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Load a ready-made entry from the SRD 5.1 into this card.

Choose a file or drag & drop it here

PNG, JPG, WEBP and more supported

Use "Contain" for transparent PNG/WebP portraits or item art so the full image stays visible.

"Default" builds a dark gradient from the uploaded artwork's colors. "Creature Type" uses the classic type background image.

Choose which sections appear in the form and on the card. Unchecking a section hides it but keeps its data. Locked sections are always included.

Identity

Add weapons and loot as draggable entries. Use the Item Tag selector to mark entries as Magic Items or Quest Items on the card.

Separate items with "Β·", commas, or new lines β€” each item becomes its own tag on the card.

Weapon rows appear in the Weapons section and calculate hit/damage from Level/CR and ability scores when available.

Loot rows appear in the Loot section, alongside any coins listed below.

Coins

Coins with an amount above zero appear as tags in the Loot row, marked with their coin token.

Link other cards to this NPC. Choose the card type for a colored tag, then enter the linked card's name.

Ability Scores (0–30)

Monsters use the same six ability scores as player characters, each ranging from 1 (minimum) to 30 (maximum). The modifier for each score is calculated the same way as for a player character.

If you're unsure what scores to assign, find a comparable creature in the Monster Manual and use its scores as a reference.

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Defense
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Speeds (ft., multiples of 5)

Nearly every monster has at least a walking speed. Additional movement modes make a creature more versatile and interesting on the battlefield.

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Resistances
Damage Immunities
Vulnerabilities
Condition Immunities
Saving Throws

By default, a monster's saving throw bonus equals its relevant ability modifier. You can grant proficiency in a saving throw to make a creature more resistant to specific effects β€” the bonus then becomes the monster's proficiency bonus + the relevant ability modifier.

Saving throw proficiencies are most useful for offsetting a low ability score. For example, an undead creature with low Wisdom might still have a strong Wisdom save to reflect how difficult it is to charm, frighten, or turn.

Note: A monster with 3–4 saving throw proficiencies has its effective AC increased by 2 for CR purposes. A monster with 5 or more proficiencies increases effective AC by 4.
Skills

A monster proficient in a skill adds its proficiency bonus to the relevant ability check. You can grant expertise (double proficiency) to reflect exceptional mastery β€” for example, a doppelganger might have double proficiency in Deception. You might also grant Half Proficiency to several skills to represent a Jack-Of-All-Trades, as with a typical Bard.

Skill bonuses have no bearing on a monster's challenge rating. Assign them when they reinforce the creature's concept and role.

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Senses

Special senses let a monster perceive its environment in unusual ways. They have no bearing on CR, but they make a creature more tactically interesting.

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Languages

Languages have no bearing on CR. A monster can know as many languages as fits its concept, though most know one or two at most, and many beasts know none. A creature can understand a language without being able to speak it.

Separate multiple custom languages with commas.

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