It's probably not much help, but this is why I don't like using the available sheets. Least not the ones I've seen. They never seem to offer exactly what I'm looking for. What I would do is go through and write up a generic Journal for NPCs, and possibly a separate one for monsters...or to look at it another way, one you're going to use for fairly unique things (you might only have one Fire Wizard in an encounter, and you won't necessarily see another one for a while) and one to use for your mooks (you're going to have seven goblins in this encounter, and it's likely you'll need five or six more in the next encounter). Then fill them out with the attributes you want. For more unique NPCs/creatures I'd go more indepth with the attributes (all the six attributes, a separate Base Attack Bonus, almost like you would for a PC) and write up their macros. A lot of the time you can copy/paste the macros, which is nice (all of my NPCs have a macro titled Initiative, and it normally looks like [[1d20+@{DEX}&{tracker}]], though sometimes thinks like Improved Initiative are factored in.) For the mooks, just worry about a Hit Point ability, and maybe AC, so you can connect it to a token's bubbles and see it easily. Their macros will be simpler, something like "Dagger Attack [[1d20+5]] vs AC; [[1d4+2]] slashing damage." Though in your case you're going to want to put /w gm infront of everything. In short, putting /w gm infront of everything is basically your best bet...short of API scripting possibilities, which I have no idea on. Lastly...and I realize every group is different, all GMs are unique snowflakes of uniqueness...but I strongly recommend against rolling "behind the screen" for the sole purpose of being able to fudge dice. The more you play (and by play I mean by the given rules of the system you're using), the more skill you'll develop in balancing encounters, and the less you'll need to fudge.