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Thomar_of_Uointer
2010-01-29, 02:25 PM
This is an attempt to duplicate 4th edition's monster tables (which, by the way, I've never actually seen, I've only read about them.) It came up when I was making up monster stats on the fly during a session, and I decided it would be nice to have a quick table of generic monsters at every CR, so I came up with this idea.

The goal of this system is to be able to flexibly duplicate practically every monster possible at every CR (not perfectly, but at least with enough flexibility that you could make every monster and NPC you throw at your party in a campaign using the system.) It's still a work in progress, if you have any ideas, feedback, or anything you'd like to see done, please post it.

To start making a generic monster, first determine your target Challenge Rating. Use the stats given on the table below, then add 3 options, and you've got a nasty monster to fight your party.


Save
CR AC HP Saves Atk Damage DC
1/4 12 2 +0/+0 +0 1d3 9
1/2 13 5 +1/+0 +2 1d4 10
1 14 10 +2/+1 +3 1d6 11
2 15 20 +3/+2 +5 1d6+1 12
3 16 30 +4/+3 +6 1d6+2 13
4 17 40 +6/+4 +8 1d8+2 13
5 18 55 +7/+5 +9 1d8+3 14
6 19 70 +9/+6 +11 1d8+4 15
7 20 85 +10/+7 +12 1d8+5 16
8 21 100 +12/+8 +14 1d10+5 16
9 22 115 +13/+9 +15 1d10+6 17
10 23 135 +15/+10 +17 1d10+7 18
11 24 155 +16/+11 +18 1d10+8 19
12 25 175 +18/+12 +20 2d6+8 19
13 26 195 +19/+13 +21 2d6+9 20
14 27 215 +21/+14 +23 2d6+10 21
15 28 240 +22/+15 +24 2d6+11 22
16 29 265 +24/+16 +26 3d6+11 22
17 30 290 +25/+17 +27 3d6+12 23
18 31 315 +27/+18 +29 3d6+13 24
19 32 340 +28/+19 +30 3d6+14 25
20 33 370 +30/+20 +32 4d6+14 25
21 34 400 +31/+21 +33 4d6+15 26
22 35 430 +33/+22 +35 4d6+16 27
23 36 460 +34/+23 +36 4d6+17 28
24 37 490 +36/+24 +38 5d6+17 28
25 38 525 +37/+25 +39 5d6+18 29
26 39 560 +39/+26 +41 5d6+19 30

The monster's stats won't add up. That's intentional, the purpose of this is to save the DM time, and we cut corners because most PCs don't care what a monster's ability scores and Hit Dice are. Most of those stats affect very little, for instance, level drain simply imposes a -1 penalty to d20 checks and -5 hp.

You can choose the following traits:
* The monster's alignment.
* The monster's type and subtype. This shouldn't affect any of the monster's abilities, but you could give the monster options appropriate for its type and subtype. This may affect what kinds of spells work on the monster.
* Whether the monster's attack is melee or ranged (remember all of the penalties for ranged attacks).
* Which save is a monster's best saving throw. Use the first value for its best save, and the second value for its other two saves.
* You can trade off touch AC and flat-footed AC one-for-one, based on the monster's role. For example, a CR 5 stealthy ambusher should have a good touch AC, so it should have an AC of 18, a flat-footed AC of 12, and a touch AC of 16.
* Very minor things that are appropriate for a specific monster and won't affect its combat ability. For instance, the ability to speak a language, or skill ranks in Craft.
* Changing a monster's ability scores (WITHOUT changing any other stats) to match its type and role. For instance, an animal should have an Intelligence score of 1 or 2.
* Three options from the options list.

Unless otherwise changed, a monster has the following stats:
* Size: Medium
* Initiative: +0
* Speed: 30'
* Touch AC: (AC - 10) / 2 + 10. In other words, half of the monster's AC bonuses are from armor, and half are from dodge. For example, a CR 5 monster has an AC of 18. Both its flat-footed and touch AC should be 14.
* Flat-footed AC: See touch AC
* Touch & Flat-footed AC: 10
* Grapple Modifier: Attack - 2 if melee, 1/2 attack if ranged
* Critical Range: x20
* Range Increment: Close (see below)
* Caster Level: =CR
* Hit Dice: 1.5 * CR
* Skill Ranks: None
* Feats: None
* Strength: 10 + CR
* Dexterity: 10 + CR
* Constitution: 10 + CR
* Intelligence: 10
* Wisdom: 10
* Charisma: 10
* Languages: None

Although some options will note that a save DC is based on a particular ability score, you should not normally apply the monster's ability score modifier to the save DC. The DC given on the table already includes what the monster's ability scores should be for that level. However, if an option changes a monster's key ability score, you should increase or decrease its save DCs by 1 for every 2 points of change.

You can give a monster another 2 options, but this will increase its CR by +1 AFTER all of its options. You might indicate this by stating its original CR with its modified CR afterwards. For example, a CR 2 monster with five abilities would be CR 3 (2+1), with seven it would be CR 4 (2+2), etc.

The following ranges may be given in option descriptions:
Close: 25' + 5' per 2 CR, or 5 squares plus 1 square per 2 CR.
Medium: 100' + 10' per CR, or 20 squares plus 2 squares per CR.
Long: 400' + 40' per CR or 80 squares plus 4 squares per CR.


OPTIONS:

All monsters get 3 options. Generally, it's best to pick an offensive ability, a defensive ability, and a special attack.

Agile: The monster has a +4 dodge bonus to AC.

Armored: The monster has a +5 armor, natural armor, or shield bonus to AC.
Drawback: Reduce its speed to 20'.

Awesome Blow: As a full-round action, the monster can attempt to deliver an awesome blow. It makes a normal melee attack against one creature. Its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying up to 5' * (CR / 2) in a direction of the monster's choice and fall prone. The monster can only push its opponent in a straight line, and it can't move its opponent closer to itself. If an obstacle blocks the opponent's trajectory, the opponent and obstacle each take 1d6 damage and the opponent stops in the space adjacent to the obstacle.
This ability should be taken in conjunction with the Big option.

Big: A big creature is larger than most PCs, and typically has reach. Its stats change based on its CR as shown on the table below.


CR Space Reach Damage AC
1 10' 5' +1 CR -1
2-5 10' 10' +1 CR -1
6-9 15' 15' +2 CR -2
10-15 20' 20' +3 CR -4
16-20 30' 30' +4 CR -8
You don't need to make a monster as big as its CR indicates on the table, larger monsters suffer bigger AC penalties. However, you shouldn't make a monster bigger than it should be at its CR.

Although this doesn't affect its stats at all, a larger monster should also subtract the listed AC penalty from its Dexterity score.

Breath Weapon: The monster has a breath weapon dealing CRd6 damage in a 5'/CR cone or 10'/CR (2/CR squares) line. This deals fire, cold, electricity, or acid damage. Affected creatures are allowed a Reflex save for half damage. The save DC is Constitution-based. The monster has to wait 1d4 rounds before using the ability again.

Burrower: The monster can burrow at half its base land speed.

Construct Type: The monster has the following traits:
* Immunity to all mind-affecting effects
* Immunity to poison, sleep, paralysis, stunning, disease, death effects, and necromancy effects.
* Immune to critical hits, nonlethal damage, ability drain, fatigue, exhaustion, or energy drain.
* Immune to any effect that requires a Fortitude save (unless it also works on objects)
* Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.

Critical: The monster's attacks have one of the following critical modifiers:
* 18-20/x2
* 19-20/x3
* 20/x4

Different: Give the monster 3 positive tweaks.
You may give a monster this option multiple times.

Energy Shot: The monster has a spell-like ranged touch attack with a range of Close that deals CRd6 damage on a successful hit. This can deal fire, cold, or electricity damage.
You may give a monster this option multiple times, each time for a different damage type.
Drawback: Reduce the monster's attack bonus by -3 and its hit points by 1/2.

Elemental: The monster has the following traits:
* Darkvision 60'.
* Immune to poison, sleep, paralysis, and stunning.
* Not subject to critical hits or flanking.
In addition, the monster has one of the following abilities:
* Air: The monster can transform into a whirlwind once every 10 minutes, and remain in that form for CR rounds. This works exactly like the air elemental's Whirlwind ability, but the save DC is equal to the monster's listed save DC on the table above. (This doesn't give the monster a fly speed, you should consider giving it the Flier option.)
* Cold: The monster's attacks deal an extra CR cold damage, and any creature that hits the monster with natural weapons or unarmed attacks takes that much damage. Damaged creatures must make a Fortitude save or be frostbitten, suffering a -4 penalty to AC and a -2 penalty to attack rolls for CR rounds.
* Earth: The monster has a burrow speed equal to its CR, and the earth glide trait (it can pass through stone and dirt without leaving a tunnel or hole, like an earth elemental.)
* Electricity: The monster's attacks deal an extra CR electricity damage. Its attacks ignore all AC bonuses from metal armor and shields.
* Fire: Half of the monster's damage is fire damage, and any creature that hits the monster with natural weapons or unarmed attacks also takes that amount of fire damage. Any damaged creature must make a Reflex save or catch fire for 1d4 rounds. The save DC is Constitution-based. Affected creatures take half the monster's damage each round, but can take a move action to put out the flame.
* Water: While immersed in water, the monster can transform into a whirlpool once every 10 minutes, and remain in that form for CR rounds. This works exactly like the water elemental's Vortex ability, but the save DC is equal to the monster's listed save DC on the table above. (This doesn't grant the monster a swim speed, you should consider giving it the Aquatic Tweak)

Fast Healing: The monster has fast healing equal to its CR.

Fast Movement: Increase all of the monster's movement speeds by a number of squares equal to its CR (5' per CR.)

Flexible: The monster has both melee and ranged attacks. They might have different damage types.

Flier: The monster has the ability to fly. Normally it flies at a speed of 30' with a maneuverability of (Good), but you can give it a poorer maneuverability and better speed:

Maneuverability Speed
Perfect 20' (4 squares)
Good 30' (6 squares)
Average 40' (8 squares)
Poor 50' (10 squares)
Clumsy 60' (12 squares)

Good Saving Throws: Pick one of the following:
* The monster' Fortitude, Reflex, and Will saves all use the higher save modifier for its CR.
* The monster has a good, middling, and low save. It uses the higher save modifier +5 for its best save, the higher save modifier for its middling save, and the lower save modifier for its worst save.

Hardened: Give the monster DR CR/magic. You can reduce this DR by a set amount to give it a different kind of damage reduction.

Material Penalty
Slashing -0
Piercing -0
Bludgeoning -0
Silver -1
Cold Iron -1
Adamantine -3
Good -5
Evil -5
Law -5
Chaos -5
Epic -7
You have two options for giving the monster DR against multiple materials:
1) Something and something else. It is only vulnerable to a specific combination of materials. Halve its damage reduction.
2) Something or something else. It is vulnerable to either material. Increase its damage reduction by 1.

Immunity: The monster is immune to fire, cold, or electricity damage. If you give it a corresponding weakness (see Tweaks,) you might also want to assign it the Fire or Cold subtypes.
You may give a monster this option multiple times, each time for a different damage type.

Ooze Type: The monster has the following traints:
* Mindless: It has no Intelligence score, and is immune to all mind-affecting effects.
* Blind: Can't see, but it does have blindsight out to 5'/CR (it knows where any living creature is within range, even invisible and hiding creatures.) This makes it immune to gaze attacks, illusions, and other effects that rely on sight.
* Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
* Not subject to critical hits or flanking.
* If you want, half of its attack damage can be acid damage.

Plant Type: The monster has the following traits:
* Low-light vision.
* Immunity to all mind-affecting effects.
* Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
* Not subject to critical hits.

Poisonous: The monster's main attack has an injury poison, dealing a total of CR points of damage to ability scores of your choice. The secondary damage can be the same, or different, as long as the total damage is the same. You can also use variable damage as long as the average ability damage is the same (1d6 is an average of 3.5). If you want to use ability drain, 1 point of ability drain is equivalent to 2 points of ability damage. The save DC is Constitution-based.

Power Attack: The monster has a 2 * CR bonus to melee damage. This bonus only applies to its primary, or first attack (if it has multiple attacks).

Drawback: If the monster takes Strength damage, reduce its damage bonus by 2 instead of 1 per 2 points.

Quicken Spell-like Ability: Some of the monster's spell-like abilities can be cast as a swift action. The monster can quicken any spell 3 spell levels lower than the monster's highest-level spell-like ability.
This should be taken with the Spell-like Abilities option.

Spell Immunity: Pick two schools of magic. The monster is immune to spells of those schools that allow spell resistance.
You may give a monster this option multiple times, each time for two different spell schools.

Spell-like Abilities: The monster has several spell-like abilities that it can use once per day. Pick the indicated number of spells per spell level from any spell lists. The save DCs are Charisma-based. Use the same save DC, regardless of spell level.

CR 0 1 2 3 4 5 6 7 8 9
1/4 1 - - - - - - - - -
1/2 2 - - - - - - - - -
1 2 1 - - - - - - - -
2 2 2 - - - - - - - -
3 2 2 1 - - - - - - -
4 2 2 2 - - - - - - -
5 2 2 2 1 - - - - - -
6 2 2 2 2 - - - - - -
7 2 2 2 2 1 - - - - -
8 2 2 2 2 2 - - - - -
9 2 2 2 2 2 1 - - - -
10 2 2 2 2 2 2 - - - -
11 2 2 2 2 2 2 1 - - -
12 2 2 2 2 2 2 2 - - -
13 2 2 2 2 2 2 2 1 - -
14 2 2 2 2 2 2 2 2 - -
15 2 2 2 2 2 2 2 2 1 -
16 2 2 2 2 2 2 2 2 2 -
17 2 2 2 2 2 2 2 2 2 1
18 2 2 2 2 2 2 2 2 2 2
19 3 3 3 3 3 2 2 2 2 2
20 3 3 3 3 3 3 3 3 3 2
21 4 4 4 4 4 3 3 3 3 3
22 4 4 4 4 4 4 4 4 4 3
23 5 5 5 5 5 4 4 4 4 4
24 5 5 5 5 5 5 5 5 5 4
25 6 6 6 6 6 5 5 5 5 5
26 6 6 6 6 6 6 6 6 6 5
To save time, you can just pick 5 high-level spells and ignore the lower-level spells. Even starting at CR 5 a monster probably won't be able to use all of its spell-like abilities in combat. However, if the monster has the Quicken Spell-like Ability option, you should take the time to determine its lower-level spells.
Drawback: Treat the monster's attack and damage as though it were 3 CRs lower.

Spell Resistance: The monster has spell resistance 11 + CR.

Superblast: Once per encounter, the monster can create an energy explosion dealing CRd6 damage in a 5'/CR-radius burst in Medium range. This deals either fire, cold, or electricity damage. Targets are allowed a Reflex save (Charisma-based) for half damage.

You can give a monster this option multiple times, each time for a different damage type.

Swarm Subtype: The monster is a swarm, a collection of Tiny creatures that acts as a single creature. Mechanically, it is the same as a normal monster. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.
If you want a larger swarm, use multiple swarm monsters. The area occupied by a large swarm is completely shapeable, though each swarm usually remains in 4 contiguous squares.
A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm takes half damage from slashing and piercing weapons. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Swarms are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.
Swarm Attack: Creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. The amount of damage a swarm deals is based on its CR, as shown below.

CR Damage
1-4 1d6
5-8 2d6
9-11 3d6
12-14 4d6
15-16 5d6
17-18 6d6
19-20 7d6
21-22 8d6
23-24 9d6
25-26 10d6
A swarm’s attacks are nonmagical, unless it has DR/magic. Damage reduction sufficient to reduce a swarm attack’s damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm.
Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.
Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save negates the effect (the save DC is Constitution-based.)
Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Tough: The monster has 50% more hit points than normal.

Undead: The monster has the following traits:
* No Constitution score.
* Darkvision 60'.
* Immunity to all mind-affecting effects.
* Immunity to poison, sleep effects, paralysis, stunning disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores, as well as to fatigue and exhaustion effects.
* Immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless.)
* Uses its Charisma modifier for Concentration checks. If it has abilities whose save DCs are Constitution-based, they are Charisma-based instead.
* Not at risk of death from massive damage, but destroyed when reduced to 0 hit points or less.
Drawback: The monster is subject to the turn undead ability, can be damaged by most healing magic, and is affected by a lot of abilities that target undead. For the purposes of turning, the monster is treated as having 1.5 * CR Hit Dice.


TWEAKS:

A tweak is an ability or drawback that isn't quite worth an option. If you make a change to an option or a monster's stats and you feel that it makes it more or less powerful, you can add a tweak to balance it out. Some tweaks are also neutral, having both a benefit and drawback. You might even be able to add a positive or negative tweak without unbalancing a monster.

Aquatic/Water Subtype: The creature has no land speed and can't breathe air. Instead, it has a 30' swim speed (6 squares.)
(Negative)

Aquatic/Water Subtype And Amphibious Subtype: The creature can breathe both water and air equally well. It has a 20' land speed (4 squares) and a 30' swim speed (6 squares).
(Positive)

Air Subtype: Improve the monster's flight maneuverability by 1 category.
(Positive)

Alignment Subtype: Give the monster one of the following subtypes: Good, Evil, Law, Chaos, and change its alignment to match.
(Balanced)

Backup Weapon: The monster has a secondary ranged weapon (or melee weapon if its primary attack is ranged). Its attack and damage for this secondary attack are determined as though it is 5 CRs lower.
(Positive)

Darkvision: The monster has darkvision 60'.
(Positive)

Diminuitive Swarm: This tweak is for monsters with the Swarm Subtype option. The swarm is composed of Diminuitive creatures, and is immune to physical damage.
(Positive)

Energy Attack: Half of the damage from the monster's attacks is fire, cold, electricity, or acid.
(Positive)

Energy Resistance: The monster has energy resistance equal to its CR * 2 against fire, cold, or electricity.
(Positive)

Feat: The monster has the benefit of any feat that changes how it fights. It shouldn't necessarily meet the prerequisites for the feat, but be careful not to add high-level feats that are so powerful they should be options. Useful feats include Blind-Fight, Combat Reflexes, Combat Expertise, Deflect Arrows, Diehard, Flyby Attack, Hover, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Flyby Attack, Improved Overrun, Improved Sunder, Improved Trip, Run, Shot On The Run, Spring Attack, or Wingover.
(Positive)

Fine Swarm: This tweak is for monsters with the Swarm Subtype option. The swarm is composed of Fine creatures, and is immune to physical damage.
(Balanced)

Full Attack: When using the full attack action, the monster can make one extra attack per 5 CR. Just like multiple attacks from class levels, the first extra attack suffers a -5 penalty, the second -10, and so on.
(Positive)

Grappler: The monster has the benefit of the Improved Grapple feat (but not the +4 bonus.) It uses its listed attack bonus for grapple checks.
(Positive)

Immunity: The monster is immune to one of the following conditions:
* Ability damage and ability drain
* Blindness and deafness
* Confusion
* Fear effects (anything that causes a creature to be panicked, shaken, or frightened)
* Energy drain
* The nauseated and sickened condition condition
* Paralysis
* Petrification and death effects
* Poison
* Polymorphing
* Sleep effects
* Stunning and dazing
(Positive)

Low-Light Vision: The monster has low-light vision.
(Positive)

Possible energy damage substitutions:

Negative Energy: 1/2 as many dice, but dice are d8s and add CR to damage.

Acid: Dice are d4, and deal half as many dice of damage on the target's next action if it doesn't take a full-round action to clean itself.

Sonic: Subtract CR from damage and the attack ignores object hardness.
(Balanced)

Reload: The monster has to reload its ranged attack as a move action, but deals damage 1 CR higher.
(Balanced)

Scent: The monster has the scent special ability.
(Positive)

Skill: The monster has ranks in some combat-related skill, granting it a 1.5 * CR modifier with that skill. Good skills include Autohypnosis, Concentration, Tumble.
(Positive)

Telepathy: The can communicate telepathically with any creature or creatures within 100' that have a language.

Uncanny Dodge: The monster can't be caught flat-footed, even by invisible creatures. If it is CR 8, it can't be flanked except by a character with CR + 2 rogue levels.
(Positive)

Weakness: The monster takes 50% more damage from fire, cold, or electricity.
(Negative)

Weapon: The monster uses a weapon. (Important if you want the monster's weapon to be a treasure reward.) The monster's attack gains any magical enhancements that weapon would grant, and it uses the weapon's damage, modified so that the average damage is unchanged.
(Balanced)

Dante & Vergil
2010-01-30, 03:56 AM
Wow, this is cool. Making monsters on the fly is pretty awsome.

The Tygre
2010-01-30, 10:55 AM
This is actually a pretty handy little table. How come Outsider isn't on the specials list? It is one of the best monster types to be.

Dante & Vergil
2010-01-30, 01:37 PM
The only problem I found for this is when players get some form of control over monsters made with this, like Dominate Person & Monster and Animate Dead, Create Undead and it's Greater counterpart.

Thomar_of_Uointer
2010-01-31, 01:28 AM
This is actually a pretty handy little table. How come Outsider isn't on the specials list? It is one of the best monster types to be.

Outsider has no unique abilities. I will probably make archon, demon, and devil options. However, if you want a generic angel or devil right now, use Flier, Hardened, and something unique like Poisonous or Spell-like Ability.

Thomar_of_Uointer
2010-01-31, 01:44 AM
The only problem I found for this is when players get some form of control over monsters made with this, like Dominate Person & Monster and Animate Dead, Create Undead and it's Greater counterpart.

Well, dominate is a problem for ANY monster. And these monsters should have decent saves for the party's level.

Ah, I see your point with create undead. Let's see...
Zombies:
Give the monster the Undead option.
Hit Dice: The monster has CR * 3 HD.
Hit Points: Give the monster 50% more hit points.
Attack: The monster's attack bonus remains the same. (But is still affected by its Strength and Dexterity changes.)
Saves: The monster's Fortitude and Reflex are poor saves, Will is a good save.
Feats: Ignore the zombie's toughness feat.
Challenge Rating: Same as the original CR.

Skeletons:
Give the monster the Undead option.
Challenge Rating: Same as the original CR.
Saves: The monster's Fortitude and Reflex are poor saves, Will is a good save.

If the monster was intended to represent a humanoid with class levels, just use the Human Commoner stats instead.

However, you're wrong about create greater undead, it makes completely new monsters.

In the two cases that matter, the spellcaster still doesn't need to know the monster's exact stats. Also, it's usually the bad guys who are using those spells.