Generic Monster Stats

When coming up with monsters or converting monsters from different system, it’s always tricky to determine a starting point. The following charts are meant to help you get started.

Determine the monster’s Hit Die and threat level and look them up below. You can then modify individual stats to the flavor of the monster.

Select Threat Level:

Pathetic Creatures

Hit Die
(most likely 1d8)
Hit Points
(or roll)
Initiative: Atk / Dmg Bonus Armor Class Spell Bonus
(if applicable)
Action Dice Saves
(first being their best at)
Saves Against
(ordered by difficulty)
1d8 1 -2 -2 / -1 8 +-1 1d20 (-2, -1, -1) (12, 9, 7, 4, 0)
2d8 3 -2 -2 / -1 8 +-1 1d20 (-2, -1, -1) (12, 9, 7, 4, 0)
3d8 4 -1 -1 / -1 9 +0 1d20 (-1, -1, -0) (13, 10, 8, 5, 1)
4d8 6 -1 -1 / -1 9 +0 1d20 (-1, -1, -0) (13, 10, 8, 5, 1)
5d8 7 +0 +0 / +0 10 +1 1d20 (0, 0, 0) (14, 11, 9, 6, 2)
6d8 9 +0 +0 / +0 10 +1 1d20, 1d14 (0, 0, 0) (14, 11, 9, 6, 2)
7d8 10 +1 +1 / +0 11 +2 1d20, 1d16 (1, 1, 0) (15, 12, 10, 7, 3)
8d8 12 +1 +1 / +0 11 +2 1d20, 1d16 (1, 1, 0) (15, 12, 10, 7, 3)
9d8 13 +2 +2 / +1 12 +3 2d20 (2, 1, 1) (16, 13, 11, 8, 4)
10d8 15 +3 +3 / +1 13 +4 2d20 (3, 2, 1) (17, 14, 12, 9, 5)

Save values are ordered from best to worse. Determine which Save your creature is best at (Fort, Ref, Will) and give it the first value, and go down into their worst.

Saves against is the save value PCs must make against whatever skill the monster have (poison, sleep, paralysis).

Decide how difficult the save needs to be (very hard, hard, normal, easy, very easy) and use the value indicated.

Stat Blocks for Pathetic

HD: 1

Init -2;
Atk Weapon -2 melee (dmg 1d6-1);
AC 8; HD 1d8 (1 hp); MV 30’;
Act 1d20; SV (-2, -1, -1); AL X.
Spell Check Bonus: +-1
SV AGAINST: (12, 9, 7, 4, 0)

HD: 2

Init -2;
Atk Weapon -2 melee (dmg 1d6-1);
AC 8; HD 2d8 (3 hp); MV 30’;
Act 1d20; SV (-2, -1, -1); AL X.
Spell Check Bonus: +-1
SV AGAINST: (12, 9, 7, 4, 0)

HD: 3

Init -1;
Atk Weapon -1 melee (dmg 1d6-1);
AC 9; HD 3d8 (4 hp); MV 30’;
Act 1d20; SV (-1, -1, -0); AL X.
Spell Check Bonus: +0
SV AGAINST: (13, 10, 8, 5, 1)

HD: 4

Init -1;
Atk Weapon -1 melee (dmg 1d6-1);
AC 9; HD 4d8 (6 hp); MV 30’;
Act 1d20; SV (-1, -1, -0); AL X.
Spell Check Bonus: +0
SV AGAINST: (13, 10, 8, 5, 1)

HD: 5

Init +0;
Atk Weapon +0 melee (dmg 1d6);
AC 10; HD 5d8 (7 hp); MV 30’;
Act 1d20; SV (0, 0, 0); AL X.
Spell Check Bonus: +1
SV AGAINST: (14, 11, 9, 6, 2)

HD: 6

Init +0;
Atk Weapon +0 melee (dmg 1d6);
AC 10; HD 6d8 (9 hp); MV 30’;
Act 1d20, 1d14; SV (0, 0, 0); AL X.
Spell Check Bonus: +1
SV AGAINST: (14, 11, 9, 6, 2)

HD: 7

Init +1;
Atk Weapon +1 melee (dmg 1d6);
AC 11; HD 7d8 (10 hp); MV 30’;
Act 1d20, 1d16; SV (1, 1, 0); AL X.
Spell Check Bonus: +2
SV AGAINST: (15, 12, 10, 7, 3)

HD: 8

Init +1;
Atk Weapon +1 melee (dmg 1d6);
AC 11; HD 8d8 (12 hp); MV 30’;
Act 1d20, 1d16; SV (1, 1, 0); AL X.
Spell Check Bonus: +2
SV AGAINST: (15, 12, 10, 7, 3)

HD: 9

Init +2;
Atk Weapon +2 melee (dmg 1d6+1);
AC 12; HD 9d8 (13 hp); MV 30’;
Act 2d20; SV (2, 1, 1); AL X.
Spell Check Bonus: +3
SV AGAINST: (16, 13, 11, 8, 4)

HD: 10

Init +3;
Atk Weapon +3 melee (dmg 1d6+1);
AC 13; HD 10d8 (15 hp); MV 30’;
Act 2d20; SV (3, 2, 1); AL X.
Spell Check Bonus: +4
SV AGAINST: (17, 14, 12, 9, 5)

Very Weak Creatures

Hit Die
(most likely 1d8)
Hit Points
(or roll)
Initiative: Atk / Dmg Bonus Armor Class Spell Bonus
(if applicable)
Action Dice Saves
(first being their best at)
Saves Against
(ordered by difficulty)
1d8 2 -1 -1 / -1 9 +0 1d20 (-1, -1, -0) (13, 10, 8, 5, 1)
2d8 5 +0 +0 / +0 10 +1 1d20 (0, 0, 0) (14, 11, 9, 6, 2)
3d8 7 +0 +0 / +0 10 +1 1d20 (0, 0, 0) (14, 11, 9, 6, 2)
4d8 10 +1 +1 / +0 11 +2 1d20 (1, 1, 0) (15, 12, 10, 7, 3)
5d8 12 +2 +2 / +1 12 +3 1d20 (2, 1, 1) (16, 13, 11, 8, 4)
6d8 15 +3 +3 / +1 13 +4 1d20, 1d14 (3, 2, 1) (17, 14, 12, 9, 5)
7d8 17 +3 +3 / +1 13 +4 1d20, 1d16 (3, 2, 1) (17, 14, 12, 9, 5)
8d8 20 +4 +4 / +2 14 +5 1d20, 1d16 (4, 3, 1) (18, 15, 13, 10, 6)
9d8 22 +5 +5 / +2 15 +6 2d20 (5, 3, 1) (19, 16, 14, 11, 7)
10d8 25 +6 +6 / +3 16 +7 2d20 (6, 4, 2) (20, 17, 15, 12, 8)

Save values are ordered from best to worse. Determine which Save your creature is best at (Fort, Ref, Will) and give it the first value, and go down into their worst.

Saves against is the save value PCs must make against whatever skill the monster have (poison, sleep, paralysis).

Decide how difficult the save needs to be (very hard, hard, normal, easy, very easy) and use the value indicated.

Stat Blocks for Very Weak

HD: 1

Init -1;
Atk Weapon -1 melee (dmg 1d6-1);
AC 9; HD 1d8 (2 hp); MV 30’;
Act 1d20; SV (-1, -1, -0); AL X.
Spell Check Bonus: +0
SV AGAINST: (13, 10, 8, 5, 1)

HD: 2

Init +0;
Atk Weapon +0 melee (dmg 1d6);
AC 10; HD 2d8 (5 hp); MV 30’;
Act 1d20; SV (0, 0, 0); AL X.
Spell Check Bonus: +1
SV AGAINST: (14, 11, 9, 6, 2)

HD: 3

Init +0;
Atk Weapon +0 melee (dmg 1d6);
AC 10; HD 3d8 (7 hp); MV 30’;
Act 1d20; SV (0, 0, 0); AL X.
Spell Check Bonus: +1
SV AGAINST: (14, 11, 9, 6, 2)

HD: 4

Init +1;
Atk Weapon +1 melee (dmg 1d6);
AC 11; HD 4d8 (10 hp); MV 30’;
Act 1d20; SV (1, 1, 0); AL X.
Spell Check Bonus: +2
SV AGAINST: (15, 12, 10, 7, 3)

HD: 5

Init +2;
Atk Weapon +2 melee (dmg 1d6+1);
AC 12; HD 5d8 (12 hp); MV 30’;
Act 1d20; SV (2, 1, 1); AL X.
Spell Check Bonus: +3
SV AGAINST: (16, 13, 11, 8, 4)

HD: 6

Init +3;
Atk Weapon +3 melee (dmg 1d6+1);
AC 13; HD 6d8 (15 hp); MV 30’;
Act 1d20, 1d14; SV (3, 2, 1); AL X.
Spell Check Bonus: +4
SV AGAINST: (17, 14, 12, 9, 5)

HD: 7

Init +3;
Atk Weapon +3 melee (dmg 1d6+1);
AC 13; HD 7d8 (17 hp); MV 30’;
Act 1d20, 1d16; SV (3, 2, 1); AL X.
Spell Check Bonus: +4
SV AGAINST: (17, 14, 12, 9, 5)

HD: 8

Init +4;
Atk Weapon +4 melee (dmg 1d6+2);
AC 14; HD 8d8 (20 hp); MV 30’;
Act 1d20, 1d16; SV (4, 3, 1); AL X.
Spell Check Bonus: +5
SV AGAINST: (18, 15, 13, 10, 6)

HD: 9

Init +5;
Atk Weapon +5 melee (dmg 1d6+2);
AC 15; HD 9d8 (22 hp); MV 30’;
Act 2d20; SV (5, 3, 1); AL X.
Spell Check Bonus: +6
SV AGAINST: (19, 16, 14, 11, 7)

HD: 10

Init +6;
Atk Weapon +6 melee (dmg 1d6+3);
AC 16; HD 10d8 (25 hp); MV 30’;
Act 2d20; SV (6, 4, 2); AL X.
Spell Check Bonus: +7
SV AGAINST: (20, 17, 15, 12, 8)

Weak Creatures

Hit Die
(most likely 1d8)
Hit Points
(or roll)
Initiative: Atk / Dmg Bonus Armor Class Spell Bonus
(if applicable)
Action Dice Saves
(first being their best at)
Saves Against
(ordered by difficulty)
1d8 3 +0 +0 / +0 10 +1 1d20 (0, 0, 0) (14, 11, 9, 6, 2)
2d8 7 +1 +1 / +0 11 +2 1d20 (1, 1, 0) (15, 12, 10, 7, 3)
3d8 10 +1 +1 / +0 11 +2 1d20 (1, 1, 0) (15, 12, 10, 7, 3)
4d8 14 +2 +2 / +1 12 +3 1d20 (2, 1, 1) (16, 13, 11, 8, 4)
5d8 17 +3 +3 / +1 13 +4 1d20 (3, 2, 1) (17, 14, 12, 9, 5)
6d8 21 +4 +4 / +2 14 +5 1d20, 1d14 (4, 3, 1) (18, 15, 13, 10, 6)
7d8 24 +4 +4 / +2 14 +5 1d20, 1d16 (4, 3, 1) (18, 15, 13, 10, 6)
8d8 28 +5 +5 / +2 15 +6 1d20, 1d16 (5, 3, 1) (19, 16, 14, 11, 7)
9d8 31 +6 +6 / +3 16 +7 2d20 (6, 4, 2) (20, 17, 15, 12, 8)
10d8 35 +7 +7 / +3 17 +8 2d20 (7, 5, 2) (21, 18, 16, 13, 9)

Save values are ordered from best to worse. Determine which Save your creature is best at (Fort, Ref, Will) and give it the first value, and go down into their worst.

Saves against is the save value PCs must make against whatever skill the monster have (poison, sleep, paralysis).

Decide how difficult the save needs to be (very hard, hard, normal, easy, very easy) and use the value indicated.

Stat Blocks for Weak

HD: 1

Init +0;
Atk Weapon +0 melee (dmg 1d6);
AC 10; HD 1d8 (3 hp); MV 30’;
Act 1d20; SV (0, 0, 0); AL X.
Spell Check Bonus: +1
SV AGAINST: (14, 11, 9, 6, 2)

HD: 2

Init +1;
Atk Weapon +1 melee (dmg 1d6);
AC 11; HD 2d8 (7 hp); MV 30’;
Act 1d20; SV (1, 1, 0); AL X.
Spell Check Bonus: +2
SV AGAINST: (15, 12, 10, 7, 3)

HD: 3

Init +1;
Atk Weapon +1 melee (dmg 1d6);
AC 11; HD 3d8 (10 hp); MV 30’;
Act 1d20; SV (1, 1, 0); AL X.
Spell Check Bonus: +2
SV AGAINST: (15, 12, 10, 7, 3)

HD: 4

Init +2;
Atk Weapon +2 melee (dmg 1d6+1);
AC 12; HD 4d8 (14 hp); MV 30’;
Act 1d20; SV (2, 1, 1); AL X.
Spell Check Bonus: +3
SV AGAINST: (16, 13, 11, 8, 4)

HD: 5

Init +3;
Atk Weapon +3 melee (dmg 1d6+1);
AC 13; HD 5d8 (17 hp); MV 30’;
Act 1d20; SV (3, 2, 1); AL X.
Spell Check Bonus: +4
SV AGAINST: (17, 14, 12, 9, 5)

HD: 6

Init +4;
Atk Weapon +4 melee (dmg 1d6+2);
AC 14; HD 6d8 (21 hp); MV 30’;
Act 1d20, 1d14; SV (4, 3, 1); AL X.
Spell Check Bonus: +5
SV AGAINST: (18, 15, 13, 10, 6)

HD: 7

Init +4;
Atk Weapon +4 melee (dmg 1d6+2);
AC 14; HD 7d8 (24 hp); MV 30’;
Act 1d20, 1d16; SV (4, 3, 1); AL X.
Spell Check Bonus: +5
SV AGAINST: (18, 15, 13, 10, 6)

HD: 8

Init +5;
Atk Weapon +5 melee (dmg 1d6+2);
AC 15; HD 8d8 (28 hp); MV 30’;
Act 1d20, 1d16; SV (5, 3, 1); AL X.
Spell Check Bonus: +6
SV AGAINST: (19, 16, 14, 11, 7)

HD: 9

Init +6;
Atk Weapon +6 melee (dmg 1d6+3);
AC 16; HD 9d8 (31 hp); MV 30’;
Act 2d20; SV (6, 4, 2); AL X.
Spell Check Bonus: +7
SV AGAINST: (20, 17, 15, 12, 8)

HD: 10

Init +7;
Atk Weapon +7 melee (dmg 1d6+3);
AC 17; HD 10d8 (35 hp); MV 30’;
Act 2d20; SV (7, 5, 2); AL X.
Spell Check Bonus: +8
SV AGAINST: (21, 18, 16, 13, 9)

Standard Creatures

Hit Die
(most likely 1d8)
Hit Points
(or roll)
Initiative: Atk / Dmg Bonus Armor Class Spell Bonus
(if applicable)
Action Dice Saves
(first being their best at)
Saves Against
(ordered by difficulty)
1d8 4 +1 +1 / +0 11 +2 1d20 (1, 1, 0) (15, 12, 10, 7, 3)
2d8 9 +2 +2 / +1 12 +3 1d20 (2, 1, 1) (16, 13, 11, 8, 4)
3d8 13 +2 +2 / +1 12 +3 1d20 (2, 1, 1) (16, 13, 11, 8, 4)
4d8 18 +3 +3 / +1 13 +4 1d20 (3, 2, 1) (17, 14, 12, 9, 5)
5d8 22 +4 +4 / +2 14 +5 1d20, 1d14 (4, 3, 1) (18, 15, 13, 10, 6)
6d8 27 +5 +5 / +2 15 +6 1d20, 1d16 (5, 3, 1) (19, 16, 14, 11, 7)
7d8 31 +6 +6 / +3 16 +7 1d20, 1d16 (6, 4, 2) (20, 17, 15, 12, 8)
8d8 36 +6 +6 / +3 16 +7 2d20 (6, 4, 2) (20, 17, 15, 12, 8)
9d8 40 +7 +7 / +3 17 +8 2d20 (7, 5, 2) (21, 18, 16, 13, 9)
10d8 45 +8 +8 / +4 18 +9 2d20 (8, 5, 2) (22, 19, 17, 14, 10)

Save values are ordered from best to worse. Determine which Save your creature is best at (Fort, Ref, Will) and give it the first value, and go down into their worst.

Saves against is the save value PCs must make against whatever skill the monster have (poison, sleep, paralysis).

Decide how difficult the save needs to be (very hard, hard, normal, easy, very easy) and use the value indicated.

Stat Blocks for Standard

HD: 1

Init +1;
Atk Weapon +1 melee (dmg 1d6);
AC 11; HD 1d8 (4 hp); MV 30’;
Act 1d20; SV (1, 1, 0); AL X.
Spell Check Bonus: +2
SV AGAINST: (15, 12, 10, 7, 3)

HD: 2

Init +2;
Atk Weapon +2 melee (dmg 1d6+1);
AC 12; HD 2d8 (9 hp); MV 30’;
Act 1d20; SV (2, 1, 1); AL X.
Spell Check Bonus: +3
SV AGAINST: (16, 13, 11, 8, 4)

HD: 3

Init +2;
Atk Weapon +2 melee (dmg 1d6+1);
AC 12; HD 3d8 (13 hp); MV 30’;
Act 1d20; SV (2, 1, 1); AL X.
Spell Check Bonus: +3
SV AGAINST: (16, 13, 11, 8, 4)

HD: 4

Init +3;
Atk Weapon +3 melee (dmg 1d6+1);
AC 13; HD 4d8 (18 hp); MV 30’;
Act 1d20; SV (3, 2, 1); AL X.
Spell Check Bonus: +4
SV AGAINST: (17, 14, 12, 9, 5)

HD: 5

Init +4;
Atk Weapon +4 melee (dmg 1d6+2);
AC 14; HD 5d8 (22 hp); MV 30’;
Act 1d20, 1d14; SV (4, 3, 1); AL X.
Spell Check Bonus: +5
SV AGAINST: (18, 15, 13, 10, 6)

HD: 6

Init +5;
Atk Weapon +5 melee (dmg 1d6+2);
AC 15; HD 6d8 (27 hp); MV 30’;
Act 1d20, 1d16; SV (5, 3, 1); AL X.
Spell Check Bonus: +6
SV AGAINST: (19, 16, 14, 11, 7)

HD: 7

Init +6;
Atk Weapon +6 melee (dmg 1d6+3);
AC 16; HD 7d8 (31 hp); MV 30’;
Act 1d20, 1d16; SV (6, 4, 2); AL X.
Spell Check Bonus: +7
SV AGAINST: (20, 17, 15, 12, 8)

HD: 8

Init +6;
Atk Weapon +6 melee (dmg 1d6+3);
AC 16; HD 8d8 (36 hp); MV 30’;
Act 2d20; SV (6, 4, 2); AL X.
Spell Check Bonus: +7
SV AGAINST: (20, 17, 15, 12, 8)

HD: 9

Init +7;
Atk Weapon +7 melee (dmg 1d6+3);
AC 17; HD 9d8 (40 hp); MV 30’;
Act 2d20; SV (7, 5, 2); AL X.
Spell Check Bonus: +8
SV AGAINST: (21, 18, 16, 13, 9)

HD: 10

Init +8;
Atk Weapon +8 melee (dmg 1d6+4);
AC 18; HD 10d8 (45 hp); MV 30’;
Act 2d20; SV (8, 5, 2); AL X.
Spell Check Bonus: +9
SV AGAINST: (22, 19, 17, 14, 10)

Strong Creatures

Hit Die
(most likely 1d8)
Hit Points
(or roll)
Initiative: Atk / Dmg Bonus Armor Class Spell Bonus
(if applicable)
Action Dice Saves
(first being their best at)
Saves Against
(ordered by difficulty)
1d8 5 +1 +2 / +1 12 +3 1d20 (2, 1, 1) (16, 13, 11, 8, 4)
2d8 11 +1 +3 / +1 13 +4 1d20 (3, 2, 1) (17, 14, 12, 9, 5)
3d8 16 +1 +3 / +1 13 +4 1d20 (3, 2, 1) (17, 14, 12, 9, 5)
4d8 22 +2 +4 / +2 14 +5 1d20, 1d14 (4, 3, 1) (18, 15, 13, 10, 6)
5d8 27 +2 +5 / +2 15 +6 1d20, 1d16 (5, 3, 1) (19, 16, 14, 11, 7)
6d8 33 +2 +5 / +2 15 +6 1d20, 1d16 (5, 3, 1) (19, 16, 14, 11, 7)
7d8 38 +3 +6 / +3 16 +7 2d20 (6, 4, 2) (20, 17, 15, 12, 8)
8d8 44 +3 +7 / +3 17 +8 2d20 (7, 5, 2) (21, 18, 16, 13, 9)
9d8 49 +3 +7 / +3 17 +8 2d20 (7, 5, 2) (21, 18, 16, 13, 9)
10d8 55 +4 +8 / +4 18 +9 2d20, 1d14 (8, 5, 2) (22, 19, 17, 14, 10)

Save values are ordered from best to worse. Determine which Save your creature is best at (Fort, Ref, Will) and give it the first value, and go down into their worst.

Saves against is the save value PCs must make against whatever skill the monster have (poison, sleep, paralysis).

Decide how difficult the save needs to be (very hard, hard, normal, easy, very easy) and use the value indicated.

Stat Blocks for Strong

HD: 1

Init +1;
Atk Weapon +2 melee (dmg 1d6+1);
AC 12; HD 1d8 (5 hp); MV 30’;
Act 1d20; SV (2, 1, 1); AL X.
Spell Check Bonus: +3
SV AGAINST: (16, 13, 11, 8, 4)

HD: 2

Init +1;
Atk Weapon +3 melee (dmg 1d6+1);
AC 13; HD 2d8 (11 hp); MV 30’;
Act 1d20; SV (3, 2, 1); AL X.
Spell Check Bonus: +4
SV AGAINST: (17, 14, 12, 9, 5)

HD: 3

Init +1;
Atk Weapon +3 melee (dmg 1d6+1);
AC 13; HD 3d8 (16 hp); MV 30’;
Act 1d20; SV (3, 2, 1); AL X.
Spell Check Bonus: +4
SV AGAINST: (17, 14, 12, 9, 5)

HD: 4

Init +2;
Atk Weapon +4 melee (dmg 1d6+2);
AC 14; HD 4d8 (22 hp); MV 30’;
Act 1d20, 1d14; SV (4, 3, 1); AL X.
Spell Check Bonus: +5
SV AGAINST: (18, 15, 13, 10, 6)

HD: 5

Init +2;
Atk Weapon +5 melee (dmg 1d6+2);
AC 15; HD 5d8 (27 hp); MV 30’;
Act 1d20, 1d16; SV (5, 3, 1); AL X.
Spell Check Bonus: +6
SV AGAINST: (19, 16, 14, 11, 7)

HD: 6

Init +2;
Atk Weapon +5 melee (dmg 1d6+2);
AC 15; HD 6d8 (33 hp); MV 30’;
Act 1d20, 1d16; SV (5, 3, 1); AL X.
Spell Check Bonus: +6
SV AGAINST: (19, 16, 14, 11, 7)

HD: 7

Init +3;
Atk Weapon +6 melee (dmg 1d6+3);
AC 16; HD 7d8 (38 hp); MV 30’;
Act 2d20; SV (6, 4, 2); AL X.
Spell Check Bonus: +7
SV AGAINST: (20, 17, 15, 12, 8)

HD: 8

Init +3;
Atk Weapon +7 melee (dmg 1d6+3);
AC 17; HD 8d8 (44 hp); MV 30’;
Act 2d20; SV (7, 5, 2); AL X.
Spell Check Bonus: +8
SV AGAINST: (21, 18, 16, 13, 9)

HD: 9

Init +3;
Atk Weapon +7 melee (dmg 1d6+3);
AC 17; HD 9d8 (49 hp); MV 30’;
Act 2d20; SV (7, 5, 2); AL X.
Spell Check Bonus: +8
SV AGAINST: (21, 18, 16, 13, 9)

HD: 10

Init +4;
Atk Weapon +8 melee (dmg 1d6+4);
AC 18; HD 10d8 (55 hp); MV 30’;
Act 2d20, 1d14; SV (8, 5, 2); AL X.
Spell Check Bonus: +9
SV AGAINST: (22, 19, 17, 14, 10)

Very Strong Creatures

Hit Die
(most likely 1d8)
Hit Points
(or roll)
Initiative: Atk / Dmg Bonus Armor Class Spell Bonus
(if applicable)
Action Dice Saves
(first being their best at)
Saves Against
(ordered by difficulty)
1d8 6 +1 +3 / +1 13 +4 1d20 (3, 2, 1) (17, 14, 12, 9, 5)
2d8 13 +2 +4 / +2 14 +5 1d20 (4, 3, 1) (18, 15, 13, 10, 6)
3d8 19 +2 +5 / +2 15 +6 1d20 (5, 3, 1) (19, 16, 14, 11, 7)
4d8 26 +3 +6 / +3 16 +7 1d20, 1d14 (6, 4, 2) (20, 17, 15, 12, 8)
5d8 32 +3 +7 / +3 17 +8 1d20, 1d16 (7, 5, 2) (21, 18, 16, 13, 9)
6d8 39 +4 +8 / +4 18 +9 1d20, 1d16 (8, 5, 2) (22, 19, 17, 14, 10)
7d8 45 +4 +9 / +4 19 +10 2d20 (9, 6, 2) (23, 20, 18, 15, 11)
8d8 52 +5 +10 / +5 20 +11 2d20 (10, 7, 3) (24, 21, 19, 16, 12)
9d8 58 +5 +11 / +5 21 +12 2d20 (11, 7, 3) (25, 22, 20, 17, 13)
10d8 65 +6 +12 / +6 22 +13 2d20, 1d14 (12, 8, 3) (26, 23, 21, 18, 14)

Save values are ordered from best to worse. Determine which Save your creature is best at (Fort, Ref, Will) and give it the first value, and go down into their worst.

Saves against is the save value PCs must make against whatever skill the monster have (poison, sleep, paralysis).

Decide how difficult the save needs to be (very hard, hard, normal, easy, very easy) and use the value indicated.

Stat Blocks for Very Strong

HD: 1

Init +1;
Atk Weapon +3 melee (dmg 1d6+1);
AC 13; HD 1d8 (6 hp); MV 30’;
Act 1d20; SV (3, 2, 1); AL X.
Spell Check Bonus: +4
SV AGAINST: (17, 14, 12, 9, 5)

HD: 2

Init +2;
Atk Weapon +4 melee (dmg 1d6+2);
AC 14; HD 2d8 (13 hp); MV 30’;
Act 1d20; SV (4, 3, 1); AL X.
Spell Check Bonus: +5
SV AGAINST: (18, 15, 13, 10, 6)

HD: 3

Init +2;
Atk Weapon +5 melee (dmg 1d6+2);
AC 15; HD 3d8 (19 hp); MV 30’;
Act 1d20; SV (5, 3, 1); AL X.
Spell Check Bonus: +6
SV AGAINST: (19, 16, 14, 11, 7)

HD: 4

Init +3;
Atk Weapon +6 melee (dmg 1d6+3);
AC 16; HD 4d8 (26 hp); MV 30’;
Act 1d20, 1d14; SV (6, 4, 2); AL X.
Spell Check Bonus: +7
SV AGAINST: (20, 17, 15, 12, 8)

HD: 5

Init +3;
Atk Weapon +7 melee (dmg 1d6+3);
AC 17; HD 5d8 (32 hp); MV 30’;
Act 1d20, 1d16; SV (7, 5, 2); AL X.
Spell Check Bonus: +8
SV AGAINST: (21, 18, 16, 13, 9)

HD: 6

Init +4;
Atk Weapon +8 melee (dmg 1d6+4);
AC 18; HD 6d8 (39 hp); MV 30’;
Act 1d20, 1d16; SV (8, 5, 2); AL X.
Spell Check Bonus: +9
SV AGAINST: (22, 19, 17, 14, 10)

HD: 7

Init +4;
Atk Weapon +9 melee (dmg 1d6+4);
AC 19; HD 7d8 (45 hp); MV 30’;
Act 2d20; SV (9, 6, 2); AL X.
Spell Check Bonus: +10
SV AGAINST: (23, 20, 18, 15, 11)

HD: 8

Init +5;
Atk Weapon +10 melee (dmg 1d6+5);
AC 20; HD 8d8 (52 hp); MV 30’;
Act 2d20; SV (10, 7, 3); AL X.
Spell Check Bonus: +11
SV AGAINST: (24, 21, 19, 16, 12)

HD: 9

Init +5;
Atk Weapon +11 melee (dmg 1d6+5);
AC 21; HD 9d8 (58 hp); MV 30’;
Act 2d20; SV (11, 7, 3); AL X.
Spell Check Bonus: +12
SV AGAINST: (25, 22, 20, 17, 13)

HD: 10

Init +6;
Atk Weapon +12 melee (dmg 1d6+6);
AC 22; HD 10d8 (65 hp); MV 30’;
Act 2d20, 1d14; SV (12, 8, 3); AL X.
Spell Check Bonus: +13
SV AGAINST: (26, 23, 21, 18, 14)

Extreme Creatures

Hit Die
(most likely 1d8)
Hit Points
(or roll)
Initiative: Atk / Dmg Bonus Armor Class Spell Bonus
(if applicable)
Action Dice Saves
(first being their best at)
Saves Against
(ordered by difficulty)
1d8 7 +2 +4 / +2 14 +5 1d20 (4, 3, 1) (18, 15, 13, 10, 6)
2d8 15 +2 +5 / +2 15 +6 1d20 (5, 3, 1) (19, 16, 14, 11, 7)
3d8 22 +3 +6 / +3 16 +7 1d20 (6, 4, 2) (20, 17, 15, 12, 8)
4d8 30 +3 +7 / +3 17 +8 1d20, 1d14 (7, 5, 2) (21, 18, 16, 13, 9)
5d8 37 +4 +9 / +4 19 +10 1d20, 1d16 (9, 6, 2) (23, 20, 18, 15, 11)
6d8 45 +5 +10 / +5 20 +11 1d20, 1d16 (10, 7, 3) (24, 21, 19, 16, 12)
7d8 52 +5 +11 / +5 21 +12 2d20 (11, 7, 3) (25, 22, 20, 17, 13)
8d8 60 +6 +12 / +6 22 +13 2d20 (12, 8, 3) (26, 23, 21, 18, 14)
9d8 67 +7 +14 / +7 24 +15 2d20 (14, 9, 4) (28, 25, 23, 20, 16)
10d8 75 +7 +15 / +7 25 +16 2d20, 1d14 (15, 10, 4) (29, 26, 24, 21, 17)

Save values are ordered from best to worse. Determine which Save your creature is best at (Fort, Ref, Will) and give it the first value, and go down into their worst.

Saves against is the save value PCs must make against whatever skill the monster have (poison, sleep, paralysis).

Decide how difficult the save needs to be (very hard, hard, normal, easy, very easy) and use the value indicated.

Stat Blocks for Extreme

HD: 1

Init +2;
Atk Weapon +4 melee (dmg 1d6+2);
AC 14; HD 1d8 (7 hp); MV 30’;
Act 1d20; SV (4, 3, 1); AL X.
Spell Check Bonus: +5
SV AGAINST: (18, 15, 13, 10, 6)

HD: 2

Init +2;
Atk Weapon +5 melee (dmg 1d6+2);
AC 15; HD 2d8 (15 hp); MV 30’;
Act 1d20; SV (5, 3, 1); AL X.
Spell Check Bonus: +6
SV AGAINST: (19, 16, 14, 11, 7)

HD: 3

Init +3;
Atk Weapon +6 melee (dmg 1d6+3);
AC 16; HD 3d8 (22 hp); MV 30’;
Act 1d20; SV (6, 4, 2); AL X.
Spell Check Bonus: +7
SV AGAINST: (20, 17, 15, 12, 8)

HD: 4

Init +3;
Atk Weapon +7 melee (dmg 1d6+3);
AC 17; HD 4d8 (30 hp); MV 30’;
Act 1d20, 1d14; SV (7, 5, 2); AL X.
Spell Check Bonus: +8
SV AGAINST: (21, 18, 16, 13, 9)

HD: 5

Init +4;
Atk Weapon +9 melee (dmg 1d6+4);
AC 19; HD 5d8 (37 hp); MV 30’;
Act 1d20, 1d16; SV (9, 6, 2); AL X.
Spell Check Bonus: +10
SV AGAINST: (23, 20, 18, 15, 11)

HD: 6

Init +5;
Atk Weapon +10 melee (dmg 1d6+5);
AC 20; HD 6d8 (45 hp); MV 30’;
Act 1d20, 1d16; SV (10, 7, 3); AL X.
Spell Check Bonus: +11
SV AGAINST: (24, 21, 19, 16, 12)

HD: 7

Init +5;
Atk Weapon +11 melee (dmg 1d6+5);
AC 21; HD 7d8 (52 hp); MV 30’;
Act 2d20; SV (11, 7, 3); AL X.
Spell Check Bonus: +12
SV AGAINST: (25, 22, 20, 17, 13)

HD: 8

Init +6;
Atk Weapon +12 melee (dmg 1d6+6);
AC 22; HD 8d8 (60 hp); MV 30’;
Act 2d20; SV (12, 8, 3); AL X.
Spell Check Bonus: +13
SV AGAINST: (26, 23, 21, 18, 14)

HD: 9

Init +7;
Atk Weapon +14 melee (dmg 1d6+7);
AC 24; HD 9d8 (67 hp); MV 30’;
Act 2d20; SV (14, 9, 4); AL X.
Spell Check Bonus: +15
SV AGAINST: (28, 25, 23, 20, 16)

HD: 10

Init +7;
Atk Weapon +15 melee (dmg 1d6+7);
AC 25; HD 10d8 (75 hp); MV 30’;
Act 2d20, 1d14; SV (15, 10, 4); AL X.
Spell Check Bonus: +16
SV AGAINST: (29, 26, 24, 21, 17)


Pages you might like:

DCC RPG
Level 0s and Hirelings Generator
Adventure: Something's Sleeping in Uncle Buck's Barn
DCC RPG
Custom Generic Monster Generator
DCC RPG Character Sheets
with Stats Tracker