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  • Name: Add a name for the NPC where it says <New Personality>

  • ID Toggle: The ID button can be toggled to green (NPC is identified) or red (NPC is unidentified). If the NPC is unidentified then, when placed on the Combat Tracker, the players will see ‘Unidentified Creature’, unless a Non-ID name has been added. Identified creatures are shown as their true name.

  • Token: Add a token for the NPC by dragging one from the tokens bag and dropping it on the blank token icon. A token can be replaced by dragging and dropping the new token over the existing one.

  • Non-ID Name: Add a name here for when the NPC is unidentified. This name will appear on the Combat Tracker if the ID toggle is red. If this section is left blank then the NPC will appear on the Combat Tracker as ‘Unidentified Creature’ if the ID toggle is red.

  • Size: Fantasy Grounds uses the creature’s size to determine the size of the token on a map. Acceptable values are Tiny, Small, Medium, Large, Huge and Gargantuan. For creatures of size medium or smaller Fantasy Grounds will place a token which covers one square on the map. For Large creatures it will place a token which takes up four squares and for larger creatures 9 squares. Size is also used in certain effects.

  • Type: Enter the creature type. Anything can be added here but only those types which are listed in the Monster Manual will be recognized by Fantasy Grounds for certain effects which can be applied to only certain creature types. See the effects article for acceptable creature types.

  • Alignment: Type in the creature’s alignment. Any of the nine acceptable alignments as detailed in the Player’s Handbook can be entered here. This can be abbreviated to the initials of the alignment - for example Lawful Good or LG. Fantasy Grounds recognizes and can use this alignment in some effects. Alignments outside of the accepted list will be ignored.

  • Armor Class: Enter the armor class in the first box and use the second box for any additional information. For example 13 (16 with Mage Armor).

  • Hit Points: Enter the average hit points in the first box and in the second add the dice string along with any modifiers for the hit point calculation. Fantasy Grounds will use the first box by default but the DM can set options for random or maximum hit points and then the contents of the second box will be used. For example 16 (3d8 +3).

  • Speed: The creature’s speed in feet. If the creature has various speeds list them separated by a comma. For example 30 ft., fly 50 ft., burrow 20 ft.

  • Statistics: Enter the creatures statistics by clicking in the box and typing in a new value. Bonuses will automatically be calculated.

  • Saving Throws: Where the creature gets any saving throw bonuses add these here separated by a comma. Use the abbreviated form of the ability score. For example Dex +3, Con +2, Wis +1. These values will be used rather than the ability score bonus when the DM makes a save using the small ‘s’ button next to the ability score. Leave blank if none.

  • Skills. If the creature has any bonuses to skills list these here separated by a comma. The full name of the skill should be used. For example Perception +7, Stealth +5. Leave blank if none.

  • Damage Vulnerabilities, Resistances and Immunities: List any damage types separated by a comma. Use the full name of the damage type using lower case. For example acid, fire, slashing. See below for more details. Leave blank if none.

  • Condition Immunities: List any condition immunities separated by a comma. Use the full word all in lowercase. For example charmed, frightened, poisoned. Leave blank if none. If a creature is subject to an effect for which it has immunity the effect will fail to be applied.

  • Senses: Enter the senses with a range (if appropriate). If more than one separate with a comma. For example blindsight 60 ft., darkvision 120 ft. Leave blank if none.

  • Languages: Enter any languages separated by a comma. For example Common, Draconic, Elvish.

  • Challenge and XP: Add the Challenge rating and XP in these boxes.

  • Traits: To add a trait click the edit button and then click the green +. Give the trait a name and then type in a description. Traits can be deleted by clicking the edit button and then double clicking the red button next to the trait to be deleted. Text can be edited in the normal way and can be copied by pressing CTRL+A to select all and the CTRL+C to copy. See details below for Spellcasting NPCs and for details of certain traits that Fantasy Grounds uses to create effects for NPCs.

  • Actions: To add an action click the edit button and then click the green +. Give the action a name and then type in a description. Actions can be deleted by clicking the edit button and then double clicking the red button next to the action to be deleted. Text can be edited in the normal way and can be copied by pressing CTRL+A to select all and the CTRL+C to copy. See details below for more information on the wording to be used so that NPC actions create appropriate effects.

  • Reactions, Legendary Actions and Lair Actions: These are all created, edited and deleted in the same way as actions above.

  • Innate Spells and Spells: This area of the sheet will list the NPC spells that they have available if they are a spellcasting NPC. See below for more information on Spellcasters.

Spellcasting NPCs

In addition to any other traits, a spellcaster has two possible special traits: Innate Spellcasting and Spellcasting. If an NPC is a spellcaster then in order to populate the spells in the character sheet specially worded traits must be added to the NPC sheet. If worded correctly and if the user has the Player’s Handbook (or any other module which contains the relevant spells) open in the campaign then Fantasy Grounds will automatically populate the NPC with its spells. It will also correctly calculate the ranged attack bonus and saving throw DC for relevant spells and add in any spell slots the NPC has available.

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