For a quick walk through of how to get the best out of the NPC generator, watch the screencast.
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 Pathfinder Roleplaying game 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.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
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. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
Hi Paul,
Any chance of removing Mage’s Freezing Sphere from the PF level 4 Sorc/Wizard spell list.
It is actually Resilient Sphere, which you’ve already included on the list. Freezing Sphere is a level 6 spell (also already included as level 6 spell).
Cheers
Jezza
Hi Paul,
Just used PF Add Monster to create a Large sized Humanoid that uses a greatsword, selected 3d6 base dmg (per size), but when I go to generator, the base dmg resets to 2d8?
Can you look into this this (when you get the time).
Cheers
Jezza
Hi Jezza, I think I’m up to date with the fixes at the moment. The Oracle will probably be next month as I’ve got another contract on at the moment, so am only doing fixes to the site.
Cheers
Paul
Hi Paul,
Just a few small corrections for the base BARBED DEVIL when you have the time.
1) Fear is not an aura, could you include ‘if hit by its claws’ in the text (not just ‘if hit’).
2) +10 nat armour (not +13).
3) SR is 22, not 23.
4) Summon ability does not include 1d6 bearded devils.
5) Spell-like abilities, at will, should include produce flame and pyrotechnics.
6) Spellcraft is +12 (not +16); Survival is +13 (not +12).
7) Individual languages not listed.
Cheers
Jezza
Hi Malletmann, I am going to have to do code changes for the magic feats and anti-paladin spells, hopefully get it sorted next week. Busy in a contract at the moment.
When you get the chance, could you make the following corrections to the base Behir monster from Bestiary 1.
1) No longer has the Scent ability;
2) Now 10 HD (not 9);
3) AC should be 21, not 10;
4) Climb speed of 20 ft. instead of 15 ft.;
5) Bite dmg now 2d6 instead of 2d4;
6) Constrict dmg is 2d8+9 instead of 2d8+8;
7) Rake dmg is 1d4+6 instead of 1d4+4; Grab text should include any size foe, and deals constrict dmg in any round it establishes a hold;
9) Swallow Whole should include Large size, 2d8+9 dmg, AC 16, 10 hp in text;
10) Skills are slightly different; shouldn’t have Survival skill, Perception increases by +1;
Treasure is Std x2, not Std x1.
Once you’ve finished your ‘project’, could you look at including a text drop down box for the Organisation section of a monster’s statistics in the Add Monster facility (PF and 3.5).
I like to add some other creatures for some monsters I’ve created (e.g. 2d12 slaves for a Slaver Gang of demons, for instance).
Just a minor adjustment, but handy when building encounters.
I just noticed a few very small errors with the HEZROU DEMON from Bestiary 1.
1) Aura should be Stench (DC 24, 10 rounds) - not the Nausea ability, which should instead be listed under Special Attacks;
2) Grab special attack not listed (bite & claws); and
3) Amphibious special quality not listed.
I just noticed some errors for the VROCK DEMON (Bestiary 1 pg 69). Could you please correct them when you get the chance?
They are:
(1) SR is 20 [not 17];
(2) Dance of Ruin effect has changed [now deals electricity dmg, only one Vrock now required, etc.];
(3) Spores atk should not include a DC as no save allowed;
(4) Stunning Screech atk should include text like ‘affects all non-demons in a 30 ft. radius’;
(5) Spell like abilities should include CL 12, and mirror image is only 1/day [not at will];
(6) Fly skill should be +12, not +14 [-2 for size penalty?];
(7) 3 base languages not listed;
(8) Organisation details have changed [solitary, pair, or gang 3-10].
As always, this is a great tool.
The VROCK DEMON detailed above should also include the following two points:
(1) There is no save DC listed for the Dance of Ruin ability - it is Charisma-based;
(2) The save DC for the Stunning Screech ability should change to DC 20 as it is now Constitution-based (not Charisma-based).
I just created a high CR outsider with 25 base HD and assigned it a manufactured weapon as its primary weapon - the generator is assigning it 5 atks/round, but it should only be 4/round maximum (per Scaling Powers section on page 407 of Core Rulebook).
Can you fix this - I realise this type of problem will only occur rarely given the CR / level range for this type of monster, but I could miss it if I’m in a rush.
Hi malletmann,
It seems they have added paths since I created the psionic classes. I’ll have a look at what else has changed and upgrade them.
Cheers
Paul
I just generated a few mid-level clerics and I noticed that Chaos Hammer, Holy Smite, Orders Wrath, and Unholy Blight are not appearing on the level 4 spell list for clerics unless you take the corresponding Domain - this is per the 3.5 rules, but they should be on the spell list for PF clerics (as long as alignment / deity allows them, and the generator doesn’t know these).
Also, if a creature has the Uncanny Dodge ability, why does the generator deduct Dex bonus (and Dodge feat) from the flat-footed AC?
Could you please look into these points when you have the time.
Hi Jezza,
I’ve updated the spells.
The Uncanny Dodge feat means that the rogue is never flat footed so you should just ignore the flat footed AC. However a Rogue can still be caught off by a Feint in which case you can use the flat footed AC.
I see you’ve added the Oracle class - thanks for that.
You may be aware of the following problems already.
1) Couldn’t see where the option for your Oracle’s Curse was (should be selected before NPC is fully generated;
2) The actual Mystery should be chosen before the NPC is generated - then you can make the Revelations selection via the Oracle feats section (which is currently blank and doesn’t allow any selections);
3) Bonus spells from your Mystery and the selection of either ‘Cure’ or ‘Inflict’ automatic bonus spells at 1st level was not built into the class; and
4) the actual number of Spells Known appears to be the same as the Spells/Day (for example, a 20th level Oracle with a 22 Charisma can cast 6 ninth-level spells/day, but should only know 3 base spells plus her Mystery spell, but generator is giving selection of six spells, as if the Oracle were not a spontaneous spell-caster?).
As I said earlier, you may already be aware of these problems and looking at rectifying them in the near future.
Just letting you know.
Hi Jezza,
I’ve only just started work on the Oracle class I still need to spend another 2 or 3 days on it. I’ll write a post when I’ve got it working properly.
Thanks for the feedback regarding the Oracle class (I thought I might have been leaping in too early).
The BULETTE (Bestiary 1 page 39) has the following errors:
1) Burrow speed of 20 ft. instead of 10 ft.;
2) Leap text should include that a DC 20 Acrobatics check must be made in order to do this special attack;
3) Acrobatics skill should be an additional bonus of +8 when jumping, not +4 (Bestiary includes +4 for speed, I guess); and
4) +4 bonus to CMD vs. trip attacks not listed anywhere – you could include it as text under “other” for Special Qualities section (that’s what I do for my home-brew creatures).
The REMORHAZ (Bestiary 1 page 233) has the following errors:
1) Low-light vision and Tremorsense 60 ft. not listed;
2) Immunity to cold & fire not included;
3) Heat attack text for weapons should be Fort save to avoid any dmg, not just to avoid being melted (as 8d6 fire dmg won’t necessarily destroy every weapon); it should also include that it only applies if the remorhaz is enraged (for instance, if it is surprised, then its Heat ability wouldn’t apply);
4) Swallow Whole text is wrong, should have ‘AC 15, hp 9’ in text and omit the reference to 25 hp of dmg;
5) Reach of 15 ft. rather than 10 ft.;
6) CMD should include ‘cannot be tripped’ – perhaps include it as text under ‘Other’ for SQ;
7) Languages Giant is correct but should have ‘cannot speak’ in brackets.
The ROPER (Bestiary 1 page 237) has the following errors:
1) SR is 27 rather than 30;
2) Strand dmg listed as 4d8 base, but should be set to no dmg Or 0 dmg;
3) Drag special attack should be listed as Pull attack under PF rules, and shown as (strand 5 ft.);
4) CMD should include ‘cannot be tripped’ – perhaps include it as text under ‘Other’ for SQ;
5) Languages should omit Terran and include Aklo; and
6) Treasure is standard instead of none.
I also noticed a few errors with the RAKSHASA (Bestiary 1 page 231), as follows:
1) Subtypes of native & shapechanger not included;
2) Detect Thoughts is a supernatural ability tied to its racial HD, should include it under Other (Cha) instead of SLA as the save is DC 18 (not DC 15);
3) Sense Motive is +14 [not +17]; and
4) Environment, Organisation, and Treasure details have changed.
Hi Jezza the Oracle class is now ready for a good testing (Not yet added in the curse though I think I’ll add them in the second domain slot)
Cheers,
Paul
Although II’m paid up to 2014 I can onlt generate Pathfinder NPCs up to Level 5 and I can’t create a multi-class character - can you please advise what the problem is.
I’ve done a few ‘test runs’ of the Oracle class and have found the following problems:
1) The number of spells known is correct, except for level 20 which defaults to 6 + Mystery spell for each spell level 0 through to 9;
2) You should gain a new Mystery spell at each even level 2 through to 18, but the generator is doing it add odd levels (3 through to 19) instead; and
3) The selection of either ‘Cure’ or ‘Inflict’ automatic bonus spells at 1st level (and beyond) has not been built into the class - it will need an option for this selection before the character is initially generated, then the spells will need to be automatically linked to Spells Known (like the Mystery spells are).
Hello Sir,
Now that the oracle is up and running, could you adjust the Lammasu? It was created with levels in cleric, but should be able to cast as a 7th level oracle. I’d like to create a Lammasu of 9 levels oracle, so effectively a 16 level caster. help us out?
Hi Paul,
I just noticed that the bastard sword does not show 19-20 base threat range on NPC generator, it just lists the relevant dmg.
Cheers
Jezza
Hi Paul,
Any chance of removing Mage’s Freezing Sphere from the PF level 4 Sorc/Wizard spell list.
It is actually Resilient Sphere, which you’ve already included on the list. Freezing Sphere is a level 6 spell (also already included as level 6 spell).
Cheers
Jezza
Hi Paul,
Just used PF Add Monster to create a Large sized Humanoid that uses a greatsword, selected 3d6 base dmg (per size), but when I go to generator, the base dmg resets to 2d8?
Can you look into this this (when you get the time).
Cheers
Jezza
Hi Jezza, I think I’m up to date with the fixes at the moment. The Oracle will probably be next month as I’ve got another contract on at the moment, so am only doing fixes to the site.
Cheers
Paul
Hi Paul,
Just a few small corrections for the base BARBED DEVIL when you have the time.
1) Fear is not an aura, could you include ‘if hit by its claws’ in the text (not just ‘if hit’).
2) +10 nat armour (not +13).
3) SR is 22, not 23.
4) Summon ability does not include 1d6 bearded devils.
5) Spell-like abilities, at will, should include produce flame and pyrotechnics.
6) Spellcraft is +12 (not +16); Survival is +13 (not +12).
7) Individual languages not listed.
Cheers
Jezza
Hi Jezza, I’ve updated the Barbed Devil
Cheers
Paul
I’ve noticed the spell list for the anti-paladin is incorrect.
When I tried to build an advanced Aranea, the magic feats weren’t available to it, despite it having sorcerer casting.
Hi Malletmann, I am going to have to do code changes for the magic feats and anti-paladin spells, hopefully get it sorted next week. Busy in a contract at the moment.
Hi Paul,
I love the new ‘look’ to the site, very professional and always easy to use.
Cheers
Jezza
Hi Paul,
When you get the chance, could you make the following corrections to the base Behir monster from Bestiary 1.
Grab text should include any size foe, and deals constrict dmg in any round it establishes a hold;
1) No longer has the Scent ability;
2) Now 10 HD (not 9);
3) AC should be 21, not 10;
4) Climb speed of 20 ft. instead of 15 ft.;
5) Bite dmg now 2d6 instead of 2d4;
6) Constrict dmg is 2d8+9 instead of 2d8+8;
7) Rake dmg is 1d4+6 instead of 1d4+4;
9) Swallow Whole should include Large size, 2d8+9 dmg, AC 16, 10 hp in text;
10) Skills are slightly different; shouldn’t have Survival skill, Perception increases by +1;
Treasure is Std x2, not Std x1.
Cheers
Jezza
Thanks Jezza,
I’ve updated the Behir
Cheers
Paul
Hi Paul,
Once you’ve finished your ‘project’, could you look at including a text drop down box for the Organisation section of a monster’s statistics in the Add Monster facility (PF and 3.5).
I like to add some other creatures for some monsters I’ve created (e.g. 2d12 slaves for a Slaver Gang of demons, for instance).
Just a minor adjustment, but handy when building encounters.
Cheers
Jezza
Hi Paul,
I just noticed a few very small errors with the HEZROU DEMON from Bestiary 1.
1) Aura should be Stench (DC 24, 10 rounds) - not the Nausea ability, which should instead be listed under Special Attacks;
2) Grab special attack not listed (bite & claws); and
3) Amphibious special quality not listed.
Cheers
Jezza
Hi Jezza,
Thanks, Ive updated the HEZROU DEMON now
Cheers,
Paul
Page is missing the giant slug.
Hi koltreg,
I’ve now added the giant slug, thanks for pointing it out.
Cheers,
Paul
Could you add Mephits when you get the time?
Hi Paul,
Any chance of adding the Storm Giant to PF tool (when you get the time)?
Cheers
Jezza
Hi Paul,
I just noticed some errors for the VROCK DEMON (Bestiary 1 pg 69). Could you please correct them when you get the chance?
They are:
(1) SR is 20 [not 17];
(2) Dance of Ruin effect has changed [now deals electricity dmg, only one Vrock now required, etc.];
(3) Spores atk should not include a DC as no save allowed;
(4) Stunning Screech atk should include text like ‘affects all non-demons in a 30 ft. radius’;
(5) Spell like abilities should include CL 12, and mirror image is only 1/day [not at will];
(6) Fly skill should be +12, not +14 [-2 for size penalty?];
(7) 3 base languages not listed;
(8) Organisation details have changed [solitary, pair, or gang 3-10].
As always, this is a great tool.
Cheers
Jezza
Hi Paul (me again),
The VROCK DEMON detailed above should also include the following two points:
(1) There is no save DC listed for the Dance of Ruin ability - it is Charisma-based;
(2) The save DC for the Stunning Screech ability should change to DC 20 as it is now Constitution-based (not Charisma-based).
Cheers
Jezza
Hi Paul,
I just created a high CR outsider with 25 base HD and assigned it a manufactured weapon as its primary weapon - the generator is assigning it 5 atks/round, but it should only be 4/round maximum (per Scaling Powers section on page 407 of Core Rulebook).
Can you fix this - I realise this type of problem will only occur rarely given the CR / level range for this type of monster, but I could miss it if I’m in a rush.
Cheers
Jezza
Hi Jezza, I’ve now limited the number of attack to 4 and updated the Vrock
Cheers
Paul
Hi malletmann,
The Mephits should all be there now, let me know if you find any problems
Cheers
Paul
The psychic warrior class doesn’t seem finished; there aren’t any references to Paths in the class features.
Hi malletmann,
It seems they have added paths since I created the psionic classes. I’ll have a look at what else has changed and upgrade them.
Cheers
Paul
Hi Paul,
I just generated a few mid-level clerics and I noticed that Chaos Hammer, Holy Smite, Orders Wrath, and Unholy Blight are not appearing on the level 4 spell list for clerics unless you take the corresponding Domain - this is per the 3.5 rules, but they should be on the spell list for PF clerics (as long as alignment / deity allows them, and the generator doesn’t know these).
Also, if a creature has the Uncanny Dodge ability, why does the generator deduct Dex bonus (and Dodge feat) from the flat-footed AC?
Could you please look into these points when you have the time.
Cheers
Jezza
Hi Jezza,
I’ve updated the spells.
The Uncanny Dodge feat means that the rogue is never flat footed so you should just ignore the flat footed AC. However a Rogue can still be caught off by a Feint in which case you can use the flat footed AC.
Cheers
Paul
Hi Paul,
I see you’ve added the Oracle class - thanks for that.
You may be aware of the following problems already.
1) Couldn’t see where the option for your Oracle’s Curse was (should be selected before NPC is fully generated;
2) The actual Mystery should be chosen before the NPC is generated - then you can make the Revelations selection via the Oracle feats section (which is currently blank and doesn’t allow any selections);
3) Bonus spells from your Mystery and the selection of either ‘Cure’ or ‘Inflict’ automatic bonus spells at 1st level was not built into the class; and
4) the actual number of Spells Known appears to be the same as the Spells/Day (for example, a 20th level Oracle with a 22 Charisma can cast 6 ninth-level spells/day, but should only know 3 base spells plus her Mystery spell, but generator is giving selection of six spells, as if the Oracle were not a spontaneous spell-caster?).
As I said earlier, you may already be aware of these problems and looking at rectifying them in the near future.
Just letting you know.
Cheers
Jezza
Hi Jezza,
I’ve only just started work on the Oracle class I still need to spend another 2 or 3 days on it. I’ll write a post when I’ve got it working properly.
Cheers,
Paul
Hi Paul,
Thanks for the feedback regarding the Oracle class (I thought I might have been leaping in too early).
The BULETTE (Bestiary 1 page 39) has the following errors:
1) Burrow speed of 20 ft. instead of 10 ft.;
2) Leap text should include that a DC 20 Acrobatics check must be made in order to do this special attack;
3) Acrobatics skill should be an additional bonus of +8 when jumping, not +4 (Bestiary includes +4 for speed, I guess); and
4) +4 bonus to CMD vs. trip attacks not listed anywhere – you could include it as text under “other” for Special Qualities section (that’s what I do for my home-brew creatures).
The REMORHAZ (Bestiary 1 page 233) has the following errors:
1) Low-light vision and Tremorsense 60 ft. not listed;
2) Immunity to cold & fire not included;
3) Heat attack text for weapons should be Fort save to avoid any dmg, not just to avoid being melted (as 8d6 fire dmg won’t necessarily destroy every weapon); it should also include that it only applies if the remorhaz is enraged (for instance, if it is surprised, then its Heat ability wouldn’t apply);
4) Swallow Whole text is wrong, should have ‘AC 15, hp 9’ in text and omit the reference to 25 hp of dmg;
5) Reach of 15 ft. rather than 10 ft.;
6) CMD should include ‘cannot be tripped’ – perhaps include it as text under ‘Other’ for SQ;
7) Languages Giant is correct but should have ‘cannot speak’ in brackets.
The ROPER (Bestiary 1 page 237) has the following errors:
1) SR is 27 rather than 30;
2) Strand dmg listed as 4d8 base, but should be set to no dmg Or 0 dmg;
3) Drag special attack should be listed as Pull attack under PF rules, and shown as (strand 5 ft.);
4) CMD should include ‘cannot be tripped’ – perhaps include it as text under ‘Other’ for SQ;
5) Languages should omit Terran and include Aklo; and
6) Treasure is standard instead of none.
Cheers
Jezza
Hi Paul,
I also noticed a few errors with the RAKSHASA (Bestiary 1 page 231), as follows:
1) Subtypes of native & shapechanger not included;
2) Detect Thoughts is a supernatural ability tied to its racial HD, should include it under Other (Cha) instead of SLA as the save is DC 18 (not DC 15);
3) Sense Motive is +14 [not +17]; and
4) Environment, Organisation, and Treasure details have changed.
Cheers
Jezza
Hi Jezza the Oracle class is now ready for a good testing (Not yet added in the curse though I think I’ll add them in the second domain slot)
Cheers,
Paul
Hi Jezza,
I’ve updated the BULETTE, ROPER and RAKSHASA thanks again for reporting
Cheers,
Paul
When you get the chance, could you add the Gibbering Mouther?
Although II’m paid up to 2014 I can onlt generate Pathfinder NPCs up to Level 5 and I can’t create a multi-class character - can you please advise what the problem is.
Regards,
Keith
Also, do you think you could add an option to show a minotaur’s raging stats?
Sorry, I meant a Barbarian’s raging stats.
Hi Paul,
I’ve done a few ‘test runs’ of the Oracle class and have found the following problems:
1) The number of spells known is correct, except for level 20 which defaults to 6 + Mystery spell for each spell level 0 through to 9;
2) You should gain a new Mystery spell at each even level 2 through to 18, but the generator is doing it add odd levels (3 through to 19) instead; and
3) The selection of either ‘Cure’ or ‘Inflict’ automatic bonus spells at 1st level (and beyond) has not been built into the class - it will need an option for this selection before the character is initially generated, then the spells will need to be automatically linked to Spells Known (like the Mystery spells are).
Cheers
Jezza
Hi malletmann, I’ve added Rage Powers as a Pre-Buff option
Paul
Could you add the archetypes for alchemist when you get the chance?
Hi Paul,
The Forge Ring feat comes up with a warning that CL 12 is a prerequisite for the feat - this is wrong, it is only CL 7 for PF rules.
Cheers
Jezza
Hello Sir,
Now that the oracle is up and running, could you adjust the Lammasu? It was created with levels in cleric, but should be able to cast as a 7th level oracle. I’d like to create a Lammasu of 9 levels oracle, so effectively a 16 level caster. help us out?
Hi Hythe,
The Lammasu now has Oracle levels so you may now create your 16th level caster. Have Fun
Cheers,
Paul
Do you think you could include special materials for weapons and armor?
Hi malletmann
I’ll look into special materials