
I have had to split it up into several macros but, I finally got it working with no special ability line adds. I have done research and I dont think anyone has ever done this so here it goes. All macros are Show on Token, to keep npc and other macros separate. Also works with premade adventure modals as far as I can tell from confirming with "The Masters Vault Module" by James Introcaso . As long as you are using 5th ed OGL sheet assigned at campaign creation. I can not promise they will work with other sheets because the npc abilities may be labeled different. Action 1-3 possibly 4 %{selected|repeating_npcaction_$0_npc_action} /emas @{target|token_name} /emas AC @{target|ac} /emas Dexterity Save [[10+@{target|npcd_dex_mod}]] /emas Wisdom Save[[ 10+@{target|npcd_wis_mod}]] /emas Strength Save [[10+@{target|npcd_str_mod}]] /emas Constitution Save [[10+@{target|npcd_con_mod}]] /emas Intelligence Save [[10+@{target|npcd_int_mod}]] All you have to do is change the 0 to 1, 2, 3, or 4 on the first line for each new macro. What this does is it looks at the sheet that is attached to the token and read the actions, most monsters have 0 as melee and 1 as a ranged but some have special moves etc etc which is why I took it to action 3. Now on second line of macro we have target, target means what the npc is attacking. it will also give ac and saves of player character because some monsters do require dex or wis saves on abilities/attacks, a few dragons require other saves, so I included them. No more asking for ac or save info. Important the token has to be attached to the characters sheet fro it to read the ac and saves of the player. Now For spells I name the spell macros as following: 1-o-or-c, 2-o, 3-d, 4-u, 5-u O= Offensive, C= Cure, D= Defensive, U=Utility Now what that means, its code for me when im applying spells to an NPC/Monster 1 will either be an offensive or cure spell pending on monster, 2 willl be an offensive spell, 3 will be my defensive spell (mage armor, Shield, etc etc) 4 and 5 will be utility spells such as sanctuary or grease or what ever is appropriate for the CR. Spell level dose not determine order in the npc spell book, just the order in which you put them, hence the 1 Offensive or Cure. You may still have to tinker with the spell after dragging and dropping it into the spell section of the sheet. A good example is Cure Wounds, you have to open it, Make it and attack. After that adjust the spell to the monster/npc appropriate CR. Also, sacred flame requires tinkering, but its not as bad as it seems. No special ability lines required for this. For spell casters you have to remember to check the box fro spellcasting NPC. This gives you the Spells drag and drop section. Again we will be editing only the $0 to $1 etc etc. I suggest creating 5 spell macros, if the npc is getting more than 5 spells off you may want to reconsider you CR vs Party mechanics. Again so it is uniform across all monsters I use 1 O or C, 2 O, 3 D, 4 U, 5 U. Never discount the utility spells, they can make or break and encounter, those that have DMed long enough know what I am talking about. Again use appropriate spells for you npc CR. An Acolyte cant cast Fireball. Again it will display players AC and Saves, use as appropriate. 1-O-or-C %{selected|repeating_spell-npc_$0_spell} /emas @{selected|token_name} Casts a spell on @{target|token_name} /emas AC @{target|ac} /emas Dexterity Save [[10+@{target|npcd_dex_mod}]] /emas Wisdom Save[[ 10+@{target|npcd_wis_mod}]] /emas Strength Save [[10+@{target|npcd_str_mod}]] /emas Constitution Save [[10+@{target|npcd_con_mod}]] /emas Intelligence Save [[10+@{target|npcd_int_mod}]] If this is the wrong place please tell me where to put this and if you have questions about 5th ed OGL macros I have posted for DMs please PM me. I have spent 3 weeks banging my face on the keyboard and have finally prevailed.