D&D Stat Blocks
The 3rd Edition of D&D uses a specific format for listing creatures in adventure text, called a "stat block". A stat block is derived from the information in the creature's Monster Manual listing, plus any class levels the creature has added, plus any equipment the creature owns. Stat blocks are typically included as an appendix to a published adventure.
As a general rule, all stats are listed at their highest derived values. For example, if a creature has 5 ranks in Jump, a +3 strength bonus, and a ring that grants him a +10 competence bonus to Jump checks, the stat block lists his Jump at +18.
In the case of Armor Class, the source of each bonus should be spelled out within the entry. For example, a creature with natural armor +4, wearing a ring of protection +1 and bracers of armor +7 would show AC 22 (natural +4, deflection +1, armor +7).
There are three main stat block formats, for non-classed creatures, classed creatures, and NPCs. These follow as raw formats, and with examples.
Non-classed creatures
Non-classed creature's name: CR #; Size and template (# ft. tall or long); HD #d#+#; hp #; Init # (Init modifiers); Spd # ft.; AC # (AC modifiers); Atks +# melee (damage {crit info if not 20/x2} {qty if >1}, attack type), +# ranged (damage, attack type); Face/Reach list if other than 5 ft. x 5 ft./5 ft.; SA short descriptions of special attacks, complex attacks go below; SQ Short descriptions of special defenses, complex Qualities go below; SR spell resistance value; AL alignment; SV Fort +#, Ref +#, Will +#.
Str #, Dex #, Con #, Int #, Wis #, Cha #.
Skills: list skills and values. Feats: list feats.
SA: Type--Type explained. Type--Type explained.
SQ: Type--Type explained. Type--Type explained.
Equipment: Stuff, more stuff, items, more items.
Examples
Roper: CR 12; Huge magical beast; HD 20d10+100; hp 210; Init +4 (Improved Initiative); Spd 10 ft.; AC 25 (-2 size, +17 natural); Atk +21 melee (2d8+4, bite), +19 ranged (special, 6 strands); AL LE; SV Fort +17, Ref +14, Will +11; Str 27, Dex 11, Con 21, Int 12, Wis 16, Cha 12.
Skills and Feats: Climb +14, Hide +16, Listen +8, Spot +8; Alertness, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Hide), Weapon Focus (strands).
Special Attacks: Strands: six strands fire up to 50 ft. away; 10 points of slashing damage vs. AC 20 severs. Attach: successful strand attack draws victim 10 ft. closer each round; at 10 ft., roper has +4 bonus to bite attack, victim requires Escape Artist check (DC 23) or Strength check (DC 19) to break free. Weakness: Fort save (DC 18) or victim takes 2d8 points of temporary Strength damage.
Special Qualities: Cold resistance 30. Darkvision 60 ft. Fire vulnerability: double damage from fire attacks unless save allows half damage; successful save halves damage and failure doubles damage. Immune to electricity. SR 28
Tendriculos: CR 10; Gargantuan plant; HD 27d8+216; hp 337; Init -1 (Dex); Spd 20 ft.; AC 18 (-4 size, -1 Dex, +13 natural); Atk +29 melee (2d10+13, bite), +24 melee (1d8+6, 2 tendrils); AL N; SV Fort +23, Ref +8, Will +8; Str 36, Dex 9, Con 26, Int 3, Wis 8, Cha 3.
Special Attacks: Improved grab: if it hits with its bite, it starts a grapple as a free action without provoking an attack of opportunity; each successive successful grappling round deals normal bite damage. Swallow whole: if it makes a second successful grapple check after a grab, it swallows the victim; Fort save (DC 25) or victim is paralyzed for 3d6 rounds, taking 2d8 acid damage every round.
Special Qualities: Plant: immune to poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits or mind-influencing effects; low-light vision. Regeneration 10: bludgeoning weapons and acid deal normal damage to the creature.
Classed Creature
Classed creature's name, gender and race and Class and level: CR #; Size & template; HD #d#+# + Class #d#+#; hp #; Init # (IN modifiers); Spd # ft.; AC # (AC modifiers); Atks +# melee (damage {crit info if not 20/x2} {qty if >1}, attack type), +# ranged (damage, attack type); Face/Reach list if other than 5 ft. x 5 ft./5 ft.; SA short descriptions of special attacks, complex attacks go below; SQ Short descriptions of special defenses, complex Qualities go below; SR spell resistance value; AL alignment; SV Fort +#, Ref +#, Will +#.
Str #, Dex #, Con #, Int #, Wis #, Cha #.
Skills: list skills and values; Feats: list feats.
SA: Type--Type explained. Type--Type explained.
SQ: Type--Type explained. Type--Type explained.
Equipment: Stuff, more stuff, items, more items.
Example
Gaspar the Fat, male tiefling Ari5: CR 4; HD 5d8-5; hp 22; Init +3 (Dex); Spd 30 ft.; AC 20 (+3 Dex, +7 adamantine breastplate); Atk +3 melee (1d6/x4, heavy pick); or +8 ranged (1d6+2/x3, +2 composite shortbow); AL CN; SV Fort +2, Ref +4, Will +4; Str 10, Dex 16, Con 9, Int 15, Wis 11, Cha 17.
Skills and Feats: Bluff +11, Concentration +3, Hide +1, Intimidate +10, Knowledge (arcana) +10, Knowledge (nature) +8, Knowledge (the planes) +9, Listen +6, Spot +5; Alertness, Great fortitude.
Special Attacks: Darkness: 1/day darkness as cast by a 5th-level sorcerer (save DC 15), 25% arcane spell failure.
Special Qualities: Resistances: fire, cold, and electricity resistance 5.
Possessions: +2 composite shortbow, adamantine breastplate, heavy pick.
NPCs
NPC's name, gender and race and Class and level: Size & template; HD #d#+#; hp #; Init # (Init modifiers); Spd # ft.; AC # (AC modifiers); Atks +# melee (damage {crit info if not 20/x2} {qty if >1}, attack type), +# ranged (damage {crit info if not 20/x2} {qty if >1}, attack type); Face/Reach list if other than 5 ft. x 5 ft./5 ft.; SA short descriptions of special attacks, complex attacks go below; SQ Short descriptions of special defenses, complex Qualities go below; SR spell resistance value; AL alignment; SV Fort +#, Ref +#, Will +#.
Str #, Dex #, Con #, Int #, Wis #, Cha #.
Skills: list skills and values. Feats: list feats.
SA: Type--Type explained. Type--Type explained.
SQ: Type--Type explained. Type--Type explained.
Equipment: Stuff, more stuff, items, more items.
Examples
Avery, male human Exp12: CR 11; HD 12d6; hp 52; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 12 (+2 Dex); Atk +7/+2 melee (1d6-1, light mace); or +11/+6 ranged (1d4-1, dart); AL NG; SV Fort +4, Ref +6, Will +10; Str 7, Dex 15, Con 11, Int 13, Wis 14, Cha 17.
Skills and Feats: Craft (weaponsmithing)+16, Innuendo +19, Intuit Direction +10, Pick Pocket +15, Profession (smuggler)+19, Read Lips +18, Sense Motive +18, Spot +10, Swim +10, Wilderness Lore +17; Blind Fight, Improved Initiative, Point Blank Shot, Skill Focus (Innuendo), Skill Focus (Read Lips), Skill Focus (Sense Motive).
Possessions: light mace, darts (3).
Clem of the Seven Leaves, male elf Ftr10: CR 10; HD 10d10+20; hp 68; Init +9 (+5 Dex, +4 Improved Initiative); Spd 30ft.; AC 21 (+5 Dex, +6 +2 chain shirt); Atk +15/+10 melee (1d6+6/18-20, +1 rapier); or +14/+9 melee (1d4+5/19-20, masterwork dagger); or +18/+13 ranged (1d8+7/x3, +1 shocking mighty composite longbow); AL N; SV Fort +9, Ref +8, Will +3; Str 16, Dex 20, Con 14, Int 10, Wis 10, Cha 9.
Skills and Feats: Climb +8, Craft (weaponsmithing) +10, Hide +9; Blind Fight, Improved Initiative, Point Blank Shot, Precise Shot, Weapon Focus (dagger), Weapon Focus (longbow), Weapon Focus (rapier), Weapon Specialization (dagger), Weapon Specialization (longbow), Weapon Specialization (rapier).
Possessions: +1 arrows (50), +1 shocking mighty composite longbow (+3 Str), +2 chain shirt, +1 rapier, masterwork dagger.
Note that where a commoner or other unimportant NPC is noted but is not in any way vital to the adventure, a particularly short "stat" can be used inline with the text, or broken out into its own paragraph, if desired. The shortened stat provides gender, template, Class, and any relevant skills or feats bearing on the encounter.
Example
Joe Blow(male human Com1; Use Rope +2) sells rope in the bazaar.
Spells
For spellcasters, the available number of spells prepared/slots available should be summarized in order, from lowest to highest within parentheses, then listed in alphabetical order by level where numerical indicators should separate each level of spells from the next. For example, here's a sample spell list for a 5th-level sorcerer:
Sorcerer Spells Known (6/7/5): 0th--detect magic, light, mage hand, mending, open/close, read magic; 1st--identify, nystul's undetectable aura, tenser's floating disk, unseen servant; 2nd--detect thoughts, endurance.
Wizards and divine spellcasters should list the spells they have prepared, and wizards should list both the spells they know and their prepared spells for the day. For example, here's a sample spell list for a 10th-level wizard:
Wizard Spells Prepared: 0th--detect magic, mending, ray of frost (x2); 1st--mage armor, magic missile, protection from evil, shield, spider climb; 2nd--mirror image, knock (x2), protection from arrows, see invisible; 3rd-- dispel magic, fireball, fly, lightning bolt; 4th-- dimension door, improved invisibility, lesser geas, minor globe of invulnerability; 5th-- dismissal, hold monster.
Wizard Spells Known: 0th--All; 1st--color spray, endure elements, grease, mage armor, magic missile, protection from evil, shield, spider climb, true strike; 2nd--knock, mirror image, protection from arrows, see invisible; 3rd--dispel magic, fireball, fly, lightning bolt; 4th--dimension door, improved invisible, lesser geas, minor globe of invulnerability, scrying; 5th--animate dead, dismissal, hold monster, nightmare.