A monster that turns up, rolls initiative and dies is an encounter nobody remembers. The ones a table talks about for years were heard before they were seen, wanted something, and could be beaten by whoever worked out how. This page asks for those first and puts the stat block underneath.
Five boxes, in the order the party meets them: the signs that it is near — tracks, a smell, what goes missing — what you read out when it appears, what it wants, how it fights, and how it is beaten. A picture sits beside them, and the head of the page says what it is, how dangerous it is and where it is found.
The other half is characteristics, skills and senses, attacks and powers, and what changes between systems is the rows. Pick your system from the skin menu and the sheet opens with a creature of our own in that system’s numbers, in the typefaces and the paper of its own rulebook:
Each one belongs with the NPC sheet of the same system: the archivist, the harbourmaster, the innkeeper, the tithe-clerk and the coroner each know something about their monster that the party is going to need.
Switching skin repaints the page and leaves your words alone, so on a creature you have already written the rows stay the ones you typed. To start a new one in another system, switch the skin and then start over. The row names are content, not layout, so a system that is not on the list works too — you type its rows.
A4 at 300 DPI as a PNG or a PDF, and a fillable PDF with a blank copy, whose last box is for tallying the damage it takes at the table. Each skin carries its own small print, because each is laid out for a different publisher’s game: unofficial throughout, free of charge, and set out in full on the site’s legal page.
The people who know about it each get an NPC Sheet, and the place where it waits is a Scene Sheet.