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Danimal66
November 11th, 2025, 02:13
So I need to generate a lot of NPC's for this campaign I'm creating and I started using Chat GPT to generate the NPC's and it does a great job.

I've been using the text import feature in FG to import using the 2024 core rules import and it creates the NPC and again it does a great job with everything except the stat block. It creates all the traits, actions etc. but for some reason the stats STR, DEX etc and AC and HP don't come in.

Below is a sample stat block from Chat GPT, does anyone see anything I could easily fix so it brings in the stats? Not a big deal if there isn't as all I need to do is copy those few items but was just wondering.

Thalanir Rowanshade
Medium humanoid (half-elf), neutral good
Armor Class: 15 (leather armor, Dex)
Hit Points: 71 (11d8 + 22)
Speed: 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 14 (+2) 13 (+1) 16 (+3) 11 (+0)

Saving Throws: Dex +5, Wis +5
Skills: Perception +7, Stealth +5, Survival +7, Nature +4, Insight +5
Senses: Darkvision 60 ft., passive Perception 17
Languages: Common, Elvish, Sylvan

Abilities:

Favored Terrain (Forest). While in forested or overgrown terrain, the party’s travel speed is doubled and cannot become lost by nonmagical means.

Natural Explorer. Can move stealthily at normal pace while alone or leading a small group.

Hunter’s Mark (3/day). Marks a target, dealing +1d6 extra weapon damage per hit.

Multiattack. Makes two attacks with longbow or shortsword.

Longbow. +5 to hit, 150/600 ft., Hit: 8 (1d8 + 3) piercing.

Shortsword. +5 to hit, 5 ft., Hit: 6 (1d6 + 3) piercing.

Laerun
November 11th, 2025, 11:43
It's the ability scores. The format you are using is for the legacy ruleset. "Abilities" should be Traits followed by an actions section for weapons, etc.. Also, remember that NPCs and stat blocks were not really designed to create or build player characters. We can get 'close', but not fully featured.

https://www.fantasygroundsacademy.com/post/npc-stat-block-for-the-5e-2024-rule-set


Thalanir Rowanshade

Medium Humanoid (Half-Elf), Neutral Good

AC 15 Initiative +3 (15)
HP 71 (11d8 + 22)
Speed 30 ft.

MOD SAVE MOD SAVE MOD SAVE
Str 12 +1 +1 Dex 17 +3 +5 Con 14 +2 +2
Int 13 +1 +1 Wis 16 +3 +5 Cha 11 +0 +0

Skills Perception +7, Stealth +5, Survival +7, Nature +4, Insight +5
Senses Darkvision 60 ft.; Passive Perception 17
Languages Common, Elvish, Sylvan
CR 4 (XP 1,100; PB +2)

Traits
Favored Terrain (Forest). While in forested or overgrown terrain, Thalanir and allies travel at double speed and can’t become lost by nonmagical means.

Natural Explorer. Thalanir can move stealthily at a normal pace while alone or leading a small group through the wilds.

Hunter’s Mark (3/Day). As a Bonus Action, Thalanir marks one creature within 90 ft. Until the mark ends, he deals +1d6 damage to that creature whenever he hits it with a weapon attack.

Actions
Multiattack. Thalanir makes two attacks with his Longbow or Shortsword.

Longbow. Ranged Attack Roll: +5, range 150/600 ft. Hit: 8 (1d8 + 3) Piercing damage.

Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.

Spellcasting. Thalanir casts spells as a 3rd-level ranger. He requires no material components.
At Will: Druidcraft
1st Level (3 slots): Hunter’s Mark, Cure Wounds, Entangle

Information
(use on the other page for information)
Background: A wanderer of the old forests, Thalanir guards sacred groves and tracks poachers and bandits along the borderlands.

Physical Description: Lean and weather-scarred, he wears leaf-stained leathers and a green-gray cloak that blends with the woods.

Tactics: Keeps to high vantage points, marking targets first and using terrain to remain hidden. Prefers ambush and ranged combat.

Lore: Locals say Thalanir can speak to the trees and that he once saved an entire village by summoning a pack of forest spirits to drive off raiders.

Gear List: Longbow, 20 arrows, shortsword, leather armor, woodland cloak, herbal kit.

Loot: Coin pouch (35 gp), woodland cloak (grants advantage on Stealth checks in forests).

Habitat/Ecology: Temperate woodlands and elven borderlands; acts as a scout and protector for druidic circles and ranger orders.