David M. said: EDIT: Dang, 2nd time today I've been ninja'd on responses. I gotta stop walking away from my PC in the middle of replying :) The wiki gives a decent overview of how to create your rollable tables. <a href="https://wiki.roll20.net/Roll_Table" rel="nofollow">https://wiki.roll20.net/Roll_Table</a> You could make one for each environment (only adding the CR 2, 1, 1/2, and 1/4 entries). Evenly weight them or change the weighting however you like when you make the table. Make each entry tell you how many of the corresponding type to summon, e.g. "8 Giant Owls" In general, you roll a rollable table in the chat like this, which would also be your macro text: /r 1t[Arctic-Beasts] So, you could make a bunch of macros called "Arctic-Beasts", "Desert-Beasts", etc. each corresponding to the table of the same name. You could then make a master api button macro (Called "Conjure-Animals" or whatever) that put all of these into clickable buttons, using the syntax [ButtonText](!#MacroName), like this: &{template:default} {{name=Beast Generator by Environment}} {{[Arctic](! #Arctic-Beasts) [Desert](! #Desert-Beasts)}} Gives you something that looks like this: When you click the ugly pink buttons, they call your rollable table macros, and return a random result from the corresponding table. Now, I'm not familiar with the mob/swarm rules from the DMG, but here is a forum topic that has another option: <a href="https://app.roll20.net/forum/post/4608575/trying-to-get-a-macro-to-properly-work-one-that-rolls-for-multiple-hits-and-then-for-multiple-instances-of-damage" rel="nofollow">https://app.roll20.net/forum/post/4608575/trying-to-get-a-macro-to-properly-work-one-that-rolls-for-multiple-hits-and-then-for-multiple-instances-of-damage</a> Ed S. proposes a solution that queries for number of creatures, Att bonus, and target AC, then returns the number of hits and an api button for damage Mob-Attack Macro [[{?{Number of Attackers|10}d20 + ?{To hit modifiers +|8}}>[[?{Target AC|15}]] ]] hits vs **AC**[[?{Target AC}d1]] [Damage](!&#13;#Mob-Damage) Sample output for our 8 Giant Owls. Can mouse over in chat to see the rolls. When you click the pink damage button, you get a bunch of queries for num hits (from above), damage die, mod, type, etc. and it adds it all up for you. You can mouse over the result to see the breakdown Mob-Damage Macro [[ (?{Number of hits|1}?{Damage die|1d4,)d4|1d6,)d6|1d8,)d8|1d10,)d10|1d12,)d12|2d4,*2)d4|2d6,*2)d6|2d8,*2)d8|2d10,*2)d10|2d12,*2)d12|3d4,*3)d4|3d6,*3)d6|3d8,*3)d8|3d10,*3)d10|3d12,*3)d12} + (?{Damage bonus|4}*?{Number of hits}) ]] ?{damage type|bludgeoning|slashing|piercing|fire|acid|cold|lightning|thunder|force|radiant|necrotic} It doesn't factor in critical hits, so if that is important to you, you'd have to roll some extra dice. WARNING: Note that the Att/Dam macros above have special characters in them that are replaced with HTML replacement characters (like !&#13;) See wiki entry below: <a href="https://wiki.roll20.net/API:Chat#Entering_API_Buttons_In_Chat" rel="nofollow">https://wiki.roll20.net/API:Chat#Entering_API_Buttons_In_Chat</a> Through a quirk of roll20, if you save global macros (those made in the Macro tab) with these replacement characters, everything works unless you open them up again, which then reverts them to their original non-replaced character. This can get messy. So, I would recommend either never opening them once they are working, or creating them as Character Sheet "abilities" on a macro mule (dummy) character or similar concept. Plenty of help on the forums about that. Anyway, hope that is at least enough to get you started! I wouldnt say ninja'd! Thanks so much for taking the time David, youre a saint. I will try to get access to these features from my DM and report back with any progress. Thanks so much to both of you :)