Template:Stat Block/HOWTO

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How To Use The Stat Block Template

For NPC entries, the following is the general layout to format Stat Blocks. The following does not contain a complete list of parameters, just the ones that are required. Also, this template may be used to format monster stats.

{{Stat Block
|name=
|align= |size= |type=
|init= |listen= |spot=
|ac= |touch= |flat=
|hp= |hd=
|fort= |ref= |will=
|speed=
|bab= |grp=
}}

Definition of Parameters

Parameter Description Required Example
style Specifies the values of the table's style attribute No width: 100px; border: solid; margin-left: 1em;
Identification and Encounter
Parameter Description Required Example
name An identifier for the character such as a name or a short description of the character Yes Jack
or
Powerful Necromancer
cr The character's challenge rating No (defaults to —) 1/2
gender The character's gender. This will only show up if a value is supplied for clvl No Hermaphroditic
race The character's race. This will only show up if a value is supplied for clvl No Kobold
clvl The list of classes in which the character has levels and the number of levels in each No monk 3/paladin 2
align The character's alignment expressed in one or two capital letters Yes CN
size The character's size Yes Medium
type The character's type (and subtypes when applicable) Yes Undead (Augmented Dragon, Augmented Humanoid, Goblinoid, Shapechanger)
init The character's initiative modifier Yes +3
sense Any special senses the character has No darkvision 60 ft., tremorsense 120 ft.
listen Total modifier for the character's Listen checks Yes -2
spot Total modifier for the character's Spot checks Yes +4
aura Any auras the character has that affects enemies or allies No courage (10 ft., allies +4 against fear)
lang Any languages or special means of communication the character has No Draconic, Common, saurial communication, empathic link
Defensive Information
Parameter Description Required Example
ac Character's armor class Yes 20
touch Character's touch armor class Yes 13
flat Character's flat-footed armor class Yes 17
othac racial traits, class features, feats, and other special abilities that affect (or can affect under the right circumstances) the character's AC. No Two-Weapon Defense, Dodge, uncanny dodge
acmods Character's armor class modifiers No +2 shield, +6 armor, -1 size
hp Character's hit points Yes 45
hd Number of hit die Yes 6
othhp Special abilities that affect how much damage the character takes from physical attacks and hit point recovery No DR 6/—, fast healing 3
immune Immunities the character has No sleep, fire, death effects
resist Special abilities that aid the character in avoiding, and/or reducing certain effects except spell and power resistances (which go under the sr and pr parameters) No acid resistance 5, mettle, improved evasion
sr The character's spell resistance No 13
pr The character's power resistance No 17
fort Fortitude save modifier Yes +4
ref Reflex save modifier Yes +0
will Will save modifier Yes -3
weak Any weaknesses the character has No vulnerability to cold
Offensive Information
Parameter Description Required Example
speed The speed for all modes of movement the character possesses Yes 40 ft. (8 squares) in chainmail; base speed 60 ft.
othspeed Feats and abilities that can affect the character's speed or movement options No Run, Spring Attack
melee1–melee4 The character's typical preferred melee attack routines No mwk falchion +16/+11 (2d4+9/18-20) and bite +13 (1d4+3)
ranged1–ranged4 The character's typical preferred ranged attack routines No +1 longbow +8 (2d6+2/x3) with Manyshot
or
+1 longbow +10/+10/+5 (1d6+1/19-20) with Rapid Shot
space The amount of space the character occupies No (Defaults to 5ft.) 10ft.
reach The character's natural reach No (Defaults to 5ft.) 15ft.
bab The character's base attack bonus Yes +3
grp The character's grapple check modifier Yes +10
atkop Attack options that can character can use during a full or standard attack No flurry of blows, smite chaos 1/day (+3 attack, +4 damage), Power Attack
sa Special actions the character may take instead of making attacks, or actions that can be taken outside of the character's turn No turn undead 3/day (+0, 2d6+8, 8th), wild shape (4/day, Small to Large, 10th), Instantaneous Rage
cg Combat gear that the character can use as an action No potion of cure light wounds, scroll of blur
aesd Details that (more-or-less) apply to all arcane epic spells this character knows No CL 54th, DC 35, 5% arcane spell failure chance
aesk Arcane epic spells known. If the creature's arcane epic spells are all prepared spells (which is specified by not assigning a value to aespd), these spells will be displayed in the "Other Information" section of the stat block

For spontaneous casters the spell name should also include the adjusted Spellcraft DC to cast the spell. The adjusted spellcraft DC is what the caster needs to roll after all modifiers for which are accounted in order to successfully cast the spell. To get the the adjusted spellcraft DC, subtract the character's bonus for checks against the spell from the spell's normal spellcraft DC.

No dragon knight (ritual) (SDC -11), epic mage armor (SDC -3), nailed to the sky (SCD 13), verdigris (SDC 9)
aespd Arcane epic spells per day No 4
aesp Arcane epic spells prepared

The spell name should also include the adjusted Spellcraft DC to cast the spell. The adjusted spellcraft DC is what the caster needs to roll after all modifiers for which are accounted in order to successfully cast the spell. To get the the adjusted spellcraft DC, subtract the character's bonus for checks against the spell from the spell's normal spellcraft DC.

No crown of vermin (SDC -344), kinetic control (SDC -300), vengeful gaze of god (SCD 19)
desd Details that (more-or-less) apply to all divine epic spells this character knows No CL 26th, DC 27, +6 CL checks to overcome SR
desk Divine epic spells known. If the creature's divine epic spells are all prepared spells (which is specified by not assigning a value to despd), these spells will be displayed in the "Other Information" section of the stat block

For spontaneous casters the spell name should also include the adjusted Spellcraft DC to cast the spell. The adjusted spellcraft DC is what the caster needs to roll after all modifiers for which are accounted in order to successfully cast the spell. To get the the adjusted spellcraft DC, subtract the character's bonus for checks against the spell from the spell's normal spellcraft DC.

No contingent resurrection (SDC -18), epic counterspell (SDC -1), momento mori (SDC 16)
despd Divine epic spells per day No 3
desp Divine epic spells prepared

The spell name should also include the adjusted Spellcraft DC to cast the spell. The adjusted spellcraft DC is what the caster needs to roll after all modifiers for which are accounted in order to successfully cast the spell. To get the the adjusted spellcraft DC, subtract the character's bonus for checks against the spell from the spell's normal spellcraft DC.

No origin of species: achaierai (SDC -29), demise unseen (SDC 13), lord of nightmares (SCD -17)
epd Details that (more-or-less) apply to all epic powers this character knows No ML 31st, DC 30
epk Epic powers known

The power name should also include the adjusted Psicraft DC to manifest the power. The adjusted psicraft DC is what the manifester needs to roll after all modifiers for which are accounted in order to successfully manifest the power. To get the the adjusted psicraft DC, subtract the character's bonus for checks against the power from the power's normal psicraft DC.

No greater power resistance (PDC 0), soul scry (PDC 10)
eppd Epic powers per day No 6
cls1–cls8 Spellcasting, power-manifesting, or invocation-using progressions the character has. Currently supports up to eight different progressions No Dread Necromancer (Heroes of Horror)
(cls)dom The domains the character has associated with this progression No Strength, War
(cls)pd Progression details that (more-or-less) apply to all spells/prowers/invocations in this group No CL 12th
or
ML 5th, +2 ML checks to overcome PR
(cls)sk0–(cls)sk9 Spells known under this spellcasting progression No detect magic, know direction, mending (DC 14), open/close (DC 14), summon instrument, read magic
(cls)spd0–(cls)spd19 Spells per day the character can cast under this spellcasting progression. Currently supports up to 19th level spell slots No 3
(cls)sp0–(cls)sp19 Spells the character has prepared from this spellcasting progression. Currently supports up to 19th level spell slots No fireball (DC 20), fly, dispel magic, hold person (DC 20), haste
pp Number of power points the character has in a day No 65
(cls)pk0–(cls)pk9 Powers known under this power-manifesting progression No aversion (DC 19), psionic lock, psionic suggestion (DC 19), swarm of crystals
(cls)lstik Least invocations known under this invocation-using progression No beguiling influence, miasmic cloud (DC 15), see the unseen
(cls)lsrik Lesser invocations known under this invocation-using progression No eldritch chain, flee the scene, hellrime blast (DC 18), voracious dispelling
(cls)grtik Greater invocations known under this invocation-using progression No chilling tentacles, devour magic
(cls)drkik Dark invocations known under this invocation-using progression No utterdark blast (DC 22)
slad Details that apply to many (if not all) of the character's spells-like abilities No CL 6th, +4 CL checks against SR
plad Details that apply to many (if not all) of the character's psi-like abilities No ML 3rd
freq1–freq20 How often the character can use this group of spell- or psi-like abilities. Currently supports up to 20 different frequencies No 3/day
sla(freq) Spell-like abilities the character can use at this frequency

These lists should only contain spell-like abilities that mimic specific spells. If the ability is unique in that it doesn't mimic any existing spell it should be listed under special actions (sa). This also applies to spell-like abilities that do mimic existing spells but require their own descriptions because the mimicry is not exact.

No darkness, invisibility
pla(freq) Psi-like abilities the character can use at this frequency

These lists should only contain psi-like abilities that mimic specific powers. If the ability is unique in that it doesn't mimic any existing power it should be listed under special actions (sa). This also applies to psi-like abilities that do mimic existing powers but require their own descriptions because the mimicry is not exact.

No stomp (DC 13)
Other Information
Parameter Description Required Example
str Strength No (defaults to —) 15
dex Dexterity No (defaults to —) 14
con Constitution No (defaults to —) 13
int Intelligence No (defaults to —) 12
wis Wisdom No (defaults to —) 10
cha Charisma No (defaults to —) 8
sq Any special qualities the character has that hasn't already been listed in the previous sections

Generally speaking, these abilities either have little value (if any) in combat, or any effects they provide have already been taken into account in the previous sections without the name of the ability being explicitly listed.

No orc blood, trapfinding
feats Complete list of feats including ones already listed in other sections No Power Attack, Combat Reflexes, Spell Penetration
skills List of skills that have ranks and skills that can be used untrained for which the character has modifiers beyond ability score and size modifiers (i.e. racial bonus/penalties, synergy bonuses, competence, etc.) including Listen and Spot if applicable. No Hide +14, Knowledge (dungeoneering) +6, Knowledge (nature) +4, Knowledge (religion) +1, Listen +10, Move Silently +19, Search +2, Spot +10, Survival +9 (+11 underground)
hdadv Details of the creature's advancement by HD. This is only displayed if the creature has no class levels (as specified by clvl) No 6–18 HD (Large)
or
as familiar
favcls The race's favored class. This is only displayed if the creature has no class levels (as specified by clvl) No Warlock (Complete Arcane)
poss Items of note that the creature has that haven't already been listed under combat gear (cg) No bracers of armor +4, ring of protection +2, 203 gp
(cls)grimtype Type of grimoire containing the spells for this progression No (defaults to Spellbook) Spellbook
or
Prayerbook
(cls)grim0–(cls)grim9 Spells that the character has in its grimoire No cause fear, chill touch, feather fall, hold portal, hypnotism, mage armor, magic missile, magic weapon, mount, protection from evil, shield, shocking grasp, summon monster I, unseen servant
deity The character's patron deity if it has one No Reorx
Special Abilities Descriptions
Parameter Description Required Example
san1, san2, san3... sanX Special ability name No Saurial communication
sad1, sad2, sad3... sadX Special ability description No A saurial's normal speaking voice is too high pitched for humanoids to hear, but they give off different scents based on their mood. Dragons, creatures with the dragonblood subtype, and fey can hear saurials perfectly, and they generally understand the scent cues whether or not they can understand the language. Saurials can understand other creatures that speak any language they know without problem, and can learn to speak within humanoid hearing range by devoting skill points.

Explanation of (cls)

This template supports up to eight different spellcasting/power-manifesting/invocation-using progressions which is specified by the parameters cls1 through cls8. Any parameter that has the marker (cls) is to have the marker replaced with any of the values that were assigned to cls1 through cls8.

For example, if "Wizard" was assigned cls1 like so:

|cls1=Wizard

Then to specify what 1st-level wizard spells the creature has prepared (which is done by the parameter (cls)sp1), you'd define the parameter Wizardsp1 and set it as follows:

|Wizardsp1=''Charm Person'', ''Magic Missile'', ''True Strike'' (DC 14)

And to specify what spells are in the creature's spellbook (by the parameter (cls)grim1), you use the following:

|Wizardgrim1=''Identify'', ''Endure Elements'', ''Hold Portal''

What values you use for the (cls) marker must match exactly the clsX parameters, which is very important if you choose to use hyperlinks:

|cls1=[[Wizard (SRD Class)|Wizard]]
|[[Wizard (SRD Class)|Wizard]]sp1=''Charm Person'', ''Magic Missile'', ''True Strike'' (DC 14)
|[[Wizard (SRD Class)|Wizard]]grim1=''Identify'', ''Endure Elements'', ''Hold Portal''

Explanation of (freq)

Same as (cls) but you use the values assigned to freq1freq20 instead.

Example:

|freq1=At will
|freq2=1/week
|slaAt will=''detect evil''
|sla1/week=''remove disease'' (DC 16)

Example: Snuggly Pigglebottom

{{Stat Block
|name=Snuggly Pigglebottom |cr=1
|gender=Male |race=[[gnome]] |clvl=[[bard]] 1
|align=[[Chaotic neutral|CN]] |size=[[SRD:Small|Small]] |type=[[SRD:Humanoid Type (Creature Type)|humanoid]] ([[SRD:Gnome (Creature)|gnome]])
|init=+5 |sense=[[low-light vision]] |listen=+5 |spot=−1
|lang=Common, Gnome, Draconic, ''[[speak with animals]]'' 1/day (burrowing mammal only, CL 1st)
|ac=15 |touch=12 |flat=14 |othac=+4 dodge against giants |acmods=+1 size, +1 Dex, +3 armor
|hp=9 |hd=1
|resist=+2 against [[:Category:Illusion|illusions]]
|fort=+3 |ref=+3 |will=+1
|speed=20 ft. (4 squares)
|melee1=[[longsword]] +0 (1d6−1/19–20)
|ranged1=[[light crossbow]] +2 (1d6/19–20)
|bab=+0 |grp=−5
|atkop=+1 attack against [[kobold]]s and [[goblinoid]]s
|sa=bardic music 1/day (inspire courage +1, ''fascinate'' 1 creature, countersong)
|cls1=Bard
|Bardpd=CL 1st
|Bardsk0=''[[detect magic]]'', ''[[ghost sound]]'' (DC 13), ''[[SRD:Light (Spell)|light]]'', ''[[read magic]]''
|Bardspd0=2
|slad=CL 1st
|freq1=1/day
|sla1/day=''[[dancing lights]]'', ''[[ghost sound]]'' (DC 12), ''[[prestidigitation]]'' (DC 12), ''[[speak with animals]]'' (burrowing mammal only)
|str=8 |dex=12 |con=16 |int=13 |wis=8 |cha=15
|sq=weapon familiarity, bardic knowledge +2
|feats=[[Improved Initiative]]
|skills=[[Craft]] (alchemy) +3, [[Diplomacy]] +6, [[Disguise]] +6, [[Gather Information]] +6, [[Listen]] +5, [[Perform]] (string instruments) +6, [[Sleight of Hand]] +5, [[Use Magic Device]] +6
|poss=[[studded leather]], [[longsword]], [[light crossbow]], 5 gp
|deity=Segojan Earthcaller
|san1=Weapon Familiarity ([[Ex]]) |sad1=Snuggly may treat [[gnome hooked hammer]]s as martial weapons rather than exotic weapons.
}}

The above wiki code produces the following table.

Snuggly Pigglebottom

CR 1

Male gnome bard 1
CN Small humanoid (gnome)
Init/Senses +5/low-light vision; Listen +5, Spot −1
Languages Common, Gnome, Draconic, speak with animals 1/day (burrowing mammal only, CL 1st)
AC 15, touch 12, flat-footed 14; +4 dodge against giants
(+1 size, +1 Dex, +3 armor)
hp 9 (1 HD)
Fort/Ref/Will +3/+3/+1; +2 against illusions
Speed 20 ft. (4 squares)
Melee longsword +0 (1d6−1/19–20)
Ranged light crossbow +2 (1d6/19–20)
Base Atk/Grp +0/−5
Atk Options +1 attack against kobolds and goblinoids
Special Actions bardic music 1/day (inspire courage +1, fascinate 1 creature, countersong)
Spells Known (CL 1st):
0 (2/day)—detect magic, ghost sound (DC 13), light, read magic
Spell-Like Abilities (CL 1st):
1/day—dancing lights, ghost sound (DC 12), prestidigitation (DC 12), speak with animals (burrowing mammal only)
Abilities Str 8, Dex 12, Con 16, Int 13, Wis 8, Cha 15
SQ weapon familiarity, bardic knowledge +2
Feats Improved Initiative
Skills Craft (alchemy) +3, Diplomacy +6, Disguise +6, Gather Information +6, Listen +5, Perform (string instruments) +6, Sleight of Hand +4, Use Magic Device +6
Possessions studded leather, longsword, light crossbow, 5 gp
Patron Deity Segojan Earthcaller
Weapon Familiarity (Ex) Snuggly may treat gnome hooked hammers as martial weapons rather than exotic weapons.

TODO

  • Distinguish between class levels taken at character levels 1st through 20th and 21st and after.