Reach, Rage, Trap Sense, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Trackless Step, Bravery, Smite, Track, Camoflage, Hide in Plain Sight.
Added better handling for recommended skills, and removed the r_skills text files.
Added better handling for random monster DR by forcing all the selections to be of the same type so they'll stack.
Changed the feats_pathfinder.txt file to be entirely alphabetical rather than divided by feat types.
Changed feats and skills to print in alphabetical order in the monster's stats.
Changed several things about the Swarm subtype: splitting it into three subtypes (fine, diminutive, tiny), should now display size properly and have 0 reach, and display all its powers properly. Additionally, "Swarming Mass" is no longer a selectable power because it's wholly associated with the Swarm subtype.
Changed spell-like abilities to be At Will for (c) and 3/day for (b).
Changed subtypes to be integrated rather than read from a text file.
Fixed a bug where Randomize Remaining Choices was adding subtypes when it shouldn't.
Fixed a bug where Channel Resistance was not stacking in PF print format.
Fixed a bug where Improved Initiative was not adding into stats.
Fixed a bug where selecting an element for an attack power would add it to the next stacking attack powers.
Fixed a bug where removing Swift Reactions wasn't removing its bonus feats.
Fixed a bug where a monster could have 'Critical Hit Immunity' and 'Critical Hit Vulnerability', at the same time. Also fixed similar problems with weapon damage (piercing/ bludgeoning/ slashing)powers.
Fixed a bug where intimidate was not adding a monster's charisma bonus.
Fixed several typos in spell names and ability descriptions.


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Hey, I've made another monster! I decided to make a CR 2 Fey this time, it lives in the jungle and has druidic powers.

Spoiler:

Grispix CR 2
XP 600
LN Small Fey
Init +3; Senses Low-Light Vision; Perception +10

DEFENSE
AC 16, touch 15, flat-footed 12 (+1 size, +3 Dex, +1 dodge, +1 natural)
hp 14 (3d6+3)
Fort +2, Ref +6, Will +5
Immunities Sleep Resist Cold 10, Electricity 10

OFFENSE
Speed 30 ft.
Melee 2 claws +1 (1d3-1)
Spell-Like Abilities (CL 3; concentration +5)
The save DC against a Grispix's spells is 12+ spell level. A Grispix's spells use Wisdom as the primary casting attribute.
3/day: Dancing Lights, Create Water, Flare Burst, Touch of Fatigue
1/day: Summon Nature's Ally I, Produce Flame, Bless Water

STATISTICS
Str 8, Dex 16, Con 13, Int 10, Wis 14, Cha 12
Base Atk +1; CMB -1; CMD 12
Feats Dodge, Alertness
Skills Perception+10, Sense Motive+10, Diplomacy+7, Handle Animal+4, Heal+5, Sleight of Hand+9
Languages Common
SQ Fey Traits

ECOLOGY
Environment: Savannah, Warm Jungles
Organization: Solitary or Pair (2)
Treasure: Standard

The Grispix has firey white skin, always caked with dirt. A Grispix is a short finned spirit with thin limbs, they are frequently thought of as spirits of the land and regarded with some superstition.


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@Interjection Games
Thank you! I'm glad you like it so far. I'll add those issues to the list of things I'm changing in 1.01. I guess that offer could be a bit of an incentive for me to work at it faster, since right now I'm not actually getting any tangible reward for doing this haha.

As it is I have a page full of things I'd like to fit into 1.01 and I've started working on it a little already, there were a number of typos in the spell list for example.

A lot of people seem to really enjoy the random monster button so I'll probably prioritize making that better. It'll still be very, very random in any case but the option to specify a monster's role and giving them less conflicting abilities/ better feat and skill choices could be nice.


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@Oceanshieldwolf
Oh man I love when people ask me questions like this. I took a random sampling of 5-8 monsters from each block of 1-5, 6-10, 11-15, and 16-20 CR and I compared their numbers (AC, stats, powers, etc) in order to make my algorithms. I'm an avid math nerd. I did most of the actual testing when I made version .98, before that it was sort of a best guess/ feel... When I actually tested it things ended up with a lot more powers/ stats than before.

@Biglemon
Yes, I'm running a Castlevania game right now and I use this constantly to make monsters. Its saved me a ridiculous amount of time (although I've probably spent about 5-10 times that long actually making it... haha)

@Granfather
Yes, you need to make monsters fit within their rules in the DMG for monster creation. Those are specifically:
Large Monster 2+ CR
Huge Monster 4+ CR
Gargantuan Monster 6+ CR
Colossal Monster 10+ CR

Also, if you try to make a smaller monster at a higher CR you get another error. I don't remember if this was in the book or I added it myself... anyway:
Fine Monster 2 or less CR
Diminutive Monster 4 or less CR
Tiny Monster 6 or less CR

All of this information is in the README file, I recommend giving it a read through =)


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Hey, I've made another monster with Monster Generator for everyone. This was a faster monster, I made it in about 4 minutes and through the printing options I told it not to print out the monster's ability descriptions... since they're all well-known.

Again, it could fit into many games. It's a CR 5 carnivorous plant monster this time.

Spoiler:

Cyprulian Bell CR 5
XP 1600
N Large Plant
Init -1; Senses Low-Light Vision, Scent, Blindsight 30ft; Perception +1

DEFENSE
AC 15, touch 8, flat-footed 15 (-1 size, -1 Dex, +7 natural)
hp 67 (7d8+35)
Fort +11, Ref +1, Will +3
Immunities Paralysis Resist Cold 10

OFFENSE
Speed 10 ft.
Melee bite +8 (3d6+4) , 2 tentacles +3 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks Constrict (1d6+4), Grab (tentacle)

STATISTICS
Str 18, Dex 8, Con 18, Int 1, Wis 12, Cha 2
Base Atk +5; CMB +10 (+14 grapple); CMD 19
Feats Improved Grapple, Improved Natural Attack (bite), Great Fortitude, Toughness
Skills Survival+8
Languages -
SQ Plant Traits, Blindsight 30ft

ECOLOGY
Environment: Dense Forest
Organization: Solitary
Treasure: None

A Cyprulian Bell is a large light green pod that sits upright most of the time. It attracts animals and passers-by with a sweet smell, and when they come close enough it lashes out with hidden tentacles and grabs them to pull them in close and devour. The plant is semi-mobile, but it prefers to stay rooted in the ground as often as it can.


579. The DM has made it painfully obvious that the next plot hook is in this town.


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I thought I'd make up a monster for you on Monster Generator myself for fun. This is a CR 8 magical beast that could fit in a lot of different games. Enjoy!

Spoiler:

Voidskin Hound CR 8
XP 4800
NE Large Magical Beast
Init +4; Senses Low-Light Vision, Darkvision 60ft; Perception +23

DEFENSE
AC 22, touch 13, flat-footed 18 (-1 size, +4 Dex, +9 natural)
hp 105 (11d10+44)
Fort +11, Ref +11, Will +6
DR 10/Magic Immunities Disease Resist Cold 30

OFFENSE
Speed 70 ft.
Melee bite +17 (2d6+6 plus disease) , 2 claws +14 (1d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Trip (bite), Disease (Su) (bite-injury save DC 16, Onset 1d3 days, frequency 1 day, effect 1d6 Con damage, cure 2 consecutive saves)

STATISTICS
Str 22, Dex 18, Con 18, Int 10, Wis 12, Cha 12
Base Atk +11; CMB +18; CMD 32 (36 vs. trip)
Feats Endurance, Run, Iron Will, Multiattack, Weapon Focus (bite), Alertness
Skills Stealth+18, Perception+23; Racial Modifiers Perception +6
Languages Common
SQ Magical Beast Traits

SPECIAL ABILITIES
Trip (Ex)
A Voidskin Hound can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with its bite attack(s). If the attempt fails, the creature is not tripped in return.

Disease Attack (Su)
A Voidskin Hound causes disease in those it contacts. A Voidskin Hound's disease has a fortitude save DC of 16, an onset of 1d3 days, a frequency of 1 day, causes 1d6 con damage, and takes two saves to cure. The save DC is charisma-based.

Magical Beast Traits
Magical Beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the creature knows at least one language, but can’t necessarily speak). Magical Beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits.
-Darkvision 60 feet.
-Low-light vision.
-Magical beasts breathe, eat, and sleep.

ECOLOGY
Environment: Any
Organization: Solitary or Pack (3-10)
Treasure: Standard

Voidskin Hounds are magically mutated creatures of unknown origin that tend to lurk near places with strong magical energy. They have dark teal skin with long prehensile tails, and feral faces that have oversized teeth.


silverhair2008 wrote:

@ Mordiken,

Yes, the file was unzipped. I use JustZipit. I am not sure why but I had Java 7 already on my computer, but it wouldn't open the data file. I took Oceanshieldwolf's advice and redownloaded and installed a new copy of Java 7 and the file opened fine.

Ah, sounds like a problem with the Java install or a corrupted file download. Anyhow, glad you got it to work.


+5 Toaster wrote:

ok so i tried the random montster generator and i got a...Mom

Hahaha... yeah the random monster button is truly random. It'll put together random letters to form the monster's name, and the monster's powers/ stats/ etc. are almost entirely random. Frequently you get something really absurd. =P


@Silverhair2008 : it's most likely because you didn't extract the program from the zip file it downloaded in. Try extracting everything to the same directory and running it again. That error message means it failed to read the data files, so either they're not in the data folder or they're unreadable (probably due to being compressed).

The message about needing Java 7 on the instructional video is overkill now. In .99 I made it able to run on Java 6 (which was also the version I made it compatible with mac).

@Oceanshieldwolf : Bummer about editing the posts. Well thanks for linking it for me anyway.


You're very welcome. Let me know how it goes using it. =)

Making random monsters based on role would be nice I suppose, it would honestly be a lot of work to implement. I may do it at some point, I was looking at improving the random button in later versions anyway.

I wasn't aware I had to format the links here. I'll look up how to do that and see if I can edit the original post again.


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Monster Generator is an open source program used to create new monsters for Pathfinder D&D.

The program will create a monster with whatever type, powers, feats, and skills you like and calculate the stats for them automatically to make sure it has numbers appropriate for whatever Challenge Rating you intend. It can also create entirely random monsters with the push of a button.

You can download it for free here:
http://sourceforge.net/projects/monstergenerato/

screenshots:
http://i.imgur.com/NLEbyhu.jpg
http://i.imgur.com/JKyiQXA.jpg

For details about how to use it, consult the README file. You can watch the tutorial here if you get stuck or are curious about some of the features: http://www.youtube.com/watch?v=h2CWaaSTCVw

I'm always looking for more feedback about it, or ways to improve the program! Feel free to post suggestions here or any bugs you might find. I just barely finished version 1.00 a few days ago, which took a lot of suggestions from users to improve the interface. You can look up very specific logs of what changed in the README file.

(This is the old thread for the program, I decided to make a new one after so much changed. http://paizo.com/threads/rzs2p5fa?Free-program-to-generate-new-pathfinder-D D#1 )

Hope you like it!
-JD


The random text can be a lot of fun haha... I basically had finished the whole random monster function and then the 'description' box was conspicuously empty, so I just made some randomized sentences to fill it up. It usually ends up pretty funny =P


Distant Scholar wrote:

I tried it out. (Note: I haven't watched the instructional video.)

I set out to make my own version of a CR 5 white dragon. Once I figured out where everything was, it went OK for the most part. The final result, compared with the guidelines in the back of the Bestiary, matched CR 5 quite well.

Overall, it seems like a good start, but like it's not quite ready for production yet. I have sourceforge set to send me e-mails when the program is updated.

I'm glad you liked it, yeah there are still a few rough edges left. I've been slowly working them out and updating the interface. Updating has been slow work lately because I'm very busy with school and I have a job too. =(

Distant Scholar wrote:

Comments about function:

* The breath weapon the program gave me was a fire breath weapon, which of course I would want to be cold on my white dragon. Is there a way to change this?
* I can't find any way to save my results. If I liked this dragon, and wanted to tweak it to make my own version of a blue dragon, it would be easier for me if I could save it, then re-load and re-save it.
* I didn't find a way to choose my own spells. I'm assuming that's not part of this program, but might make its way into a future release.
* I couldn't find a way to remove individual powers. There was a Reset Powers button, but that would remove all the (non-type-based) powers.
* I seemed to be able to bump mental stats from 10 to 12 without paying any AP (attribute points?). I don't know if that is intentional.
* I'm surprised the program didn't recommend Fly as a skill for my flying monster.
* I may have to talk you into exporting the monster in PCGen format. :-)

Comments about the interface:
* When I was in the start-up section, "Recommended Hit Dice" appeared to be selected, but it wouldn't let me go forward to the next step until I actually selected Recommended Hit Dice (and the Racial Hit Dice changed from x to 7). That was confusing.
* I would like it better if I could see the feats/skills/powers that I have already selected. In particular, I couldn't remember what abilities a dragon got for free, or the cold subtype got for free.
* It was difficult to find the powers that I wanted. And, once found, it was difficult to determine what power...

A few of these are addressed in the tutorial video or the readme, which is one reason I made it in the first place. This is some good feedback, though, and I'm glad you took the time to write it.

You can bump mental stats up without spending attribute points when they're under a certain amount based on the CR. in the beastiary they give mental stats bascially for free on most monsters (particularly outsiders and dragons) later, so to reflect that I made them free based on CR. going above a point where they'd become useful costs points.

Clicking on Recommended Hit Dice is something I'll look at changing, I guess I just got used to doing it. This kind of thing is why it's nice to have people who are vocal about the interface.

It displays the abilities/feats/ skills you have already selected under the dropdown menu on the right side of wherever you add them. For instance, for attacks powers it'd be the one just to the right of the 'add power' button.

The recommended feats and skills buttons could use a little bit of work, I agree. As it is right now, they just detect what type the monster is. You can manually modify the list, and many of the other features of lists and stuff by editing the text files.

I'll see if I can find a good way to put in removing individual powers, and saving monsters. I could also display PP costs for powers better by writing them per line rather than in a heading I think.

Currently the ability to copy and paste the text form of your monster is how you keep track of them, but that doesn't allow you to re-import it into the program to easily modify things.

I'm not sure what PCgen format is, but I'll look it up. I tended to favor .txt versions of things for this program because they would be easy for non-technical users to modify. P.S.- many of the elemental powers default to fire and such, the way to modify those currently is simply by changing the word in the printed stats.

toascend wrote:

Annnnd it helps if I extract the folder.

Yeah this is amazing. You're the best for this. Seriously, monster creation is always lengthy and pulling teeth for me.

Haha yes... extracting the folder makes it work much better. I'm glad you enjoy it! It saves me an awful lot of time... and don't tell my players but I sometimes whip up monster stats in the middle of a session with it when they do something unexpected.

KainPen wrote:

Kewl thing, but i noticed you can't take weapon focus more then once. some monster make take weapon focus on there claws and their bite.

Hm... I thought I put that in for (primary) and (secondary) to allow it to be taken for both. If that's wrong I'll fix it when I make the next version.


No comments!? Ingrates.

just kidding haha... But I really would like to hear what you think of it.

/bump for visibility


It can now run on Mac OS X!

It did take quite a while, but thanks to help from 'Quintessentially Me' with testing it I've been able to make a version that should work just as well on mac and Java 1.6 as it did on Java 7 on Windows.

There are a couple other minor updates as well, but nothing too huge for windows users. Again, if you haven't updated it since version .97 I highly recommend doing so.

You can download it here, as always: https://sourceforge.net/projects/monstergenerato/files/?

.99 patch notes:

UPDATE NOTES:
.99:
Modified the program to be able to run on MAC OS X and Java 1.6.
Modified the program's layout (especially in non-windows environments) to fit better.
Added the capability to resize the window.
Added the ability to specify -1 and -3 Point Attacks and Qualities.
Added the weaknesses Undersized Weapons and -10 foot move speed.
Fixed a bug where the menu items **-1 Point Powers** and **-3 Point Powers** were selectable.


107) Forgetting to eat or drink for weeks (or campaigns) will frequently have no effect at all on your body.

108) Forgetting that you're wearing armor will cause you to get hit more often.

109) Armor and Shields are never damaged by being cut and bashed repeatedly.

110) When injured, bleeding and bruising do not hamper your actions in the slightest until you fall over unconscious or dead.


Alright I was able to update the Sourceforge version of the program, you can just go there to get version .98 now. Doesn't seem like many people liked going to mediafire or something haha.

https://sourceforge.net/projects/monstergenerato/files/?

If you're interested in help making custom powers or using other features, or have feedback about it I'll be lurking around this message board and I'd like to hear from you. =)

The README file has a lot of information on custom powers, including the variables they can take and how to do formulas.


I've finished version .98!

Version .98 is a very large update, I'd recommend updating the program if you have an older version. There are a number of things people asked for like custom powers and a numbers rework. I sampled about 60 monsters to try and come up with a good average for various levels.

However, in a marginally annoying turn of events Sourceforge has some kind of server problem today and I can't update my files there.

Until I'm able to update the files on Sourceforge properly you can download it off Mediafire here: http://www.mediafire.com/?uh1hb9jqij8szqo

.98 patch notes:

UPDATE NOTES:
.98:
Added the ability for users to define custom powers through the custom_powers.txt file! There are a few custom powers defined to help you get started. Remember to add them to the appropriate powers list file to make them appear in the powers menu.
Added the ability to add weaknesses to the monster.
Added a minimum for mental attributes below which they cost no points to advance.
Added two more subtype selection boxes.
Added the powers +1 Weapon, +2 Weapon, +3 Weapon, +5 Weapon, Aura of Despair, Stench, Curse, Web, Natural Invisibility, All-Around Vision, Improved Attack Damage, +1 Natural Armor, Stunning Attack, Blinding Gaze, 1d6 Elemental Attack, Keen Scent, Engulf, Light Sensitivity, Light Aversion, and Vulnerabilities: Acid, Cold, Electricity, Sonic, Critical Hit, Slashing Weapon, Piercing Weapon, Bludgeoning Weapon, and Miracle and Wish.
Added the ability to replace non-stacking powers with multiple versions rather than resetting all powers.
Improved the formulas for Attribute Caps, Hit Die Calculation, Powers, and Natural Armor bonus.
Fixed a bug where multiple subtypes that were granting the same power would display 'Duplicate Power Detected'.
Fixed a bug where Randomize Remaining Choices was not ignoring the Ignore AP Cap and Ignore PP Cap checkboxes.
Fixed a bug where the Add Attack button wasn't acknowledging the Ignore PP Cap checkbox.
Fixed a bug where if Randomize Spells was unchecked, it would display spell levels the monster couldn't cast spells of.
Fixed a bug where the next button was sometimes showing a 'Duplicate Power Detected' warning after hitting the back button.
Fixed a bug where type traits were not being removed from the powers list upon hitting the back button.
Fixed a bug where sometimes attribute score labels would change spacing.
Fixed a bug where swarms of diminutive or smaller weren't recieving Immunity to Weapon Damage.
Noted that Grab gave monsters a +4 to CMB for Grapple checks.
Changed blindsense, blindsight, darkvision, and tremorsense to be stackable.
Changed subtype powers (and type powers) to cost less rather than giving more total PP.
Changed type descriptions to be easier to read and exclude trivial facts (like weapon proficiencies).
Changed monster types to award their sense powers (Darkvision 60ft, Low-Light Vision, and Blindsense 30ft) automatically for free.
Changed +4 to CMD VS Trip/ Disarm/ Grapple defenses to be stackable.
Changed Dominating Gaze and Petrifying Gaze from 3-point to 6-point powers.
Fly Speed Changed from a 1-point power to a 2-point power.
Changed Vulnerabilities to all follow the same naming convention.
Changed random monsters to no longer ever roll 'Fine' size.
Changed the advancement to attack damage from size from 3.0 rules to Pathfinder rules.

@Mystic Snowfang, Warhaven
I personally don't have any experience using it on a Mac... nothing to test it on. I think OS X comes with Java installed already, have you tried updating it to Java 7?


Thank you for the praise!

I'm hard at work on the next version... which is a pretty impressive update if I say so myself. In addition to squishing a few bugs, adding powers, and making some nice improvements (like prompting the user to replace a power that doesn't stack, rather than just saying it's a duplicate), I took a very hard look at the numbers for monsters at various CRs. I found some of my calculations were off, so those have all been improved.

In addition there's a pretty awesome feature: I'm working on allowing users to define their own powers to appear in the program. I should have it done in the next few days, assuming I don't think of something new and amazing I feel obligated to put in. That has happened a lot lately though...


This program doesn't add templates to monsters, it creates monsters from scratch. There's already a function to add templates to monsters on the d20pfsrd website here: http://www.d20pfsrd.com/bestiary/monster-advancer


I finished the tutorial video! It was a long time coming but I was busy... and making videos is scary. My microphone does strange things at one point but I think it turned out pretty good. The video will give you a good idea of how to use the program.

http://www.youtube.com/watch?v=h2CWaaSTCVw&feature=youtu.be


It's impossible right now, I didn't make it in Javascript I used Java 7.


Alright, finished with version .97! I added a couple more things to the patch notes, you can look them up in the README if you feel so inclined. I'm interested in feedback about the newer version, if/ when people try it out.

Download Link: https://sourceforge.net/projects/monstergenerato/files/?


A little update, I'm most of the way through version .97. I just need to finish adding in type descriptions for monsters. For those interested, here's the patch notes for it:

.97 patch notes:

.97: ONGOING
****(in progress) Added descriptions for monster type traits, such as Construct Traits and Undead Traits.
Added a new checkbox to ignore the Powers cap and the Attribute Points cap.
Added the option to ignore the warning for powers not allowed by specific CRs.
Added an option to subtract points from Attribute Scores.
Improved randomized monsters to select an alignment based on their type and subtypes, and monsters with 0 int should now always be randomized to Neutral.
Fixed a bug where constructs were getting 3/4 base attack bonus instead of 1/1.
Fixed a bug where animals were defaulting to 10 intelligence instead of 2.
Fixed a bug where mindless monsters were getting 1 skill instead of 0.
Fixed a bug where perception was always being evaluated as a chosen skill.
Corrected the spelling of 'Quadruped'.
changed Intelligent (mindless only) from a 6-point power to a 1-point power.


Sorry I've been very busy for the holidays, I'll try to answer all this feedback.

Thanks for trying it out! I'm glad many of you seem to find it useful.

Threeshades wrote:

It doesn't seem to work for me. Wen i try to launch the .jar i get an error saying "Could not find the main class: MonsterGenerator. Program will exit."

I already checked my Java, and its Java 7 so that's not the cause.

That error -only- happened to me when Java 7 was not installed. I'd check to make sure the installation is good and it's the correct version.

Borthos Brewhammer wrote:

As a CR 10, I add the second attack and intelligent for 9 points, leaving me 1 point left. Which leaves me no room for poison.

I was able to get those abilities on the one I made at CR 11 but he didn't have enough powers to get them at level 10 and not go with low hit dice.

Dasrak wrote:

Interesting program, if a little rough around the edges. I ran a few of my homebrew creatures and some of the bestiary creatures through it, and a couple things came up:

... (redacted)

This is very good feedback. I'll be looking into doing a few of these when I get a chance to make the next version of the program. This is still just the first public beta version, so I have a lot of room to grow.

clff rice wrote:

anyone know what might be the problem why my coppy isnt listing skills of feats?

You need to have the 'Data' folder inside the same directory as the .jar file you click to run the program. Make sure that the files inside the data folder all have the same names as they originally came with, otherwise they won't load properly.

clff rice wrote:

maybe it could keep a running tab of the CR instead of setting limits based on the Pre selected CR.

This is a good suggestion, but I'd have to rewrite an awful lot of stuff. I might consider making a 'free mode' where you can just add whatever you like and it may suggest a CR based on the number of powers.

Powers were a system I had to invent myself, there wasn't anything in Pathfinder that covered monster creation like this so it was my attempt at making it functional and balanced, as well as giving an idea of the general amount of abilities I found on monsters of each level.

I should at least make it allow a mode where you get more power points by clicking an option button, at least.

By the way, changing a monster to 'less hit dice' allows you to get slightly more power points for the CR. I added hard limits to some powers to help people to balance their monsters, as I figured that if you REALLY wanted an ability on your monster that didn't fit in the program you could just write it on there.


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@Borthos, I was able to make him with all those abilities in mine:

I'm not sure what CR you wanted or anything, but the main part I'm assuming you had trouble with was that vermin are mindless. On the Special Qualities menu under 6 point powers you can add Intelligent (mindless only) to make a normally 0 int monster have mental stats.

I added fast and slow poison to him, because it sounded like that was what you intended.

Raegog Stats CR 11:

Raegog CR 11
XP 12800
LE Huge Vermin
Init +0; Senses Darkvision 60ft; Perception +19
------------------------------
DEFENSE
------------------------------
AC 25, touch 9, flat-footed 24 (-2 size, +1 dodge, +16 natural)
hp 158 (15d8+90)
Fort +17, Ref +5, Will +8
DR 5/-
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee sting +19 (1d8+9 plus poison, plus poison) , 2 claws +13 (1d8+9)
Space 15 ft.; Reach 15 ft.
Special Attacks Poison (Ex) (sting-injury save DC 23, frequency 1/round for 6 rounds, effect 1d6 Con damage, cure 2 consecutive saves), Poison (Ex) (sting-injury save DC 23, frequency 1/minute for 6 minutes, effect 1d6 Con damage, cure 2 consecutive saves)
------------------------------
STATISTICS
------------------------------
Str 28, Dex 10, Con 22, Int 10, Wis 12, Cha 14
Base Atk +11; CMB +22; CMD 32
Feats Endurance, Run, Skill Focus (primary), Iron Will, Great Fortitude, Weapon Focus (primary), Dodge, Mobility
Skills Perception+19, Stealth+15
Languages Common
SQ Intelligent (mindless only)
------------------------------
SPECIAL ABILITIES
------------------------------
Poison (Ex)
A Raegog can poison those it attacks. A Raegog's sting attack(s) will inflict a poison on its victims that has a fortitude save DC of 23, a frequency of 1/round for 6 rounds, causes 1d6 con damage, and takes two saves to cure. The save DC is constitution-based.

Poison (Ex)
A Raegog can poison those it attacks. A Raegog's sting attack(s) will inflict a poison on its victims that has a fortitude save DC of 23, a frequency of 1/minute for 6 minutes, causes 1d6 con damage, and takes two saves to cure. The save DC is constitution-based.

------------------------------
ECOLOGY
------------------------------
Environment: ?
Organization: Unique
Treasure: ?

It seems like people might be having a difficult time using the interface without any instruction, would it be helpful if I made a youtube video explaining how to use the basic functions?


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I've designed a program in Java to automatically calculate stats for monsters. It's already completed (in beta) and I've posted it for free on SourceForge here: https://sourceforge.net/projects/monstergenerato/files/

It takes input for a monster's desired type, size, and CR and calculates their hit dice, then lets you spend their attributes, feats, skills, and select their powers. It'll crunch all the numbers for you. Alternatively, you can even randomize parts of a monster or the entire thing.

If you have feedback about it (i.e.-features you'd like to see, bugs, or suggestions for the interface) I'd appreciate hearing about it here or you can notify me on sourceforge about it under that project. I've personally found it saves me about an hour per monster, which is awesome. It prints the resulting stats in text form so you can easily edit them to your liking (ex- changing fire to cold, or something). I hope you like it!


I actually designed a program in Java to automatically calculate stats for monsters. I posted it for free on SourceForge here: https://sourceforge.net/projects/monstergenerato/files/

It takes input for a monster's desired type, size, and CR and calculates their hit dice, then lets you spend their attributes, feats, skills, and select their powers. It'll crunch all the numbers for you. Alternatively, you can even randomize parts of a monster or the entire thing.

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