The Monster Manual Is 350 Pages and You Need One Stat Block in Three Seconds
Mid-session. The party just kicked open a door you didn't expect them to open for another forty minutes. Behind it is a young red dragon and two fire elementals. You need AC, HP, breath weapon recharge, the dragon's Frightful Presence DC, and the elemental's fire form damage — and you need it before the rogue finishes saying "I roll initiative."
Flipping through the Monster Manual during combat is a table killer. PDF search is better but still requires context switching. This template puts every stat block field into a queryable, sortable, filterable database on your phone.
Fifty-Eight Fields Is Not Overkill — It's the Actual Stat Block
The template maps the complete 5e stat block format. Six ability scores (STR through CHA). Six saving throw modifiers. Eighteen skills from Acrobatics to Survival. Four damage interaction fields: Resistances, Immunities, Vulnerabilities, and Condition Immunities. Four sense types: Blindsight, Darkvision, True Sight, Tremorsense. Passive Perception as its own field. Languages and Telepathy separated.
This granularity matters when you're building encounters. Filter by Challenge Rating to find CR-appropriate monsters. Sort by AC to gauge how hard they are to hit. Filter by Damage Immunities to avoid throwing fire-immune creatures at a party whose primary damage dealer is an Evocation wizard who only prepared Fireball.
The Armor Type Field That Saves Homebrew DMs
AC is a number. Armor Type is the reason behind that number — and it changes how the encounter plays. A creature with AC 18 from natural armor behaves differently in fiction than one with AC 18 from plate armor. The natural armor creature can't be disarmed of its protection. The plate armor creature might be vulnerable to heat metal. Separating AC and Armor Type as distinct fields lets you make those rulings on the fly without reverse-engineering the stat block.
Hit Dice is separate from Hit Points for the same reason. The number 136 tells you how much punishment the creature absorbs. The notation 16d10+48 tells you the CON modifier is +3 and the creature has 16 HD — which matters for effects that scale with creature size or hit die count.
Movement Is Five Fields, Not One
Speed, Burrow, Climb, Fly, Swim. Each gets its own integer field instead of being crammed into a single text string like "30 ft., fly 60 ft., swim 30 ft." When you need to know whether the aboleth can outswim the party's boat, you filter by Swim speed and sort descending. When the encounter takes place in a cave system, filtering for Burrow speed reveals which creatures can bypass the party's chokepoint entirely.
Actions, Reactions, Legendary Actions: The Text Fields That Run Combat
The bottom four fields — Special Traits, Actions, Reactions, and Legendary Actions — are free text because stat block abilities don't fit into structured data. A Beholder's antimagic cone, a Lich's legendary resistances, a Tarrasque's reflective carapace — these are paragraphs of mechanical text that need to be read verbatim during play.
Having them in a Memento record means you can search across your entire monster database for specific keywords. Which creatures have "recharge 5-6" abilities? Which ones impose the frightened condition? Which ones have reactions that trigger on being hit? Those questions are unanswerable in a physical book and trivial in a filtered database.