Well, to start, you'll want a zombie and a skeleton character sheet with the proper stats of course. Then make sure that you've got token abilities set up for the zombie/skeleton attacks so that your player can easily just click the token and then click on their attack. Set the sheet up to always roll advantage (just use the left number if advantage/disadvantage doesn't apply) as well as to automatically roll damage and crits. I regularly summon 8 wolves in one of my games and just having that Bite button to click 8 times makes their turn typically much shorter than the other players (who have a lot more choices to decide between for what their actions will be). Obviously, you roll initiative for the undead as a group, not as individual characters. If you really anticipate having a true horde of zombies all attacking one target and want to speed things up even more, you can use a macro along the lines of: /r {?{Number of attackers?}d20+?{To Hit Modifier?}}>?{Target AC?} It will prompt you to enter the number of attackers along with their attack modifier and the victim's AC, returning the number of successful hits there are against the target. If you want to simulate advantage/disadvantage, just run it twice and take the higher/lower number of successes as appropriate. Then run the macro below and enter the number of hits: [[?{Number of hits?}d6 + [[?{Number of hits?}*?{Damage Modifier?}]]]] And that will roll the damage for them all at once, but doesn't take criticals into account of course (you could just inflate the number of hits if you want to simulate those). If you personalize those generic macros on the skeleton and zombie character sheet to account for their actual attack and damage modifiers, then you'll be able to have 100 skeleton archers unleash a volley against a dragon in just a few seconds. Here's a macro I like to have to handle the zombie's Undead Fortitude trait (mine's titled "Dead?"): &{template:desc} {{desc=Zombie dies from a critical hit, taking radiant damage, or taking other damage **higher than** [[1d20-2]] If not, zombie has 1 hit point.}} It's basically sort of reverse-rolling its Constitution saving throw and telling you the number of damage taken that would have killed it (rather than figuring out the DC for the saving throw and then rolling it), as well as reminding you that Undead Fortitude doesn't apply if they're hit with a critical or radiant damage. That's all the basics without an API, but since you're asking in the API forum, I'll throw out some other suggestions along those lines. MonsterHitDice (available in one click install) allows you to roll their hit points when you drag them out to the tabletop. TokenMod (available in one click install) allows you to make multi-sided tokens and randomize their appearance. Also, when your Necromancer gets to 9th level and takes Danse Macabre they'll have the ability to quickly turn fallen enemies into zombies. Here's a fun macro with TokenMod that I used for that spell: !token-mod {{ --set tint_color|rgb(200,0,0) represents|Zombie bar1_value|20 bar1_max| bar2_value|8 bar2_max| bar3|[[3d8+9]] name|"Zombie @{selected|token_name}" statusmarkers|=skull }} Select the fallen foe and run that to tint the token red, link it to the Zombie character sheet, show its speed in bar 1, AC in bar 2, and roll hit points in bar 3, plus rename it to Zombie Whatever-it-used-to-be-called. Plus there's a little skull added just for fun. Fresh zombie on demand.