This free stat block maker builds D&D 5e monster stat blocks in your browser: fill in the form and the stat block next to it updates as you type, in the 2014 layout or the 2024 one. It works out hit points, attack bonuses, save DCs and proficiency bonus from your numbers, checks them against the targets for the challenge rating, and exports a PNG or plain text. The builder is free with no sign-up. AI fill, which writes a whole stat block from a one-line concept, costs credits.
Free builder, no sign-up
2014 and 2024 layouts
PNG, text and Homebrewery export
55 (10d8 + 10)
+0
+2
+1
-3
+2
-2
Tap Save under a score to add proficiency. Modifiers, saves and skills update as you type.
Reedstalker
Medium monstrosity, unaligned
Armor Class13 (natural armor)
Hit Points55 (10d8 + 10)
Speed40 ft., swim 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
4 (-3)
WIS
14 (+2)
CHA
6 (-2)
Skills Perception +4, Stealth +4
Senses passive Perception 14
Languages —
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Marsh Stride. Moving through mud, shallow water or thick plants costs the reedstalker no extra movement.
Still as a Reed. While the reedstalker stands motionless in water or tall plants, it has advantage on Dexterity (Stealth) checks.
Actions
Spear Beak.Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Bonus Actions
Wading Retreat. The reedstalker takes the Disengage action. If it ends this move in water or tall plants, it can also take the Hide action.
A long-legged marsh hunter with a beak like a spear. It waits in the reeds for hours, strikes once from ten feet away, then splashes back out of reach.
occreator.org
CR 1/2 check
AC13/ 13
HP55/ 50-70
To hit+4/ +3
Dmg/round7/ 6-8
Targets from the Dungeon Master's Guide table for this CR. A little over or under is fine; big gaps change how hard the fight feels.
Examples
DnD custom stat block examples
Four original monsters made in this monster stat block maker, from a CR 1/2 skirmisher to a CR 15 solo boss. None of them comes from the Monster Manual or the SRD, and each one sits close to the Dungeon Master's Guide targets for its challenge rating. Load one into the builder, switch between the 2014 and 2024 layouts, and change anything you like.
Low-level skirmisher · CR 1/2
A CR 1/2 marsh hunter that strikes from 10 feet away and wades back out of reach as a bonus action. Run three or four in a swamp against a level 2 or 3 party, and have them hide in the reeds between strikes.
Reedstalker
Medium monstrosity, unaligned
Armor Class13 (natural armor)
Hit Points55 (10d8 + 10)
Speed40 ft., swim 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
4 (-3)
WIS
14 (+2)
CHA
6 (-2)
Skills Perception +4, Stealth +4
Senses passive Perception 14
Languages —
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Marsh Stride. Moving through mud, shallow water or thick plants costs the reedstalker no extra movement.
Still as a Reed. While the reedstalker stands motionless in water or tall plants, it has advantage on Dexterity (Stealth) checks.
Actions
Spear Beak.Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Bonus Actions
Wading Retreat. The reedstalker takes the Disengage action. If it ends this move in water or tall plants, it can also take the Hide action.
A long-legged marsh hunter with a beak like a spear. It waits in the reeds for hours, strikes once from ten feet away, then splashes back out of reach.
occreator.org
Hard-hitting brute · CR 3
A CR 3 brute with a deep pool of hit points, a simple two-hit Multiattack and a charge that knocks targets prone. Fight it on a narrow quarry ledge or a rope bridge, where getting knocked down really matters.
Quarry Ram
Large monstrosity, unaligned
Armor Class13 (natural armor)
Hit Points110 (13d10 + 39)
Speed40 ft., climb 30 ft.
STR
17 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
3 (-4)
WIS
12 (+1)
CHA
6 (-2)
Skills Athletics +5, Perception +3
Senses passive Perception 13
Languages —
Challenge 3 (700 XP)
Proficiency Bonus +2
Battering Head. The ram deals double damage to objects and structures.
Sure-Footed. The ram has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Multiattack. The ram makes two Headbutt attacks.
Headbutt.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage, and the target is knocked prone if it is Large or smaller and the ram moved at least 20 feet straight toward it this turn.
A ram the size of a draft horse, with curling horns of solid granite. Quarry crews leave salt licks out to keep it friendly, because an angry one can knock a loaded cart off a cliff road.
occreator.org
Save-based controller · CR 8
A CR 8 controller: Binding Thread drags one hero out of position every turn, and Evening Snare restrains a whole group on a failed Dexterity save. Pair it with a brute or two so the restrained heroes have something to worry about.
Vesperloom
Large fey, chaotic neutral
Armor Class16 (natural armor)
Hit Points180 (19d10 + 76)
Speed40 ft., climb 40 ft.
STR
14 (+2)
DEX
18 (+4)
CON
18 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws Dex +7, Wis +6
Skills Insight +6, Perception +6, Stealth +7
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 16
Languages Common, Sylvan
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Dusk Sight. Magical darkness doesn't impede the vesperloom's darkvision.
Thread Walker. The vesperloom ignores difficult terrain made of webs or threads, and it knows the location of any creature touching one of its threads.
Actions
Multiattack. The vesperloom makes two Needle Leg attacks and uses Binding Thread.
Needle Leg.Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) psychic damage.
Binding Thread. One creature the vesperloom can see within 60 feet must make a DC 16 Strength saving throw, taking 13 (3d8) psychic damage on a failed save. On a failed save, the target is pulled up to 20 feet straight toward the vesperloom.
Evening Snare (Recharge 5-6). Each creature in a 20-foot-radius sphere centered on a point the vesperloom can see within 90 feet must make a DC 16 Dexterity saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target is restrained until the end of the vesperloom's next turn.
Bonus Actions
Skein Step. The vesperloom teleports up to 30 feet to an unoccupied space it can see that is in dim light or darkness.
Reactions
Tangle. When a creature within 10 feet of the vesperloom hits it with a melee attack, the vesperloom wraps a thread around the attacker's arm. The attacker has disadvantage on attack rolls until the start of its next turn.
A tall, many-limbed fey that spins thread out of evening shadow. It strings its looms across old belfries and forest canopies and keeps travelers who wander in after sunset as an audience for its tapestries.
occreator.org
Solo boss with legendary actions · CR 15
A CR 15 boss built to fight a whole party alone: three legendary action uses, a recharge cloud that blinds, and Restless Molt so one stun does not end the fight. Let it glide out of reach between turns and make the party come to it.
Languages understands Common and Sylvan but can't speak
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Moonlit Wings. The matriarch sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Restless Molt (3/Day). At the end of its turn, the matriarch can shed a layer of dusty scales and end one condition affecting it.
Actions
Multiattack. The matriarch makes two Wing Slash attacks and one Antenna Lash attack.
Wing Slash.Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 16 (3d8 + 3) slashing damage plus 9 (2d8) radiant damage.
Antenna Lash.Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (3d10 + 3) bludgeoning damage, and the target can't take reactions until the start of its next turn.
Moondust (Recharge 5-6). Each creature in a 60-foot cone must make a DC 18 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much damage on a successful one. On a failed save, the target is blinded until the end of its next turn.
Reactions
Mirror Wings. When the matriarch is hit by a ranged attack, it tilts its wings and adds 3 to its AC against that attack, possibly causing it to miss.
Legendary Actions
Moonmoth Matriarch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Moonmoth Matriarch regains spent legendary actions at the start of its turn.
Dusting Glide. The matriarch flies up to half its fly speed. This movement doesn't provoke opportunity attacks.
Moonbeam. One creature the matriarch can see within 120 feet must make a DC 18 Dexterity saving throw, taking 9 (2d8) radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the target sheds dim light in a 10-foot radius and can't become invisible until the start of the matriarch's next turn.
Wing Buffet. Each creature within 10 feet of the matriarch must make a DC 18 Strength saving throw, taking 7 (2d6) bludgeoning damage on a failed save. On a failed save, the target is pushed up to 15 feet away and knocked prone.
A moth as wide as a barn, with silver wings that glow like the full moon. It nests in ruined observatories and treats every lantern, campfire and torch nearby as a rival to put out.
occreator.org
Monster roles
Monster roles for your stat block
Most monsters do one job in a fight. Pick the role first and the numbers follow: the same CR can be a slow wall of hit points or a fast striker that never stays put. AI fill in this 5e statblock generator aims for the same six roles.
Brute
Lots of hit points, big melee hits and not much else. Put its HP near the top of the range for its CR, keep AC at or a little under the target, then give it Multiattack and one simple trick such as a charge or a shove. The Quarry Ram above is a brute.
high HP
Multiattack
one trick
Skirmisher
Fast, slippery and annoying to chase. A high speed, a climb or swim speed, extra reach and a bonus action to Disengage or Hide let it hit and leave. Keep its HP toward the low end of the range so a cornered skirmisher drops fast.
fast
Disengage
hit and run
Artillery
Attacks from range and wants distance. Give it a ranged attack or spell with a long reach, a reason to stay back such as flight or cover, and lower AC and HP so the heroes who close in on it get rewarded.
ranged attacks
stays back
fragile up close
Controller
Changes the fight instead of winning the damage race. Its best actions are saving throws that restrain, pull, frighten or blind, with a little less damage to pay for the conditions. The Vesperloom above is a controller.
saving throws
conditions
area effects
Support
Makes the other monsters better: heals them, shields them or hands out bonuses. It hits weakly on its own, so players who spot it and go after it first should feel smart for it.
heals
buffs allies
priority target
Solo boss
Built to fight a whole party alone. Legendary actions let it act between the heroes’ turns, a recharge ability gives it a big moment, and a trait such as Legendary Resistance or Restless Molt keeps one bad saving throw from ending the fight early.
legendary actions
recharge
fights alone
Guide
How to make a 5e monster stat block
Here is the order most DMs follow, and how each step works in this DnD monster stat block maker. You can stop at any point: the preview is always a complete, playable stat block.
1
Start with a concept and a CR
Write one line about the monster and pick a challenge rating. The 2014 Monster Manual's rule of thumb: four well-rested characters should beat one monster whose CR equals their level without anyone dying. The CR sets the proficiency bonus, the XP and the targets the builder checks against.
2
Set size, type and ability scores
Size picks the hit die, from d4 for Tiny to d20 for Gargantuan, and the Constitution modifier is added for every die. Choose a number of hit dice that puts the hit points inside the range for your CR; the builder does the math and writes it out, such as 110 (13d10 + 39). Ability scores run from 1 to 30.
3
Add defenses and senses
Set AC with a short note such as natural armor, then pick saving throw and skill proficiencies, resistances, immunities and senses. Passive Perception is filled in for you. Resistances make a monster tougher than its hit points suggest, so use them sparingly at low CR.
4
Write actions with the attack builder
For an attack, pick melee or ranged, the ability it uses and the damage dice; the to-hit bonus (proficiency bonus plus the ability modifier) and the average damage are worked out for you. Saving throw effects get a DC of 8 + proficiency bonus + the ability modifier. Add Multiattack as a text action, then bonus actions, reactions and, for a boss, legendary actions.
5
Check the CR targets and export
The CR check compares AC, hit points, attack bonus, damage per round and save DC with the Dungeon Master's Guide numbers for your CR, so you can see what runs high or low. Switch between the 2014 and 2024 layouts, then download a PNG, copy the text or save the block in your browser.
Yes. The builder runs in your browser, so building, editing, exporting and saving stat blocks is free and unlimited, with no account. Only AI fill costs credits: each filled stat block costs one credit, refunded automatically if it fails. Credits unlock with any credit pack or plan, and the purchase also unlocks the bonus credits you got for signing up.
A stat block is the box of game numbers for one creature: name, size, type and alignment, then Armor Class, hit points and speed, the six ability scores, saving throws, skills, senses, languages and challenge rating, followed by traits, actions, bonus actions, reactions and legendary actions. The official books write stat block as two words. Statblock is the same thing as one word, and you will see both on DM forums and in tools.
The 2024 layout, used in the 2025 Monster Manual and SRD 5.2, puts Initiative on the AC line with a modifier and a score, like Initiative +2 (12). Ability scores sit in a table that shows each score, its modifier and its saving throw, so the separate Saving Throws line is gone. Damage and condition immunities share one Immunities line, a Gear line lists equipment, and the CR line shows XP and proficiency bonus, as in CR 1/4 (XP 50; PB +2), where the 2014 Monster Manual printed Challenge 1/4 (50 XP). Attacks read Melee Attack Roll: +4 instead of Melee Weapon Attack: +4 to hit, saving throw effects spell out Failure and Success, and legendary actions are counted as Legendary Action Uses. The layout toggle redraws your block either way.
CR is a guide to how tough a monster is. By the 2014 Monster Manual's definition, four well-rested characters should be able to beat one monster whose CR equals their level without anyone dying. The 2014 Dungeon Master's Guide builds CR from two halves: a defensive CR from hit points, adjusted by AC, and an offensive CR from damage per round over three rounds, adjusted by attack bonus or save DC. The final CR is the average of the two. The builder's CR check uses that table in both layouts. Many printed low-CR monsters have far fewer hit points than the table suggests (a 2024 goblin warrior has 10 at CR 1/4) and make up for it with damage or tricks, so treat the targets as a starting point.
It comes from CR, not level: +2 for CR 0 to 4, +3 for CR 5 to 8, +4 for CR 9 to 12, +5 for CR 13 to 16, +6 for CR 17 to 20, +7 for CR 21 to 24, +8 for CR 25 to 28 and +9 for CR 29 and 30. The builder adds it to attack rolls, save DCs, proficient saving throws and skills (twice for expertise), and in the 2024 layout to initiative when you mark the monster as proficient.
Yes. People call this kind of tool a DnD statblock generator, a stat block maker 5e, a statblock maker 5e, a stat block creator 5e or a DnD monster statblock maker, and they all mean a form that turns monster numbers into a formatted stat block. This one is built for fifth edition only, both the 2014 rules and the 2024 revision. Older editions and Pathfinder use different math and layouts, so the CR check will not fit them.
Use Download PNG for an image you can drop into any document, slide deck or VTT handout, or Copy text to put the whole block on your clipboard as plain text in the same order. In Homebrewery, insert the Monster Stat Block snippet and paste your lines over the sample. In GM Binder or a Google Doc, paste the text and style it there. Copied text also works in Discord messages and session notes.
Monsters you design are yours to publish in a PDF, a blog post or a game you sell. The 5e rules behind them are in the System Reference Document: SRD 5.1 (2014 rules) has been under the Creative Commons CC-BY-4.0 license since January 2023, and SRD 5.2 (2024 rules) came out under CC-BY-4.0 on April 22, 2025. If you reuse SRD text, include the attribution statement the SRD asks for. This builder ships no Monster Manual text and the examples here are original, but a monster copied from a book still belongs to that book. Creative Commons licenses do not cover trademarks, so keep the D&D logo off anything you sell.
No, it builds creature stat blocks. Magic items in 5e do not use a stat block: they are written as a name, a line with the category, rarity and attunement (for example, Wondrous Item, rare, requires attunement) and a paragraph of rules text, which fits in any document. If your item fights back, like an animated statue or a living suit of armor, build that creature here as a construct.
Yes, with AI fill. Type a one-line concept, such as a swamp hag who trades in stolen names, pick a CR and a role, and add a creature type, a size or legendary actions if you want them. The AI writes an original monster aimed at the Dungeon Master’s Guide numbers for that CR and loads it into the form, where you can change anything before you export. It is told never to copy Monster Manual creatures. AI fill needs an account and costs one credit per stat block, refunded if it fails.
Press Save to keep the current block in this browser, and Load to open any block you saved before. The examples on this page load into the builder the same way. Saved blocks stay on this device: they do not sync to other devices, and clearing your browser data removes them, so download a PNG or copy the text of anything you cannot afford to lose.
Yes. Set the type to humanoid, list weapons and armor under Gear (shown in the 2024 layout) and give the NPC skills and languages. Guards, cult leaders, rival adventurers and shopkeepers use the same stat block format as monsters, and the CR check works the same way.
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