(Go back to New Creature Screen ) This help topic is Open Game Content, and is licensed for public use under the terms of the Open Gaming License v1.0a .
Creating a creature this way is very simple: simply type in the information, or copy and paste a stat block from any electronic file – for example, from an adventure in .PDF format. Click the “Add Creature” button to generate a creature using the stat block provided. You can also make more than one creature at once – see below for details.
As you enter the stat block above you will see a copy of the stat block below. This holds the stat block of the creature DM Genie read. You can use this to ensure that the stat block was read correctly.
DM Genie is flexible in reading stat blocks, but to ensure that the creature is created properly, use the same format of stat block as described in the DMG. A small difference is that it is best if the creature's name and race should be separated by a semi-colon rather than a comma, but not obligatory. For example, “Phillip, King of England; male human” will be easier for the computer to read than “Phillip, King of England, male human” (which looks like “King of England, male human” is the race). Both “Dragon, Red, Great wyrm” and “Great wyrm red dragon” are recognized as the same race.
The “Name; Race Cls1/Cls2” string must be followed by a colon, and then the rest of the stats such as challenge rating, etc. The import function can also use the format defined by the d20 Standard Stat Block Foundation. You can get more info about this stat block format at http://www.d20statblock.org/ .
Avoid spelling mistakes, especially in the race name and headers (like Spd, Size, etc.). Unknown headers will be ignored. The function that reads the block of text and extracts the information is able to handle varied and incomplete input – so you may omit any piece of information you wish (except the name). If you do not type something in, ability scores for example, DM Genie will automatically set them to the default value for the race. You may also enter the information in any order (after the 'Name; Race:' string). You must, however, keep the basic stats in one paragraph, followed by the enter key before entering the more detailed data such as languages and spells.
Commas should separate the items in the list of equipment. When reading an item from the list, DM Genie tries to find that item in the list of the standard items, and copies the standard item's data (description, magic properties, etc.) if it finds it. If not, just the name of the item will be set. Add a "(12 gp, 3 lb)" after the item's name to also set the weight and price of the item. To change or create standard items, use the Items Editor .
For spell lists using spells with NPC names (like Oti's Freezing Sphere), see Note: Spells With Names of NPCs .
A note about AC: If the stat block has an AC string like this: "AC 15 (12 touch)", DM Genie will assume that the +3 armor bonus comes from permanent natural armor. If it comes from worn armor, first remove the natural armor bonus by clearing the "Armor, Natural" box in the Combat Statistics Frame . Then, add and equip the armor and shields the creature is using in the Items Frame . The final touch AC should be the same as specified by the stat block.
Here are some examples of perfectly valid stat blocks.
Beholder: hp 75.
Vladimir; Human Ftr1/Clr1: CR 2; hp 12; Init +1; Spd 30 ft.; AC 15 (12 Touch); BAB +2; Atk: +4 melee (1d8 + 2, Morningstar), +3 ranged (1d6 - 1, Javelin); AL NE; SV Fort +2, Ref +1, Will +2; Str 15, Dex 13, Con 11, Int 10, Wis 15, Cha 8.
Vladimir; Human Ftr1/Clr1: Str 15, Dex 13, Con 11, Int 10, Wis 15, Cha 8; hp 12; Init +1; Spd 30 ft.; AL NE; BAB +2; Atk: +4 melee (1d8 + 2, Morningstar), +3 ranged (1d6 - 1, Javelin); SV Fort +2, Ref +1, Will +2; CR 2; AC 15 (12 Touch).
Hroald, male human Sor6: CR 6; Size M (5 ft., 7 in. tall); HD 6d4+12; hp 35; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +4 melee, or +5 ranged; SV Fort +4, Ref +4, Will +5; AL CE; Str 13, Dex 15, Con 14, Int 14, Wis 11, Cha 17.
Languages Spoken: Common, Goblin, Sylvan.
Skill points: Sor 45
Skills and feats: Alchemy +11, Craft +11, Hide +2, Innuendo +0.5, Knowledge (arcana) +3, Knowledge (religion) +4, Listen +0, Move silently +2, Profession +8, Scry +11, Spot +0, Use rope +4; Craft wand, Heighten spell, Scribe scroll, Spell penetration.
Possessions: 5,600 gp in gear.
Sorcerer Spells Known (6/7/6/4): 0th -- Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Open/Close, Read Magic. 1st -- Change Self, Feather Fall, Magic Missile, Sleep. 2nd -- Blindness/Deafness, Obscure Object. 3rd -- Lightning Bolt.
Vladimir; Human Ftr1/Clr1: CR 2; ECL 2; Size M; HD 2; hp 12; Init +1; Spd 30 ft.; AC 15 (12 Touch); BAB +2; Atk: +4 melee (1d8 + 2, Morningstar), +3 ranged (1d6 - 1, Javelin); AL NE; SV Fort +2, Ref +1, Will +2; Str 15, Dex 13, Con 11, Int 10, Wis 15, Cha 8.
Languages spoken: Common, Dwarven
Skills and Feats: Hide +6, Listen +5, Move Silently +4, Spot +5; Alertness, Weapon Focus.
Clr Spells Per Day: 4/2.
Spells Known: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Create Water, Cure Light Wounds, Cure Minor Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Magic, Detect Poison, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Guidance, Inflict Light Wounds, Inflict Minor Wounds, Invisibility to Undead, Light, Magic Stone, Magic Weapon, Mending, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Purify Food and Drink, Random Action, Read Magic, Remove Fear, Resistance, Sanctuary, Shield of Faith, Summon Monster I, Virtue.
Possessions: 105 gp, Firewood (.01 gp, 20 lb), Hammer (.5 gp, 2 lb), Tent (10 gp, 20 lb).
You may enter a list of stat block separated by at least 4 dashes (----) followed by a carriage return (press the Enter key). Each stat block will be used for a new creature. For example:
Markif; male half-elf Ftr3/Clr3: CR 6; .....
Julia; female human Wiz8: CR 8; hp ...
Dragon, Black (Very Young).
will create 3 different creatures.
Another method is to put a number in parentheses after the name of the creatures. You can then specify hit points for each creature, or the same hit points for all creatures. Note: Keep the name of the race in singular form, or the computer will not recognize it. For example:
Goblin (3): hp 5, 4, 2.
creates 3 goblins (Goblin 1, Goblin 2, Goblin 3), all identical except for their hit points, which are 5, 4 and 2 respectively.
Elves (4): hp 10.
will not work because “Elves” is plural, and the computer will only recognize “Elf” as the name of a race.
You can also specify a dice string for the number of creatures. For instance:
Elf (1d6): hp 10.
would create 1 to 6 elves, each with 10 hit points.
You can also specify a dice for the hit points:
Elf (5): hp 1d8+3.
will make 5 elves with hit points ranging from 4 to 11.
You can have the hp rolled according to the hit dice string by putting "RANDOM" after "hp".
Orc (5): hp random.
will make 5 orcs, and roll the orc's hit dice (1d8+1) for each hp.
You can combine all of these techniques:
Orc (2d6): hp random, 1d4, 5, 6.
will create 2d6 orcs. The first one will get 1d8+1 hp; the second will get 1d4 hp only. The third will get 5 hp, the fourth 6 hp. Finally, all the remaining creatures will use the first entry – "random" – so they will get hp according to the HD string. Phew!
You can specify more details than just hp but you don't need to put everything as seen above:
Merchant (4); Human Com3: CR 3; hp 18, 15, 19, 19; AC 17 (+2 Dex, +5 Breastplate); Atk +4 melee (1d8+2, Long Sword); Str 15, Dex 14, Con 11, Int 10, Wis 6, Cha 15.
creates 4 human fighters (Merchant 1, ...) with the stats shown.