Foundry VTT module for D&D 5e (2024 rules): builds encounters against the 2024 DMG's per-character XP budget, and generates 2024 DMG-style loot — both a per-monster "Individual Treasure" purse and a full Treasure Hoard — with a fully editable preview before creating anything.
Features
Encounter tab

- XP budget per 2024 DMG rules (Low/Moderate/High, no group multipliers)
- Browse monsters from ANY loaded Actor compendium (SRD + your own homebrew)
- Filters: search, CR, size, subtype, creature type, habitat (speculative, only shown if your dnd5e version actually has habitat data)
- Party Level/Size can be synced from Foundry's own designated Party actor (dnd5e's Group/Party feature) via a "Sync from Party" button — auto-pulled once when the app opens, never silently overwritten mid-session
- Auto-Fill Remaining (randomized variety + repeat cap, respects every active filter) and Boss Encounter mode (one strong creature + supporting adds — targets the full budget instead of leaving a chunk unspent when there's no room left for adds)
- Boss-ify: mark any monster (auto-picked or added by hand) as the boss, then scale its HP, damage, AC, and ability scores up by a chosen tier — RAW / Moderate / High / Deadly — so a single boss can actually threaten a full party. Fully reversible per-monster
- Minion: convert any monster to MCDM-style Minion stats (Flee, Mortals!) — fixed low HP and fixed, non-random damage per hit, at a fraction of its normal XP cost — for fast, disposable group fights. Also reversible
- Encounter HP mode (RAW / Average / Maxroll) controls how every monster's HP is set when placed, independent of Boss-ify/Minion
- Boss-ify's tier percentages/AC/ability bonuses and Minion's XP discount are GM-tunable per-user under Settings > Configure Settings > Module Settings > "Configure Values" (defaults match the numbers above)
- In-app Help button (next to the tabs) explains every button and field in plain language
- Lair Actions: monsters that have them get a per-encounter "Lair" toggle, adjusting their XP to CR+1 for budget purposes — matches the 2024/2025 Monster Manual's fix for a 2014-era oversight where lair-fighting monsters got no XP bump at all
- Click a monster's name to open its stat block; a separate "+" button adds it — same pattern everywhere a monster or item is listed in this module
- Drag a monster straight from the search list onto the canvas to place a single, plain (un-scaled) token immediately — a quick-and-dirty alternative to the encounter list for a one-off placement; Boss-ify/Minion-ify still require adding it to the encounter list below instead
- Click-to-place token spiral formation on the canvas
- Creates a real Combat encounter when you're happy with the picks
- Compendium selection is remembered per-user across sessions
- Encounter Presets: save the current Party Level/Size/Difficulty, the full monster list (including per-monster Boss-ify/Minion settings), and the current Treasure Hoard plan (if one's been rolled) as a named, world-shared preset — Save As… / Load / Delete, right above the encounter list
Individual Treasure tab

- The 2024 DMG's smaller, separate "Individual Treasure" table: the incidental coin a single non-hoarding monster carries, as opposed to a full Treasure Hoard
- Rolled once per creature currently selected in the Encounter tab, summed into one purse — coins only (including electrum, which Treasure Hoard never rolls), fully editable afterward
- Search + manually add specific items from your own compendiums, on top of or instead of the rolled coins
- Filter the item browser by DMG-style category (Weapon, Armor, Ring, Rod, Wand, Wondrous Item, and more) — also available on the Treasure Hoard tab
- Customize…: turn any weapon or armor entry into a named magic find before it's materialized — see the dedicated section below
Treasure Hoard tab

- The 2024 DMG's detailed Treasure Hoard tables — coins, gems/art, and resolved magic items with real names, not a blind roll
- Coin formulas for all four CR tiers (0-4, 5-10, 11-16, 17+) are cross-verified against independent sources and treated as confirmed; the gems/magic-item band shape is a restructured (probability-preserving, not row-by-row) approximation
- Hoard tier is based on party level, not monster CR — deliberate choice, matches common practice among experienced DMs more closely than strict RAW
- Loot Basis dropdown: "Tier (RAW)" (default, follows Party Level) or a specific character level 1-20, which uses an opt-in homebrew table that smooths out the DMG's 4 wide tier bands into a per-level curve
- Reroll all magic items at once using your own hand-edited rarity counts, or reroll a single rolled item in place (same rarity, fresh pick, everything else in the plan left untouched)
- Search + add specific items from your own compendiums; rarity filter is ordered common→artifact, not alphabetically, and mundane (non-magical) gear is excluded from the loot browser entirely
- Creates a real Actor with real Items, placed as a hidden, non-combat token (never added to the Combat tracker — it doesn't fight)
Item Customize dialog

Available from any weapon or armor entry (rolled or manually added) in either the Individual Treasure or Treasure Hoard tab — turns a generic loot-list item into this encounter's specific magic find before it's materialized:
- Custom name and description — the description replaces the base item's text wholesale rather than appending to it
- A flat magic bonus (+1/+2/+3), correctly targeting the right dnd5e field for weapons vs. armor (a real schema quirk — using the wrong one is a silent no-op for AC). Never lets you accidentally downgrade an item that already has a higher bonus
- Up to two extra damage types (weapons) or resistance types (armor)
- A Requires Attunement toggle
- Rarity auto-suggests from what you picked (each point of bonus, plus each extra damage/resistance type, counts as a rarity step; armor lands one step higher than a weapon with the same inputs, matching the real DMG's own asymmetry) but is always manually overridable
- The suggested name updates live as you pick options, right up until you type your own — then it stops overwriting you
- Homebrew throughout, clearly flagged as such in the dialog — not an official DMG magic item generator
Status
Actively developed. Foundry-dependent code (canvas placement, Actor/Item creation and mutation, the Boss-ify dialog app) can't be unit-tested outside a live Foundry session — everything else (all pure-logic scripts, including the treasure/loot tables, the smoothed-level math, and the Boss-ify/Minion-ify stat math) has been checked with plain Node, and probability/gating claims are verified with simulated rolls before being called done. The Minion stat table is transcribed from MCDM's Flee, Mortals!; Boss-ify's tier percentages are an original house rule, not sourced from any book.
Midi QoL compatibility: Boss-ify's and Minion-ify's damage scaling has been live-verified against Midi QoL (v14.0.11, Foundry v14.365, dnd5e 5.3.3) — Midi subclasses dnd5e's own Activity classes rather than replacing them, so it reads the same scaled damage data as a normal roll, including weapons with "Include Base Damage" enabled.
Support
This module is free and will stay free. If it saved you some prep time and you feel like buying me a coffee, that's always appreciated — but never expected: ko-fi.com/elmimage