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Random Encounter Generator

An encounter for your D&D game in one click: a fight sized for your party with ready stat blocks, or a meeting, a hazard or a discovery. Pick the terrain and level, lock what you like, then run the fight with the initiative tracker.

Press 🔓 to keep a part (say, the foes) and make a new encounter around it. Press ↻ to change just that part.

Picture of the Briar Constrictor

Fight in the forest

Party of 4 at level 3 · Medium · 600 XP

What’s happening

Three Briar Constrictors are arguing over a fresh kill.

Foes

  • 3 × Briar Constrictor: CR 1, AC 13, 16 HP, 200 XP each
    Skirmisher: It flees when hurt, then comes back while the party rests.

Where

A hollow under the roots of a fallen giant tree, in the forest, at dawn.

Twist

The fight wakes something sleeping nearby.

Avoid the fight

They’re only passing through; hide and they’ll go by. Or a DC 13 Charisma (Persuasion or Intimidation) check makes them back off.

Reward

4 gp, 3 cp and a key that fits no lock in this town.

📜 Stat block: Briar Constrictor

Briar Constrictor

Medium dragon, chaotic evil


AC 13 Initiative +2 (12)

HP 16 (3d8 + 3)

Speed 30 ft., swim 30 ft.


AbilityScoreModSaveAbilityScoreModSaveAbilityScoreModSave
STR9−1−1DEX15+2+2CON12+1+1
INT10+0+0WIS11+0+0CHA20+5+5

Skills Stealth +4, Perception +2

Immunities poison

Senses blindsight 30 ft., darkvision 120 ft., Passive Perception 12

Languages Common, Draconic

CR 1 (XP 200; PB +2)


Traits

Shadow Stealth. While in dim light or darkness, the briar constrictor can take the Hide action as a bonus action.

Blood Frenzy. The briar constrictor has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Actions

Bite. Melee Attack Roll: +4, reach 10 ft. Hit: 11 (2d8 + 2) Piercing damage.

Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 11, each creature in a 60-foot line that is 5 feet wide. Failure: 14 (4d6) Poison damage. Success: Half damage.

Bonus Actions

Quick Step. The briar constrictor takes the Dash or Disengage action.

🎲 Initiative tracker

Type the players with their initiative bonus, then roll. The foes from the encounter join with their own Dexterity and hit points.

📜 A d8 encounter table

Eight encounters for one place: four fights, two meetings, a hazard and a discovery. Roll a d8 when the party travels, then press Open.

    How to use the encounter generator

    1. Set up your party: their level and how many players there are. Every fight is sized for them.
    2. Pick where they are, or leave it on Anywhere: forest, swamp, mountains, desert, tundra, underground, coast and sea, city, ruins, sky, volcanic or otherworld.
    3. Pick the difficulty and the kind, or let the generator choose. About half of random encounters are fights; the rest are meetings, hazards and discoveries.
    4. Lock, reroll and run it. Press 🔓 to keep a part, ↻ to change one, then open the stat blocks and roll initiative right on this page.

    Four kinds of encounter

    Not every encounter should be a fight. Mixing in non-combat encounters keeps travel interesting and gives every player a moment to shine:

    Every encounter also gets a place and a time, such as a flooded mine shaft, deep underground, in thick fog, and a twist that changes how it plays out. A fight can be avoided: each one has a way to scare off, distract or talk down the foes.

    How fights are sized

    We use a simple rule of thumb, the same one as our Monster Generator: one monster of a challenge rating (CR) equal to the party's level is a medium fight for four players. For an easy fight we aim at 0.6 times that, 1.35 for hard and 1.75 for deadly, then scale it for bigger or smaller parties. These are our own numbers, not the official encounter-building tables.

    The CR of one monster for a party of four, by level and difficulty (our rule of thumb)
    Party levelEasyMediumHardDeadly
    Level 1CR 1/2CR 1CR 1CR 2
    Level 3CR 2CR 3CR 4CR 5
    Level 5CR 3CR 5CR 7CR 9
    Level 8CR 5CR 8CR 11CR 14
    Level 11CR 7CR 11CR 15CR 19
    Level 15CR 9CR 15CR 20CR 26
    Level 20CR 12CR 20CR 27CR 30

    Groups share the same budget. A pair of monsters is a little weaker each, a pack of three to five weaker again, and a leader and minions puts most of the strength in one boss. The XP shown for each monster comes from the free SRD, so you can use your own XP rules if you prefer.

    Hazards: saving throws and damage

    Hazards use our own scale for the save DC and the damage, growing with the party's level and the difficulty you pick:

    Hazard save DC and damage dice by party level and difficulty (our rule of thumb)
    Party levelEasyMediumHardDeadly
    Level 1DC 10, 1d10DC 12, 1d10DC 14, 1d10DC 16, 1d10
    Level 5DC 11, 2d10DC 13, 3d10DC 15, 4d10DC 17, 6d10
    Level 11DC 12, 4d10DC 14, 7d10DC 16, 9d10DC 18, 12d10
    Level 17DC 13, 7d10DC 15, 10d10DC 17, 14d10DC 19, 19d10

    Talking down a fight uses a Charisma check at DC 10 for easy, 13 for medium, 15 for hard and 18 for deadly.

    Encounters by terrain

    One example hazard and one example discovery for each of the 12 terrains
    TerrainA hazardA discovery
    ForestA rotten bridge snaps under the first person to crossA mossy shrine to a forgotten god, with fresh flowers on it
    SwampA rotten bridge snaps under the first person to crossA mossy shrine to a forgotten god, with fresh flowers on it
    MountainsA rockslide thunders down the slopeA mossy shrine to a forgotten god, with fresh flowers on it
    DesertThe ground gives way into a hidden sinkholeThe skeleton of a huge dragon, picked clean long ago
    TundraA sudden blizzard howls in, and the world turns whiteThe skeleton of a huge dragon, picked clean long ago
    UndergroundA rockslide thunders down the slopeA glowing pool that shows a different sky
    Coast & seaQuicksand swallows the pathA shipwreck stranded far from the sea
    CityA rotten bridge snaps under the first person to crossA statue that has turned to face the party
    RuinsA rockslide thunders down the slopeA mossy shrine to a forgotten god, with fresh flowers on it
    SkyLightning strikes a tree right beside the partyA cloud island with a tiny cottage on it
    VolcanicA rockslide thunders down the slopeThe skeleton of a huge dragon, picked clean long ago
    OtherworldA whispering mist makes everyone forget where they are goingA statue that has turned to face the party

    Running the fight

    Open the stat blocks under the encounter card, then use the initiative tracker. Type each player's name with their initiative bonus (Brann +2), and the tracker rolls for everyone, sorts the order and shows whose turn it is. Change a foe's hit points as they take damage; foes at 0 are skipped. When the party travels for a long time, make a d8 table and roll on it at each stop.

    Tips for better random encounters

    Frequently asked questions

    Is this random encounter generator for D&D 5e?

    Yes. Fights come with 5e stat blocks, saving throws and DCs, and they work with the 2014 and 2024 rules. The difficulty maths is our own rule of thumb.

    Can it make non-combat encounters?

    Yes. Set Kind to Meeting, Hazard or Discovery, or leave it on Any kind for a mix.

    Where do the monsters come from?

    From our own Monster Generator: original monsters built for each terrain, with stat blocks that match their CR by our estimate.

    How do I keep the monsters and change the rest?

    Press 🔓 on the foes, then New encounter. The same monsters appear in a new place, with a new twist and reward.

    Can I save or share an encounter?

    Yes. Save keeps it in this browser, and Share copies a link that opens exactly the same encounter.

    Is it free, and does it use AI?

    It's free with no login, and it doesn't use AI. Every encounter is put together in your browser from tables written for this site.

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