Click + Add on any trap or hazard to include it in the currently active encounter above.
Traps share the XP budget with monsters and will appear in both the encounter panel and the PDF export.
MM3 on a Business Card — Reference
Base stats at Level 0: AC 14, Defenses 12, Attack +5, Avg Damage 8 · each level adds +1 to all. AC modifier by role: Soldier +2 · Brute/Artillery/Lurker −2 · Skirmisher/Controller/Leader ±0 Damage modifiers: Brute +25% · Encounter/Daily power +25–50% · Multi-target −25% · Minion = ½ avg HP multipliers: Elite ×2 · Solo ×4 · Minion = 1 HP
Role
HP (Lvl 0)
HP / Lvl
Role
HP (Lvl 0)
HP / Lvl
Brute
26
10
Artillery
21
6
Soldier
24
8
Controller
24
8
Skirmisher
24
8
Lurker
21
6
Leader
24
8
Minion
1
0
Identity
Combat Stats
Always ½ max HP
Big once-per-encounter attack: roughly — damage
Midpoint of +25–50% over base avg damage
Area / multi-target power: roughly — damage
−25% from base avg damage
Powers & Traits
Notes
⚔ Live Preview
Your Custom Monsters
Template Workshop — Apply Templates to Monsters
How templates work: Select a template, then choose a monster from your loaded library or saved custom monsters. The template adjusts the monster's group role, defences, saves, HP, resistances, and adds template powers — then saves the result as a new custom monster in your library. The original monster is never modified. Templates with variable resistances will prompt you to choose the damage type(s).
Choose a Template
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Apply Template
Choose Resistance Type(s)
Select a monster above to preview changes.
Initiative & Combatant Setup
Set Initiative — Monsters & PCs
Round
1
📋 Encounter Notes▲
Player Characters
Monsters
Traps & Hazards
Colour Theme
Standing Party
Define your regular PCs here. They'll be pre-loaded into the initiative grid every encounter — you can still add extras or remove them per-session.
NameInit Mod
Party data is also saved automatically in your browser — no need to load a file each visit unless switching computers.