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Free 5e stat block maker

D&D Stat Block Generator

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
Combat role

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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 Class 13 (natural armor)

Hit Points 55 (10d8 + 10)

Speed 40 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.

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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 Class 13 (natural armor)

Hit Points 55 (10d8 + 10)

Speed 40 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.

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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 Class 13 (natural armor)

Hit Points 110 (13d10 + 39)

Speed 40 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 Class 16 (natural armor)

Hit Points 180 (19d10 + 76)

Speed 40 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.

Moonmoth Matriarch

Huge monstrosity, neutral

Armor Class 18 (natural armor)

Hit Points 287 (25d12 + 125)

Speed 20 ft., fly 60 ft.

STR

18 (+4)

DEX

17 (+3)

CON

20 (+5)

INT

10 (+0)

WIS

20 (+5)

CHA

14 (+2)

Saving Throws Con +10, Wis +10

Skills Perception +10

Damage Resistances radiant

Condition Immunities blinded

Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20

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. 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. 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. 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. 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. 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.

FAQ

DnD stat block creator FAQ

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