Tips on stat blocks for NPCs/Monsters?

dreaded_beast

First Post
I'm looking for a character sheet or stat block format that I can put just enough information to run a monster or NPC for an encounter. Not too cluttered that more than half the information on the sheet I end up not using, and not too minimal that I spend more time looking up what abilities an NPC/Monster has than I did filling out the sheet.

For example, unless the NPC is a recurring, I don't need something as detailed as a PC Character Sheet to run the NPC, but if combat ensues, I would like something there than I can reference quickly instead of looking in the MM or PHB.

On the other hand, I've used the Initiative Cards from WotC, but I find them too limiting for my needs. A good idea, but not enough space to put the info I need.

I've tried typing out NPC/Monster stat blocks using the "standard" format, the format used for WotC adventure modules and Dungeon adventures. While useful, I still find myself spending too much time trying to find the information I need within the stat block.

I used to just use my laptop and reference the SRD for monster stats, but even then I would still spend more time than I like referencing the stat block for the monster. Plus, too much time in my opinion, was spent actually clicking away and hunting for the appropriate monster within the SRD.

Right now, I'm finding using 5x8 index cards the most useful, but I would like to find something better if I can. On the index cards, I put basic information, but I'm always unsure of what information I will actually need, so I end up putting either too much or too little.

Any suggestions?
 

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You might want to investigate the format of the D&D Quick Reference cards in the D&D Miniatures game.

e.g.
Urthok the Vicious (Hobgoblin): LE M Humanoid (goblinoid) Ftr 6
HD 6 (52 hp); Init +2
AC 22 (T 12, FF 20); SPD 20 ft
ATK: Axe +11/+6 M (1d8+4/x3) or javelin +8 R (1d6+3)
SA/SQ: Darkvision 60 ft
SV: Fort +7, Ref +6, Will +3
AB: S 16, D 14, Cn 15, I 10, W 8, Ch 14
SK/F: Intim +11, S Mot +3; Hurling Charge*, Quick Draw
POSS: +2 chainmail, +1 heavy steel shield, mwk battleaxe, javelin
CR 6
* Miniature Handbook

Githyanki Fighter: CE M Humanoid (Extraplanar) Ftr6/Wiz1
HD 7 (50 hp); Init +3
AC 13 (T13, FF 10); SPD 30 ft.
ATK Sword +12/+7 (2d8+8/19-20, magic)
SA/SQ: Darkvision 60 ft. SR 12
SV: Fort +8, Ref +6, Will +4
AB: S 16, D 16, Cn 15, I 12, W 8, Ch 8
SK/F: Intim +8, Lis -1, Spot +6; Dodge, Mobil, Pow Atk, Spring Atk
SPELLS: 0-ray frost (4); 1st-mag armor, mag missile (2)
(Psionics) 3/day-blur, daze (DC 9), dim door, mag hand
POSS: +2 greatsword, cloak of resistance +1, scroll of exp retreat, scroll of shield
CR 8

Cheers!
 

If you want to take a look at what I use, check the adventure linked to in my signature. Basically, it's a Word table... it's bigger than a stat block, but still fairly small for simple characters, and it stores everything you need.
I don't like stat blocks because they are cluttered; it takes me a substantial fraction of a second to find what I need, simply because they are unstructured masses of numbers and letters. So I've designed my block to be "eye-friendly"... lines and blocks allow me to spot what I'm looking for with a quick glance, rather than having to read a couple of lines. For me, it's worth the extra centimeters; YMMV.
 


I write up more or less info, depending on whether the NPC is cannon fodder or a recurring character.

Here's a sample Level 1 Warrior (Cannon Fodder)

Level 1 human warrior Initiative Roll 12

Attack +4 (heavy mace 1d8+2) Attack +1 (light crossbow 1d6)

Armor Class 13 Hit Points 7 or 8

Climb +6, Intimidate +8, Jump +6

Possessions: Heavy Mace, Studded Leather, Light Crossbow and 2d10 bolts, 2d4 silver, 1d8 copper.


Notice that I've pre-rolled initiative. Under hit points I say 7or 8 because I'll use this stat block over and over again, whenever I need a 1st level warrior NPC for the party to kill.

Now, if I need an NPC to be a recurring character, I go into much more detail. Generally I have a short bio, full stats and even sometimes an illustration if I can find a picture that looks right to me.
 

I usually go to Sovelior's SRD, cutnpaste the data I need into Word, then edit out the bits that I don't need (Terrain? Hell, I put them there!). I used to squeeze them into tables so that I could print them out in 3x5 size to use with my TOGC character cards, but my printer doesn't handle card stock anymore, so I just print out 'tonight's lineup' on a a sheet or two of regular paper, and put a single card into my initiative stack so that I know when it's the bad guys' turn.

I agree with Buttercup, rolling the baddies initiative in advance is a big help, too.
 
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Here's the generic format I use and an example (and yes I do use the color when writing or printing these as it helps draw the eye to those important numbers):


Code:
[I]Name[/I], AL Sex Race Class; Init [COLOR=Red]+#[/COLOR]; AC[COLOR=Red]##[/COLOR]; HP [COLOR=Red]##[/COLOR]; Atk [COLOR=Red]+# melee[/COLOR] () 
or [COLOR=Red]+# ranged[/COLOR] (); Spd 30; SQ; F [COLOR=Red]+#[/COLOR], R [COLOR=Red]+#[/COLOR], W [COLOR=Red]+#[/COLOR]; Str ##, Dex ##, 
Con ##, Int ##, Wis ##, Cha ##.
        Skills & Feats:
        Equipment:
        Spells:

Code:
[I]Daelric Ebonhawk[/I], LG male human [B]Evoker 1[/B]; Init [COLOR=Red]+2[/COLOR]; AC [COLOR=Red]12[/COLOR]; HP [COLOR=Red]7[/COLOR]; 
Atk [COLOR=Red]+3 melee[/COLOR] (1d8+2/19-20, mwk longsword) or [COLOR=Red]+2 ranged[/COLOR] (1d8/19-20, 
light corssbow); Spd 30; SQ Summon Familiar (Dog "Aganazzar"); F [COLOR=Red]+3[/COLOR], 
R [COLOR=Red]+2[/COLOR], W [COLOR=Red]+2[/COLOR]; Str 14, Dex 14, Con 16, Int 17, Wis 10, Cha 13.
        [U]Skills & Feats[/U]: Craft(alchemy) [COLOR=RoyalBlue]+4[/COLOR], Concentration [COLOR=RoyalBlue]+7[/COLOR], 
Diplomacy [COLOR=RoyalBlue]+4[/COLOR], Knowledge (arcana) [COLOR=royalBlue]+6[/COLOR], Knowledge (local: Cormyr) [COLOR=royalBlue]+4[/COLOR], 
Knowledge (nobility) [COLOR=royalBlue]+5[/COLOR], Knowledge (planes) [COLOR=royalBlue]+4[/COLOR], Listen [COLOR=royalBlue]+3[/COLOR], Sense 
Motive [COLOR=royalBlue]+4[/COLOR], Spellcraft [COLOR=royalBlue]+7[/COLOR], Spot [COLOR=royalBlue]+3[/COLOR]. Languages (Common, Draconic, 
Dwarven, Elven). Alertness*, Militia, Negotiator, Scribe Scroll*.
        [U]Equipment[/U]: Mwk longsword, leather armor, spell component 
pouch, light crossbow, 25gp.
        [U]Spellbook[/U] (3/2): 0th- [I]all[/I]. 1st - [I]Burning hands[/I], [I]expeditious 
retreat[/I], [I]identify[/I], [I]mage armor[/I], [I]magic missle[/I], [I]shield[/I].

And the word.doc's I use, the first is the generic and the other is a revised version for longterm NPCs that gain levels:
 
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See attached form.

Based off original post by Henry:

NPC Creation Rules

I have a system I use that works well for me, regardless of play level. It was written for classed creatures and NPC's, but works also for "unleveled" critters - at least for me.

DISCLAIMER:

This method will not work well for Major NPC’s, and Major Villains. If you want to give certain villains their utmost prowess, you may need to stat them fully. However, this will work for 80% of the “shock troops”, shop keepers, bellhops, stable boys, scullery maids, and senators and mayors your PCs will ever meet.

1. Start with Name, Alignment, Class, Level, and details. Write these down. That’s it. No need to be specific if this is an NPC they won’t be fighting.
2. If you need a specific skill (this is a skill that is actually coming into play; NPC is bargaining with PC’s, NPC is repairing armor, etc), then figure if the NPC is just decent, or GOOD at that skill. If decent, assign 1 skill rank per level. If GOOD, assign skill ranks = level +3.
3. Don’t worry about attributes unless needed. If needed, figure which how many scores the NPC is GOOD at, and assign scores of +2 (ie 14-15) to those. Everything else, assume average.

'Typical' 16 point buy NPC : 1 GOOD, 5 average.
'Competent' 20 point buy NPC: 2 GOOD, 4 average
'Elite' 24 point buy NPC: 3 GOOD, 3 average

3. Don’t worry about FEATS until needed. Feats hide a multitude of sins.
4. If combat is needed, hit points are slightly above average (Level multiplied by half of hit die number; round up a bit). BAB is = level, 3/4ths level, or ½ level, based on class. Armor class is = armor.

5. If combat is needed, hit points are slightly above average (Level multiplied by half of hit die number; round up).

For Conan NPCs of levels 1-9

Hit Die CON bonus HP/level
d6 0 4
d6 +2 6
d8 0 5
d8 +2 7
d10 0 6
d10 +2 8

BAB is = level, 3/4ths level, or ½ level, based on class. Armor class is = armor.

6. If NPC is a monster, and you EXPECT to get into combat with them, write down AC, touch AC, speed, Melee and Ranged attack, damage, and hit points. That’s it. Figure out feats and skills JUST like you do for other NPC’s.

You will wind up with characters that are only 80% accurate. Will this matter? NO. But you will wind up with generic monsters and NPC’s that took you all of 30 seconds to stat, that are playable, and for whom your players won’t be able to tell the difference.
 

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