Those are helpful, but I mean something that you can generate in your head on the fly - the longest part of making the NPC is deciding on the concept and writing it down.
(When I say NPC I mean monsters in this as well, though that's easier to do since you can just open up the MM.)
Something like a CR-based chart that you look at when you need to know something about the NPC: when it's his turn, and he attacks, what's his bonus? How much damage? When he gets shot, what's his AC? Saving throws? That sort of thing. Baseline numbers for CRs, with five or so categories - Very Low, Low, Medium, High, Very High.
Special abilities - spells, feats, spell-like abilities, etc. should be easy - just have the NPC do what he can do based on concept. Forget about CR here except for things like saving throw DCs and damage.
The result would be something like... "Hobgoblins. Okay, these are a strange tribe of hobgoblins who eat a rare mushroom before battle that allows them to ignore pain and turns their blood into a hallucinogen. Their leader is a big brute - CR 3, while the rest are CR 1/2. This guy fights with a jagged spear that he uses to pin opponents from afar, then his allies cut themselves to poison the fallen."
Then I consult the chart for CR 3 and CR 1/2 when the numbers become necessary.
Something like...
Code:
CR 1/4 - 3
Stat V Low Low Med High V High
HP +5*CR +6*CR +8*CR +9*CR +10*CR
AC 8+CR 11+CR 14+CR 16+CR 18+CR
Saves -2+CR +0+CR +1+CR +2+CR +4+CR
Avg Dmg +CR +2*CR +3*CR +3.5*CR +4*CR
Atk -2+CR +0+CR +4+CR +6+CR +8+CR
SA DC 10+CR 11+CR 12+CR 13+CR 14+CR
[sblock=Hobgoblins of the Silver Mushroom]Hobgoblin Chieftain (CR 3):
High HP - 27
Low AC - 14
Very High Fort, Low Reflex, Med Will - +7 F/+3 R/+4 W
Very High Dmg - 13 avg, or 2d6+6 (two-handed longspear)
Medium Attack - +10
SA - reach 10', pin - touch atk, opposed Str check (high, +6), opposed Str check to get free
Hobgoblin Shaman (CR 2):
Low HP - 12
Low AC - 13
High Fort, Low Ref, Very High Will - +4 F/+2 R/+6 W
Low Dmg - 4, or 1d6+1 (fetish staff)
Low Atk - +2
SA - call on the tortured souls trapped within the shrunken heads on his staff; their spirits assault the mind, stunning, with a will save DC 15 to avoid it; casts powdered mushroom dust into air, causing choking and sneezing, and confusing hallucinations for 1d6x10 minutes, fort save DC 13
Hobgoblins (CR 1):
Med HP - 8
Med AC - 15
High Fort, Med Ref, Med Will - +3 F/+2 R/+2 W
Med Damage - 4, or 1d6+1 (spiked mace)
Med Attack - +5
SA - cut self for 2 damage and release poison - touch attack, fort save DC 13 or confused[/sblock]
I can consult that chart and jot down the numbers when I need them.
Has anyone done anything like this before? I have no idea what the numbers should be like.