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


Homebrew and House Rules

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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


Having the formatted links would be right nice, but this seems wonderful!


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Monster Builder LINK

LINKIFIED!!!


Hmm.

I think it'd be nice to be able to randomly generate monsters based on role in battle.


Thanks Mordiken!


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.


Downloaded the software, but it wouldn't work. Got a message that it couldn't open it.


Mordiken wrote:
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.

You can't edit a post after one hour has elapsed. I have formatted the link for you,in my post above. You can see your formatting options in the "How to format your text" spoiler below...

I downloaded the program and it worked for me on the Mac computers at my school, not sure if it works at home yet, but it does look like a great resource!!!

@silverhair2008 - the download site specifies Java 7 is needed to run the program - now personally that's like saying I need space-nuggets to run my ornithopterous bamboozler, but if you can update any Java you have, it might just work!!!


@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.


@ 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.


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

Spoiler:
Mom CR 11
XP 12800
LE Colossal Aberration
Init -1; Senses Darkvision 60ft, Blindsight 30ft; Perception +17
------------------------------
DEFENSE
------------------------------
AC 21, touch 1, flat-footed 21 (-8 size, -1 Dex, +20 natural)
hp 138 (12d8+84)
Fort +13, Ref +3, Will +12
DR 5/Chaotic Immunities Cold, Bleed, Acid SR 22
Weaknesses Miracle and Wish Vulnerability
------------------------------
OFFENSE
------------------------------
Speed 50 ft., climb 50 ft.
Melee shortspear +14/+9 (4d6+12) , 2 claws +8 (3d6+12)
Ranged spike (ranged) -5 (3d6+12)
Space 40 ft.; Reach 40 ft.
Special Attacks Sonic Wave (70ft. radius, 11d4 sonic damage, Fort DC 23for half, usable every 1d4 rounds), 2d6 Sneak Attack
------------------------------
STATISTICS
------------------------------
Str 34, Dex 7, Con 24, Int 14, Wis 14, Cha 10
Base Atk +9; CMB +29; CMD 38 (42 vs. trip)
Feats Endurance, Run, Skill Focus (Stealth), Iron Will, Great Fortitude, Weapon Focus (shortspear)
Skills Stealth+17, Bluff+12, Perception+17, Sense Motive+14, Intimidate+15, Craft (choose one)+14
Languages Common
SQ Aberration Traits, Amphibious, Blindsight 30ft
------------------------------
SPECIAL ABILITIES
------------------------------
Sonic Wave (Su)
A Mom can cause a 70ft. radius around itself to vibrate with a damaging sonic wave. This attack causes 11d4 sonic damage and allows a DC 23 fortitude save for Half damage. A Mom can use its Sonic Wave once every 1d4 rounds. The save DC is constitution-based.

Miracle and Wish Vulnerability (Su)
A spell effect created by a 'Miracle' or 'Wish' spell is particularly effective against a Mom. A spellcaster gains a +6 bonus on its caster level check to penetrate a Mom's SR with a miracle or wish spell, and the Mom suffers a -6 penalty on saves against these spells. A 'Miracle' or a 'Wish' spell can negate a Mom's regeneration, but only for 1d4 rounds per casting.

Aberration Traits
An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
-Darkvision 60 feet.
-Aberrations breathe, eat, and sleep.

Amphibious (Ex)
A Mom has the aquatic subtype, but they can survive indefinitely on land.

------------------------------
ECOLOGY
------------------------------
Environment: Tropical Hills
Organization: Family (3-8)
Treasure: None

A Mom is usually found trying to kill theives. They are a Colossal Aberration, with blue skin dripping with some strange fluid. Despite its best efforts, a Mom is frequently avoided by villagers.


LOL


Well that's looking like it might just work. So mr toaster, how about a low CR critter? Say a teddy bear brute? Let's put this thing through it's paces...


+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 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.


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Oceanshieldwolf wrote:
Well that's looking like it might just work. So mr toaster, how about a low CR critter? Say a teddy bear brute? Let's put this thing through it's paces...

well...

Deady Teddy CR 1
XP 400
CE Tiny Undead
Init +2; Senses Darkvision 60ft; Perception +6
Auras Desecrating Aura
------------------------------
DEFENSE
------------------------------
AC 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
hp 15 (2d8+6)
Fort +3, Ref +4, Will +6
Defensive Abilities Channel Resistance +2
------------------------------
OFFENSE
------------------------------
Speed 15 ft.
Melee 2 claws +4 (1d2+1)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Special Attacks Channel Negative Energy (1d6, DC 12)
------------------------------
STATISTICS
------------------------------
Str 8, Dex 14, Con 0, Int 10, Wis 12, Cha 12
Base Atk +1; CMB -2; CMD 10
Feats Endurance
Skills Stealth+7, Bluff+3, Perception+6, Sense Motive+6
Languages Common
SQ Undead Traits
------------------------------
SPECIAL ABILITIES
------------------------------
Channel Negative Energy (Su)
A Deady Teddy can release a wave of negative energy. This energy can by used to heal undead or cause damage to living creatures (but not both). A Deady Teddy heals or causes 1d6 damage to each creature of the type selected in a 30-foot radius centered on the + Deady Teddy. A Deady Teddy can channel energy 4 times per day. Creatures damaged by the energy gain a will save (DC 12, or 18 inside Desecration) for half damage. This is a standard action that does not provoke attacks of oppotunity.

Undead Traits
Undead are once-living creatures animated by spiritual or supernatural forces.
-No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).
-Darkvision 60 feet.
-Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
-Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
-Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
-Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
-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, but is immediately destroyed when reduced to 0 hit points.
-Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
-Undead do not breathe, eat, or sleep.
Per the spell magic jar: "Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls." This is an important sentence when considering any spells or effects which reference "souls."

Desecrating Aura (Su)
A Deady Teddy 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 Deady Teddy) 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 Deady Teddy's statistics block). This aura can be negated by 'Dispel Evil', but the Deady Teddy 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.

------------------------------
ECOLOGY
------------------------------
Environment: dimly lit crypts, and dark arts fairs.
Organization: typically singular, collectors may have more
Treasure: standard

As part of a Necromancer recruitment program, The Deady Teddy was designed for the young necromancer in mind. It also functions as a trendy fashion accessory for the socially conscious dark arts user.


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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.


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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.


Hey Mordiken, I've fiddled about with this a little creating some monsters - how/have you tested the math? It's an absolutely wonderful tool.


This is AWESOME

My game needs more outsiders in the CR 3-5 range, and this gives me that!


Try making a cr 1 Large dragon and kept getting error : size category doesn't match cr


Try making a cr 1 Large dragon and kept getting error : siz category doesn't match cr


Good stuff, sir, though I found a couple of issues.

1: Improved Initiative does not put its bonus into the maths.
2: Construct traits goes under Defensive Abilities in the Immune category, not down in SQ.

As it is, if you debug this thing to the point where I can trust it, I'll happily pass you a copy of absolutely everything I've got on the Paizo store for making my life easier. :)


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And sometimes it almost makes sense!:
Firey Potqazuane CR 14
XP 38400
N Colossal Ooze (Protean)
Init -4; Senses Blindsight 30ft, Blindsense 30ft; Perception +1

DEFENSE
AC 20, touch -2, flat-footed 20 (-8 size, -4 Dex, +22 natural)
hp 230 (17d8+153)
Fort +14, Ref +1, Will +6
Immunities Acid Resist Electricity 10

OFFENSE
Speed 50 ft., fly 100 ft.
Melee 2 tentacles +16 (3d6+12) , tail lash +11 (4d6+12) , sting +11 (3d6+12)
Space 40 ft.; Reach 40 ft.
Special Attacks Constrict (3d6+12), Grab (tentacle), Death Gaze (DC 14), Charming Gaze (DC 14), Dominating Gaze (DC 14), Pounce

STATISTICS
Str 35, Dex 1, Con 28, Int 0, Wis 12, Cha 1
Base Atk +12; CMB +32 (+36 grapple); CMD 38
Feats -
Skills -
Languages -
SQ Ooze Traits, Blindsight 30ft, Freedom of Movement, Amorphous Anatomy, Pass Without Trace

SPECIAL ABILITIES
Constrict (Ex)
Firey Potqazuane can crush an opponent, dealing 3d6+12 bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage).

Grab (Ex)
If a Firey Potqazuane hits with its tentacle 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 Colossal or smaller.
The Firey Potqazuane 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.

Change Shape (Su)
A Firey Potqazuane 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.

Death Gaze (Su)
An opponent that meets a Firey Potqazuane's gaze within 70ft. dies unless they succeed at a DC 14 fortitude save. A successful saving throw negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. The save DC is charisma-based.

Charming Gaze (Su)
An opponent that meets a Firey Potqazuane's gaze within 70ft. becomes charmed (as Charm Person) for 1 day unless they succeed at a DC 14 will save. A successful saving throw negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. The save DC is charisma-based.

Dominating Gaze (Su)
An opponent that meets a Firey Potqazuane's gaze within 70ft. becomes dominated (as Dominate Person) for 1 day unless they succeed at a DC 14 will save. A successful saving throw negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. The save DC is charisma-based.

Pounce (Ex)
When a Firey Potqazuane makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

Ooze Traits
An ooze is an amorphous or mutable creature, usually mindless.
-Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait.
-Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
-Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
-Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
-Oozes eat and breathe, but do not sleep.

Freedom of Movement (Su)
A Firey Potqazuane has continuous 'Freedom of Movement', as the spell.

Amorphous Anatomy (Ex)
A Firey Potqazuane'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 Firey Potqazuane is a willing target). A Firey Potqazuane automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.

Pass Without Trace (Su)
A Firey Potqazuane is constantly effected by a 'Pass Without Trace' spell, with a caster level of 34.

ECOLOGY
Environment: Temperate Plains
Organization: Horde (21-35)
Treasure: None

The Firey Potqazuane is a bright red creature, and a set of fierce fangs. Because of their pious nature, a Firey Potqazuane will frequently eat villagers, so they are usually talked to by peasants.


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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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@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.


@Mordiken

It could always be an incentive for you to work slower because the offer literally grows by about $5 per week :P


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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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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.


Fantastic news! Thanks for all the hard work - I downloaded the README.txt too - which apart from detailing how to customise the generator even further, mentions the youtube tutorial as well!


I'll look into it soon and see if I owe you a pile of .pdfs :)

Also, any interest in this, sir?

paizo.com/threads/rzs2pwq1?Interjection-Games-Looking-to-have-a-random


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.


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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.

Shadow Lodge

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I LOVE IT! It could use ONE TINY feature IMO.... you can select attributes, like "Plant" and "CR 3" and "Name" and then hit Random and let do the rest!

Then it would be a tool I use every game.


Dotted for later.


I have dabbled with this nifty program but I was wondering is it possible to link two super natural abilities example

Sacrilegious Aura (Su)

A graveknight 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 graveknight's armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the graveknight'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 with a DC equal to 10 + 1/2 the graveknight's Hit Dice + the graveknight's Charisma modifier. If the character fails, the effect is expended but does not function.

it has its original ability as well as Desecrate is there any way of linking the two?
another thing would how would you write out abilities that give an option to choose a element for the attack ie, breath weapon any help is appreciated.


@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.


Wow, this is a really useful tool. I'm going to use it for all my nonepic monster designs now!


How can I add the "mindless" trait to something which is not already mindless? I see an option to give a mindless creature an intelligence score, but not vice versa.


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.


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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'.


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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.

The Exchange

dot


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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.


Dot!


Great news! Thanks for all the hard work Mordiken!


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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Yakko, Wakko, and DOT


bump for visibility~


Dang, this iPad fails me again. I can't open/run the program. :(


@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?

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