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D&D 3.5 NPC Generator

For a quick walk through of how to get the best out of the NPC generator, watch the screencast.

Monster Selection by Letter:

Select Classes (optional)

Paid users can select a second class and a prestige class
Class
Skill Focus
Level (max level for paid users is 30)
Initial Stat values:

Elite (15, 14, 13, 12, 10, 8)

Nonelite (13, 12, 11, 10, 9, 8)

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Any problems with access please read this page Help with cookies. If you still have problems or have any queries please contact me at paul(at)dinglesgames.com

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This tool is for DMs who are tired of spending an hour generating a monster or NPC only to see their players kill it in a few brief rounds of combat. Using this monster generator, a DM can create a 20th level Stone Giant fighter in a minute or two or 3rd level Drider cleric in just a few seconds. Allowing you, the GM, to either experiment to find the right monster to really challenge your party or simply use the time you save creating monsters to write more adventures.

The monster and NPC generators follows all the rules of D&D 3.5 for creating monsters with classes and NPCs. So the monsters / NPC you create with this tool are just as good as the ones you would create by hand. The results can be printed out directly from the web page or use the plain text option to cut & paste the monster into your adventure.

The tool is easy to use. Simply select the monster and optionally select its classes, levels and its skill focus. The focus controls how the monster's / NPCs skill points are used, ensuring that your monster / NPC has the right skills to terrorise your party. Special attacks and class abilities are allocated automatically but the monster generator / NPC generator lets the GM select the feats. Monsters / NPCs also start with their default weapons and attacks but these can be changed, as can the monster's ability scores and size.

Once you are happy with your changes press the RECALCLATE button to see how the changes effect the monster.

The monster generator and NPC Generator are free to use and supplied "as is". If you have any questions or problems, please write to us: CONTACT (at) DinglesGames (dot) com.

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

  1. jezzakstyles says:

    Hi again,
    I have made the size adjustment to my templates and everything is working fine now – ran quite a few samples and no errors.
    Thanks for the quick response & fix.
    Cheers

  2. verger7 says:

    Is Magmin not included in the list of monsters? MM pg 130.

  3. verger7 says:

    Hey Admin,
    Have you thought about adding in the 3.5 MM II and III? It would be awesome if you could.
    Thanks.

  4. admin says:

    Hi verger7, Not sure how I missed Magmin, I’ve added it now. I can only add material that is covered in the OGL (open gaming licence). This only includes the basic books for D&D 3.5

  5. Halis says:

    First of all, big fan of your utilities. Well worth the price of a life long membership. Have a few comments.

    1) You might want to double check your process on the skeletal template. After playing around with it for a game with a lot of animate dead being cast a few things are off. There are a few more issues here, but I included some examples that hopefully will convince you to give the template a second look. Honestly would gladly pay extra/make a donation to get this upgraded.
    a) It looks like the template is adding Natural armor based on the SRD Armor Class size table for the Skeleton template instead of replacing the base creature’s natural armor as intended.
    b) Similarly it seems like the template isn’t replacing the BAB with 1/2 HD as intended and keeps the base creature.
    c) Also does not take into account template rule that gives full attack bonus when attacking with all claw attacks
    d) Importantly, CR is not calculated on hit dice as the Skeleton template requires.

    2) Can you confirm if the generator uses the rules for associated and non associated class levels. It seems like it treats all NPC classes as non associated and all classes as associated. Which I think is fine but would be cool to be able to pick if a class is associated or not when adding levels.

    3) #2 only really matters because of the way you seem to generate gp value as CR = NPC level then looking on the NPC wealth by level table. (Which I actually think is a fine way of doing it for the most part, but a bit more control over the CR would make buying equipment a bit easier). As far as the rules go, the SRD says that monsters advancing by class level are given equipment based on ECL (LA + Racial HD + character levels). So RAW an Orge Ftr1 has an ECL of 7 and is entitled to 7,200 gp in wealth, while in your generator we get a result of CR 4 corresponding to 3,300 gp in wealth as a 4th level NPC.
    To make things a bit more complicated, the DMG says when advancing by classes levels you should determine gear value first by using NPC Gear Value table based on only the class levels and then generate treasure according to the monster entry. So our Orge Ftr1 would have gear worth 900 as lvl 1 NPC + 1,200 as treasure for a 4th level encounter giving a total of 2,100 gp which is 1,200 gp less than your generator and 5,100 less then the SRD rules suggest.

    To make things worse, the rules are not consistent really. If you look at the Harpy archer in the SRD it has about 29,400gp in equipment if we use the DMG rules it should have 7.2k as a 7th level NPC + 7.5k from it’s CR 11 treasure value for a total of 14.7k. If we go by the SRD monster improvement rules it has an ECL of 17 and should get 100k in gear. If we go by your generator it should have 21k.

    The only way we get close to where the example is would be to use CR to get NPC wealth and then generate treasure which puts us around 28.5k with average treasure value.

    So any underlying principle as to how you got where the generator is now, and what do you think it should be?

  6. admin says:

    Hi Halis, I’ve made an adjustment to the skeleton template.
    The generator does use a table which puts together associated classes to work out the CR.
    The way CR is calculated is Original Monster CR + NPC Class CR
    The treasure is based on the CR’s corrisponding class level , so a Ogre 1st level fighter would have a CR 4 which would give 3300gps as for a 4th level NPC

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