Monster Table
About 3 min
Generator
import NpcGen from '/src/components/npc-gen/npc-gen';
Typical stats
- Brute low Perception; high or extreme Str modifier, high to moderate Con modifier, low or lower Dex and mental modifiers; moderate or low AC; high Fortitude, low Reflex or Will or both; high HP; high attack bonus and high damage or moderate attack bonus and extreme damage
- Magical Striker high attack and high damage; moderate to high spell DCs; either a scattering of innate spells or prepared or spontaneous spells up to half the creature’s level (rounded up) minus 1
- Skill Paragon high or extreme ability modifier matching its best skills; typically high Reflex or Will and low Fortitude; many skills at moderate or high and potentially one or two extreme skills; at least one special ability to use the creature’s skills in combat
- Skirmisher high Dex modifier; low Fortitude, high Reflex; higher Speed than typical
- Sniper high Perception; high Dex modifier; low Fortitude, high Reflex; moderate to low HP; ranged Strikes have high attack bonus and damage or moderate attack bonus and extreme damage (melee Strikes are weaker)
- Soldier high Str modifier; high to extreme AC; high Fortitude; high attack bonus and high damage; Attack of Opportunity or other tactical abilities
- Spellcaster high or extreme modifier for the corresponding mental ability; low Fortitude, high Will; low HP; low attack bonus and moderate or low damage; high or extreme spell DCs; prepared or spontaneous spells up to half the creature’s level (rounded up)
- Alchemist low Perception; high Crafting; high Int, moderate or better Dex or Str; low to moderate HP; moderate attack with bombs; infused alchemical items, Quick Bomber if a bomber alchemist, a few other alchemist abilities; it’s usually easier to give the alchemist its bomb items rather than use Quick Alchemy on the spot.
- Barbarian high Athletics; high Str, high to moderate Con; high AC; high Fortitude; high HP; moderate attack and extreme damage (when raging); Rage and a few barbarian abilities
- Bard moderate Occultism, high Performance, high Charisma‑based skills; high Cha; low Fortitude, moderate to high Will; low to moderate HP; low accuracy; high to extreme spell DC; spontaneous occult spellcasting as a bard of their level; composition spells
- Champion low Perception; moderate Religion; high Str or Dex, moderate Cha; extreme AC; low Reflex; moderate attack and high damage; champion’s reaction, devotion spells, Shield Block
- Cleric (Cloistered Cleric) high Perception; high Religion, moderate or high skill themed to deity; low AC; high Wis; low Fortitude, high Will; low to moderate HP; low accuracy; high to extreme spell DC; prepared divine spellcasting as a cleric of their level; divine font; domain spells
- Cleric (Warpriest) moderate Perception; moderate Religion, moderate or high skill themed to deity; high Str, moderate Wis; high AC; low Reflex, high Will; high spell DC; prepared divine spellcasting as a cleric of their level; divine font, Shield Block
- Druid high Perception; high Nature, moderate or high skill from order; high Wis; high Will; low to moderate HP; low accuracy; high to extreme spell DC; prepared primal spellcasting as a druid of their level; order ability and order spell for their order; Shield Block; add an animal to the encounter for animal order
- Fighter high Acrobatics or Athletics; high Str or Dex; high AC; low Will; high attack and high damage; Attack of Opportunity, Shield Block, a few fighter abilities
- Monk high Acrobatics, Athletics, or both; high Str or Dex, moderate Wis; high or extreme AC; moderate attack and high damage; Flurry of Blows, a few monk abilities (possibly including ki spells)
- Ranger high Perception; moderate Nature and moderate to high Survival; high Str or Dex; high AC; moderate attack and high damage (or for a simpler ranger, remove Hunt Prey and just use high attack and high damage); a few ranger abilities
- Rogue high Perception; high Dex (or key ability score for a specific rogue’s racket); high Stealth and Thievery, plus more skills than usual; high AC; low Fortitude, high Reflex; low to moderate HP; moderate attack and low to moderate damage before sneak attack plus high or extreme damage with sneak attack; sneak attack, a few rogue abilities
- Sorcerer low Perception; moderate bloodline skills and high Charisma-based bloodline skills; high Cha; low AC; low Fortitude; low HP; low accuracy; high to extreme spell DC; spontaneous spellcasting of a tradition based on bloodline as a sorcerer of their level; bloodline spells
- Wizard low Perception; high Arcana; high Int; low AC; low Fortitude; low HP; low accuracy; high to extreme spell DC; prepared arcane spellcasting as a wizard of their level; Drain Bonded Item, school spells and additional slots for a specialist (or additional uses of Drain Bonded Item for a universalist)