Pathfinder 2E & Starfinder 2e Creature Builder
This module was inspired by pf2e-monster-maker. Thanks to the creator mikolajg-tt for the solid foundation and great work on the original module.
Current version is a full rework of the original idea.
Install: https://github.com/dosexe/pf2e-creature-builder/releases/latest/download/module.json
A Foundry VTT module for the Pathfinder 2E and Starfinder 2E systems that lets you create NPCs from scratch or from an existing creature, using values from the PF2E Building Creatures Guide and SF2E Building Creatures Guide.
Key Features
- Support for all official roadmaps from the Pathfinder 2e rules and Starfinder 2e rules
- Build from an existing creature — inherits attributes, skills, traits, spellcasting, strikes, and immunities, resistances, and weaknesses
- Lore skills, traits, and full spellcasting support
- Support for themed spell lists on Pathfinder 2e
- Custom roadmaps [BETA] (see ROADMAPS.md)
- Live preview, drag-and-drop of items and color-coded stats
- Manual Input for the bonus badges, including a damage editor for strikes
- Immunities, resistances, and weaknesses, with a recommended range for the creature level
Starfinder 2e
The same module runs on the Starfinder Second Edition system (sf2e) 1.0.0 or newer. Current Starfinder releases need Foundry 14.361 or newer, which is that system's own minimum.
- Creature-role roadmaps are shared: Brute, Magical Striker, Skirmisher, Sniper, Soldier, and Spellcaster.
- Class roadmaps are Envoy, Mystic, Operative, Solarian, Soldier (Class), and Witchwarper.
- Skills add Computers and Piloting. A custom roadmap can set
computersandpilotingnext to the other skill keys. - Trait suggestions come from the system that is running. Themed spell lists stay Pathfinder-only, so the spell list picker is hidden. Spells already on a creature are still copied when you build from that creature.
Getting Started
To use the Creature Builder, you can create a blank NPC or start with an existing one. When starting from an existing creature, the new creature will inherit all data from the base creature, including:
- Attributes and statistics
- Skills and Lore skills
- Traits
- Spellcasting (if present)
- Strikes
- Immunities, resistances, and weaknesses
Existing strikes are listed under Strikes with the attack name and the closest attack-bonus and damage tiers. On submit, each listed attack is copied from the original strike. Traits (including melee or ranged), attack effects, and extra damage such as persistent and splash stay as they were.
If the resulting creature is a spellcaster of a higher level than the base creature, the module will automatically grant additional spell slots:
- Prepared spellcasters receive spell slots based on the wizard spellcasting table, for more info see Wizard Class
- Spontaneous spellcasters receive spell slots based on the sorcerer spellcasting table, for more info see Sorcerer Class
- For spellcaster it is also possible to choose a specific themed spell list (see Themed Spell Lists), which will automatically assign spells according to the creature level.
Accessing the Creature Builder
- From an NPC sheet: Click the Creature Builder button in the title bar
- From the Actors sidebar: Click the Creature Builder button in the footer to start from a blank NPC
Inside the builder, you can:
- Select one of the official roadmaps, which automatically sets values appropriate for a given monster type
- Or manually create a unique creature by adjusting any of the available drop-down menus
By default:
- All values are set to
moderate - The creature level is set to
-1, meaning the creature has no inherent strengths or weaknesses
If you plan to customize values manually rather than using a roadmap, consult the PF2e Official Creature Building Guide to ensure the creature remains balanced.
Once all values are set, click the Submit button. This will generate a new creature and automatically open its sheet.
If you want to start over at any time, click Reset to Defaults, which will clear all changes made in the form.
UI
Form Layout
The form is split into two areas:
| Left — Main Form | Right — Live Preview |
|---|---|
| Identity, stats, movement, strikes, spellcasting, skills, items, and the submit and reset buttons | A sticky sidebar showing computed stat values that updates in real time |
Ability Scores, Defence + Perception, Movement and Senses, Strikes, Spellcasting, Skills, Lore Skills, and Items / Actions are collapsible. Click a section header to expand or collapse it. Movement and Senses, Skills, and Lore Skills start collapsed.
Stat Grid
Stats are displayed in a grid with abbreviated labels. Each dropdown has a bonus badge next to it showing the computed numeric value for the current level and option.
STR [Extreme v] +7 DEX [High v] +5 CON [Moderate v] +4
INT [Low v] +1 WIS [Moderate v] +4 CHA [High v] +5
Use the Show Bonuses checkbox at the top of the form to hide or show the bonus badges.
Size
Size sits with the name and level. The built-in choices are Tiny, Small, Medium, Large, Huge, and Gargantuan.
Immunities, Resistances, and Weaknesses
Defence + Perception includes Immunities, Resistances, and Weaknesses. The section starts open when the creature already has any of them.
Each list has an Add button. The menu lists types from the running system. A type can be added once. Click a row to add exceptions. A resistance can also list types it doubles against. The same type cannot be both an exception and a doubled type. A collapsed row shows those notes after the name.
A resistance or weakness has a number and a recommended range for the current level, from the creature-building table. A new resistance starts at the low end of that range, and a new weakness starts at the high end. Type another number to replace it. Changing the level keeps that number the same distance from the recommended end for the new level.
Manual Input
Manual Input appears next to Show Bonuses while bonuses are shown. Turn it on to edit a badge: click it, type a value, then leave the field or press Enter. Escape puts the previous value back. Text that is not a number is ignored, and the previous value stays.
- A modifier accepts
5or+5and is shown as+5. Only a leading minus, such as-2, is negative. - Hit Points, Armor Class, and the spell badge stay unsigned. The spell badge is the spell DC, so
25and+25both display as25. - Strike damage opens a small panel with three fields: number of dice, die (
d4,d6,d8,d10, ord12), and damage bonus. The die list shows a dice icon after each size. After you choose one, that icon sits to the left of the die field, and the three fields stay the same width. Apply writes a formula such as2d6+4,2d6-1, or1d8when the bonus is 0. Cancel or Escape leaves the badge unchanged. The panel stays inside the window and closes if the form scrolls. - Lore skills and extra attacks use the same badges. Lore follows the Acrobatics table. Each extra attack has an attack-bonus badge and a damage badge.
Saving a value moves that row's Extreme, High, Moderate, or other menu to the closest creature-building tier. Submit uses the typed value. If you edited only an attack's bonus or only its damage, the other one still comes from its tier.
Changing the dropdown by hand clears that edit and shows the table value again. Changing the level drops the typed number and uses the detected tier's table value for the new level. A value detected as High becomes the High value at the new level. A roadmap still replaces the stats it sets. Lore skills and extra attacks keep the tier detected from the typed value and use that tier's table value for the current level, the same way a level change does. Typed values and the Manual Input checkbox stay when the form re-renders. Turning Manual Input or Show Bonuses off clears every edit, and hiding bonuses also hides Manual Input. Reset to Defaults clears every edit.
Strikes
Strike Attack Bonus and Strike Damage create one Strike from the creature-building table. That Strike is always added, including when attacks are generated from weapons. It is skipped only when the builder was opened on a creature that already has attacks.
Add Attack works like Lore: each row is a name plus an attack-bonus tier and a damage tier. Every row is created on submit. A blank name uses the usual Strike label.
Attacks copied from an existing creature use the original strike. The row's tiers decide how the attack bonus, dice count, and damage bonus scale. The die size, traits, melee or ranged, and the rest of the strike stay with the original. A typed damage formula is still applied when the original strike has no primary damage roll.
Drag-and-Drop Items & Actions
The Items / Actions section at the bottom of the form is a drop zone where you can drag items directly from Foundry compendiums, NPCs or other places. Supported item types:
| Category | Types |
|---|---|
| Equipment | Weapons, armor, shields, equipment, treasure, ammo, containers |
| Consumables | Potions, scrolls, wands, and other consumables |
| Abilities | Actions, feats, conditions |
| Spells | Any spell (linked to the spellcasting entry on submit) |
| Skills | Lore items |
Deduplication rules:
- Stackable items (weapons, equipment, consumables, etc.) can be added multiple times
- Unique items (spells, actions, feats, conditions, lore) are deduplicated — dropping the same one again is ignored
- For spells, deduplication also considers the spell level, so the same spell at different levels is allowed
Dropped spells are automatically linked to the creature's spellcasting entry when the form is submitted.
Module Settings
| Setting | Default | Description |
|---|---|---|
| Abbreviate Creature Builder | Off | Show "CB" instead of "Creature Builder" on NPC sheets |
Below are the images of the form:
First part contains all the important values like Hit Points, Level, Name etc. and preview block on the right.







