Sure, this can be done in one macro: <a href="https://gist.github.com/Silvyre/df009250a726c51623d038b6725d3333" rel="nofollow">https://gist.github.com/Silvyre/df009250a726c51623d038b6725d3333</a> &{template:5e-shaped} {{title=Animate Objects}} {{subheader=*?{Size|Tiny, [Tiny](-2)|Small, [Small](0)|Medium, [Medium](1)|Large, [Large](2)|Huge, [Huge](4)} objects attack!*
}} {{[1](#)=[[ ?{Roll|Normal, 1d20|Advantage, 2d20kh1|Disadvantage, 2d20kl1} + [[abs(?{Size} - 1) + 5]] + {0} ]] vs. AC for [[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] + [[abs(?{Size} - 1) + 1]] ]] damage (if crit, +[[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] ]])
}} {{[[[{?{Number of attacks|1|2|3|4|5|6|7|8|9|10}, 2}kl1]]](#)=[[ ?{Roll} + [[abs(?{Size} - 1) + 5]] + {0} ]] vs. AC for [[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] + [[abs(?{Size} - 1) + 1]] ]] damage (if crit, +[[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] ]])
}} {{[[[{?{Number of attacks}, 3}kl1]]](#)=[[ ?{Roll} + [[abs(?{Size} - 1) + 5]] + {0} ]] vs. AC for [[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] + [[abs(?{Size} - 1) + 1]] ]] damage (if crit, +[[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] ]])
}} {{[[[{?{Number of attacks}, 4}kl1]]](#)=[[ ?{Roll} + [[abs(?{Size} - 1) + 5]] + {0} ]] vs. AC for [[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] + [[abs(?{Size} - 1) + 1]] ]] damage (if crit, +[[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] ]])
}} {{[[[{?{Number of attacks}, 5}kl1]]](#)=[[ ?{Roll} + [[abs(?{Size} - 1) + 5]] + {0} ]] vs. AC for [[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] + [[abs(?{Size} - 1) + 1]] ]] damage (if crit, +[[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] ]])
}} {{[[[{?{Number of attacks}, 6}kl1]]](#)=[[ ?{Roll} + [[abs(?{Size} - 1) + 5]] + {0} ]] vs. AC for [[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] + [[abs(?{Size} - 1) + 1]] ]] damage (if crit, +[[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] ]])
}} {{[[[{?{Number of attacks}, 7}kl1]]](#)=[[ ?{Roll} + [[abs(?{Size} - 1) + 5]] + {0} ]] vs. AC for [[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] + [[abs(?{Size} - 1) + 1]] ]] damage (if crit, +[[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] ]])
}} {{[[[{?{Number of attacks}, 8}kl1]]](#)=[[ ?{Roll} + [[abs(?{Size} - 1) + 5]] + {0} ]] vs. AC for [[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] + [[abs(?{Size} - 1) + 1]] ]] damage (if crit, +[[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] ]])
}} {{[[[{?{Number of attacks}, 9}kl1]]](#)=[[ ?{Roll} + [[abs(?{Size} - 1) + 5]] + {0} ]] vs. AC for [[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] + [[abs(?{Size} - 1) + 1]] ]] damage (if crit, +[[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] ]])
}} {{[[[{?{Number of attacks}, 10}kl1]]](#)=[[ ?{Roll} + [[abs(?{Size} - 1) + 5]] + {0} ]] vs. AC for [[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] + [[abs(?{Size} - 1) + 1]] ]] damage (if crit, +[[ [[1 + ceil(?{Size} / 4)]]d[[floor((?{Size} - 2 * {0, 3}=[[2 + ?{Size}]]) / 2) * 2 + 8]] ]])
}} The first macro I posted uses a single damage/crit roll (but separate attack rolls). This second macro offers separate damage/crit rolls and uses some tricks to hide extra attacks; the result is that it's a bit slower than most macros. Unlike the first macro, this second macro does not report how many attacks are successful (and you won't want to use 3D dice when using it).