[GM Tool] Monster Generator - Free Program to Create New Monsters


Homebrew and House Rules

51 to 76 of 76 << first < prev | 1 | 2 | next > last >>

This...I like this. Danke, Mordi.


Wowie wow wow wow! Something I didn't even know I needed, I must now have. At work, so I'm dotting for later. I'll let you know what my players think of these custom creatures ("That's not in the beastiaries!")


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

Paizo Employee Developer

I just checked this out just to check the idea of a random monster generator. I hit the button and...

OMG!

It's like a poor sad robot that doesn't know not to do things. :)

It'll be fun to fiddle with the dials and toggle the switches.


Issue: in the 1.01->1.02 update, it seems you removed the 'ignore AP cap' and 'ignore pp cap' buttons. Am I missing something?

On the other hand, thanks for adding the option to make a formerly-intelligent creature mindless.


I can't wait to use this! Is it workable on an Android phone?


@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.


1 person marked this as a favorite.

This thing is amusing it generated this.

Gynoid CR 5
XP 1600
N Medium Construct
Init +2; Senses Low-Light Vision, True Seeing, Darkvision 60ft; Perception +6
Auras Desecrating Aura, Elusive Aura
------------------------------
DEFENSE
------------------------------
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 73 (7d10+34)
Fort +4, Ref +6, Will +4; +4 vs. disease
DR 5/-
Weaknesses Bludgeoning Weapon Vulnerability, Light Sensitivity
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee rapier +14/+9 (1d6+7/18-20,x2)

Cleric spells prepared: (CL 4, Concentration +4)
Domains: liberation, destruction
2nd-(DC 12) Remove Paralysis, Resist Energy, Find Traps
1st-(DC 11) Remove Fear, Comprehend Languages(2), Curse Water
0th-(DC 10) Create Water, Detect Magic, Stabilize, Detect Poison

------------------------------
STATISTICS
------------------------------
Str 20, Dex 14, Con 0, Int 0, Wis 10, Cha 5
Base Atk +7; CMB +12; CMD 24
Feats -
Skills: ; Racial Modifiers Perception +6
Languages -
SQ Construct Traits, Envisaging
------------------------------
SPECIAL ABILITIES
------------------------------
Bludgeoning Weapon Vulnerability (Ex)
A Gynoid takes 50% extra damage from physical attacks that deal bludgeoning damage.

Light Sensitivity (Ex)
A Gynoid becomes dazzled in bright sunlight or within the radius of a daylight spell.

Construct Traits
A construct is an animated object or artificially created creature.
-No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
-Low-light vision.
-Darkvision 60 feet.
-Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
-Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
-Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
-Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
-Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
-A construct cannot be raised or resurrected.
-A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
-Constructs do not breathe, eat, or sleep.

Desecrating Aura (Su)
A Gynoid has a 30-foot radius 'Desecration' spell in effect which functions as if centered on a shrine of evil power. Undead within this radius (including the Gynoid) gain a +2 profane bonus on attack and damage rolls and saving throws, as well as +2 hit points per die, and the save DC of channeled negative energy is increased by 6 (these adjustments are already included in a Gynoid's statistics block). This aura can be negated by 'Dispel Evil', but the Gynoid can reactivate it on its turn as a free action. A desecrating aura suppresses and is supressed by 'Consecrate' or 'Hallow'; both effects are negated within any overlapping area of effect.

Envisaging (Su)
A Gynoid can communicate wordlessly through thoughts. A Gynoid can read the thoughts of creatures around it and projects its thoughts into the target in reply. They emit a psychic, wordless flash of their intended message to the target's mind, functioning as a wordless form of telepathy. A Gynoid cannot read the thoughts of a creature immune to mind-affecting effects.

Elusive Aura (Su)
A Gynoid 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 22.

------------------------------
ECOLOGY
------------------------------
Environment: City
Organization: Squad (3-5)
Treasure: None

With its faded blue body, a Gynoid is normally kidnapped by wounded animals. A Gynoid is known for its lustful ways and tendency to investigate adventurers.


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]


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


Well I'm impressed with how similar/close that is to the actual "official" creature which makes me even happier to use it!


This is a great tool and it has been really helpful for me! My group enjoys E6 and the published Adventure Paths which means lots of monster scaling (lowering CRs). Your tool does all the grunt work quite nicely. Sorry, I don't have examples to share because I don't usually complete every aspect of the monster - I have the program crunch the critical numbers and I move on.

Possible Bug: I did notice that adding Weapon Finesse as a feat does not change the attack values to use Dex instead of Str with natural weapons (I haven't built anything with manufactured weapons that had Weapon Finesse, so I'm not sure on that - that could get complicated given that only certain weapons apply).

Gold Plating: For my purposes, it would be awesome to be able to adjust HD rather than target CR. Even better if adjusting HD could be done "on the fly" so it doesn't wipe out everything else. When scaling monsters, having that kind of fine control is really nice, but not necessary.

Keep up the outstanding work!


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.


1 person marked this as a favorite.

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.


This is a truly beautiful program, thanks mordiken!


DOT


Thank you =)


neat


Wonderful little tool. I randomed up a weird qlippoth inevitable construct that cast spells as a lvl 18 wizard and 14 sorceror...and had a 0 Intelligence and Charisma. Going to be a special encounter :)


@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!

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Spoiler:

Mankey CR 3
XP
800
CN Medium Magical Beast
Init +1; Senses Low-Light Vision, Darkvision 60ft; Perception +0
------------------------------
DEFENSE
------------------------------
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 38 (5d10+10)
Fort +6, Ref +5, Will +1
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee 2 slams +8 (1d4+3) , (CHOOSE ATTACK) +3 (1d4+3)
Special Attacks Grab (slam), Rage (14 rounds/ day)
------------------------------
STATISTICS
------------------------------
Str 16, Dex 12, Con 14, Int 3, Wis 10, Cha 6
Base Atk +5; CMB +6 (+10 grapple); CMD 19 (23 vs. grapple)
Feats Agile Maneuvers, Improved Grapple, Intimidating Prowess
Skills: Climb +11
Languages Common
SQ Magical Beast Traits
------------------------------
SPECIAL ABILITIES
------------------------------
Grab (Ex)
If a Mankey 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 Mankey 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.

Rage (Ex)
A Mankey can call upon inner reserves of strength and ferocity, granting it additional combat prowess. A Mankey can rage for 14 rounds per day. A Mankey can enter rage as a free action.
While in rage, a Mankey gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, it takes a –2 penalty to Armor Class. The increase to Constitution grants the Mankey 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a Mankey cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A Mankey can end it's rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A Mankey cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a Mankey falls unconscious, it's rage immediately ends, placing it in peril of death.

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: Plains, Temperate Forests
Organization: Individual or Barrel (1-6)
Treasure: None

This part monkey part pig is enraged at your presence.


1 person marked this as a favorite.

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.


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.


Free bump for this awesome program.

Couple questions on custom abilities: how do you check for ability interactions? (Ex: how do I check for and elevate the save for an undead's Channel Negative Energy if that undead also has the Aura of Desecration aura?)

I want to create a special ability similar to Channel Negative Energy that is boosted by a custom aura, some creatures will have this aura, and some won't. How do I include a check in this ability to have the increased DC when the creature has the aura and to not include it when it doesn't?

I noticed that some abilities automatically make changes to other sections of the stat blocks, like Desecrating Aura automatically adding +2 to attack and damage, as well as +2 per HD in hp if the creature is undead, how do I create a custom aura that also does this?

Also, is there any way to create custom subtypes/weapons/feats/add spells?


1 person marked this as a favorite.

Don't know what I did with my old account, but hi again!

On a whim when I got really bored I created an updated version of Monster Generator, since I knew about some bugs and I found a couple others while I was working on it. No major new features, but it's slightly better.

As always it's available here:
https://sourceforge.net/projects/monstergenerato/?source=directory

If anyone would like to contribute or continue development on this project you can contact me through Sourceforge.

@InfinityArts
Unfortunately that stuff isn't possible, the custom powers can't influence each other or other stats really. There's no way to add new powers to the program that are as integrated as the ones I hard coded to do their specific functions unless you're willing to actually modify the java files themselves on sourceforge.

It would be nice to have, and if I had started making the program when I knew more about programming I might have built it as more of a framework like that, but it's kind of stuck this way because I'm not willing to rewrite the whole thing (especially in Java, I much prefer C# now).


Good afternoon!

I was curious if this application still works. When I try to run the program, it simply opens up a black dialog box for a moment and shuts down.

51 to 76 of 76 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / [GM Tool] Monster Generator - Free Program to Create New Monsters All Messageboards

Want to post a reply? Sign in.