Villain generator
Two villains at a time, each with what they want, why they want it, how they work, who works for them, the weakness the heroes can find, and the first sign that something is wrong. Choose the setting, the kind of villain and how big the threat is.
How to use it
Start with the first sign
The players shouldn't meet the villain in session one. Use the first sign of trouble as the opening hook and let them follow the trail.
Let the motive make sense
The best villains believe they're right. Read the motive out loud: if a player nods, you've got a good one.
Use the lieutenants
The heroes fight the minions long before the boss. Each lieutenant is a mini-boss and a source of clues.
Plant the weakness early
Hide the weakness in a rumor, a book or a former ally, so the final fight feels earned rather than lucky.
What makes a good villain
A memorable villain wants something specific, has a reason that almost makes sense, and is already acting before the heroes arrive. That's why every result here has a goal, a motive and a first sign of trouble: the world changes whether or not the players step in.
Then give the heroes a way in. Lieutenants put a face on the villain's plan and can be beaten one at a time; a weakness gives the story an ending the players can work toward.
Questions
Is the villain generator free?
Yes. It's free with no account, up to 40 rolls a day.
What settings does it support?
Fantasy, dark fantasy, science fiction, modern day, superhero and horror, with masterminds, tyrants, cult leaders, monsters, rivals, corrupt officials, fallen heroes and crime bosses.
Can I use it for D&D?
Yes. Set the setting to fantasy, and each villain comes with lieutenants and a weakness you can build a campaign arc around.
Can I just get a villain name?
Every villain has a name and a title. For lots of names at once, try the demon name generator or the D&D name generator.