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# Challenge Rating Expanded ___ Every official monster is given a Challenge Rating (CR). A monster's CR acts as a quick reference for how powerful it is, and the XP reward derived from its value can be used to build combat encounters for the party to fight. Rules regarding the Challenge Rating system are given in the *Dungeon Master's Guide*. ### What does it do right? In short, the Challenge Rating system, when used by someone aware of its limitations, can be used to create monsters that are both properly balanced and fun to fight. By knowing the factors that influence CR, using the given charts to estimate what stats any monster should have at a certain CR, and by manipulating the numeric difference between a monster's Offensive Challenge Rating (OCR) and Defensive Challenge Rating (DCR), a DM can make all manners of monster . As an added bonus, the system's abstract nature leaves plenty of room for the DM to add extra abilities (e.g. imposing conditions or diseases) without imbalancing the monster too much. ### What does it do wrong? The encounter creation guidelines in the DMG fail to properly account for the "action economy", which refers to the number of discrete actions that can be taken by each side of the encounter. For example, a creature with Legendary Actions is much more capable of taking on a party by itself than a creature without such actions, even if the two are balanced to be at the same CR. Additionally, Challenge Rating is a one-size fits all rating system, but not all monsters are the same. Should I give a monster exactly the amount of hit points given on the table in the DMG? How should I weigh a "tank" monster's OCR versus its DCR? What about for a sneaky rogue-esque monster? Why is combat a slog in my games? As it turns out, the system provides most of the tools needed to rectify these problems. However, it does not adequately explain how to use such tools. While monster homebrewers can master the craft of monster design given enough practice, inexperienced creators will have trouble creating a properly designed monster given the supposedly balanced nature of the system, and might be (rightfully) upset that the official books don't give them any good advice on the matter. ### What are the alternatives? Before I start elaborating on the Challenge Rating system, it is worth investigating what kinds of alternative approaches could be used instead. While all of these options are viable, I consider them to be inadequate in various ways. Thus, the rest of this document (starting with the content on the next page) is designed to expand upon the regular system that is given to us in the official books. \columnbreak #### Pure Improvisation Ah, the timeless classic. Instead of trying to use math to pretend everything is standardized, some people may wish to simply estimate what kind of statistics their monsters should have. The DM knows their party best: they know the kinds of abilities they have and the damage they can output. They also acknowledge that monster tactics and terrain features can significantly change the balance of a fight. This philosophy also applies to encounter balancing: I personally just throw some monsters at my players based on what I know they can handle. This method requires an above average amount of game knowledge. Beginner DMs that try this may end up with some disastrous results. But when successful, it requires much less work than any other method. #### Rough it Out Who cares if CR has some weird issues? Just use the system as-is to make a monster, and then just adjust things to how you see fit. You can also just copy statistics from existing monsters, or even just use such monsters as a "base template" for your own creations. For encounter balancing, see what the DMG gives you, and then change it to see if you know best. This method is similar to Pure Improvisation, but it uses the existing system to make educated guesses. Even with the rules given in this document, any good DM will make their own adjustments as appropriate. #### Do Some Math The people over at the Blog of Holding have realized that official monsters are a bit different from what the CR system suggests they should be. Their [5e Monster Manual on a Business Card](https://blogofholding.com/?p=7338) provides statistical approximations of formulas you can use to create monsters that are mathematically consistent with official monsters. #### Giffyglyph's Monster Maker Inspired by the 4th Edition monster math, [Giffyglyph's Monster Maker](https://giffyglyph.com/monstermaker/index.html) is an approach to monster creation that is quick and easy, yet easily expanded upon. It has standardized statistics, monster roles and tiers, free-form attacks, paragon actions, and more. I haven't personally played with this system, but some of you may find it to be appealing. This system isn't perfect: for example, some people I know have criticized this system for leaning towards high HP values that artificially extend the length of fights, which I agree with. With that in mind, this document has some other goodies that are useful, including some that inspired the contents of this document (e.g. his take on monster roles and tiers, and his encounter building formula). \pagebreakNum ## Monster Classifications To continue, it is important to say the following: **not all monsters are the same**. Some are weak, some are overwhelmingly strong. Some charge in and swing wildly, and others shoot from a distance. We can use monster roles and tiers to account for such differences. ### Monster Roles Just as characters within an adventuring party might specialize in certain roles (e.g. tanking), monsters can also be given categories based on their role(s) in combat. **Brutes** hit hard and get hit hard. They deal a lot of damage in melee, and while they might be easy to hit, they have a lot of hit points to compensate. Having loads of HP isn't enough: if a brute can't deal damage or otherwise attract the attention of the enemy, they can simply be ignored, and they will fail at tanking. Ogre zombies (and other types of zombie), hill giants, and purple worms are all examples of brutes. **Controllers** use their abilities for utility, rather than just damage. Some controllers manipulate the battlefield by negating vision or creating difficult terrain. Others inflict "debuffs" upon their foes that lessen their offensive or defensive power, such as by imposing disadvantage on their attack rolls or saving throws. Many controllers even use their powers to directly disable their opponents by charming, incapacitating, or restraining them. Such powers can take the form of magical or psionic abilities activated from a distance, or they can be delivered in melee via auras or on top of melee attacks. Harpies, mind flayers, and rakshasas are all examples of controllers. **Skirmishers** weave in and out of combat, using their mobility and slipperiness to avoid the exposure of their fragile defenses. They wait for a good opportunity to strike, typically aiming at the weakest or otherwise easiest opponent to attack without taking damage themselves. Often times, they have traits such as Nimble Escape or Flyby that allow them to move in and out without being punished as other creatures would. Assassins, bugbears, and goblins are all examples of skirmishers. **Snipers** are those that choose to deal damage from a distance. They have weak defensive capabilities, which they compensate for using good positioning that prevents them from easily being engaged in melee. They needn't hide like skirmishers, nor must they deal as much damage as a striker, although they are allowed to if appropriate. Archers, beholders, and scouts are all examples of snipers. **Soldiers** are generalists who can both take damage and deal damage as needed. While most soldiers are melee-centric, some also have access to ranged options, but do not focus on them to the point of being full on snipers. Veterans, hezrous, and erinyes are all examples of soldiers. Many basic enemies that serve as minions (see below), such as bandits, orcs, and skeletons, also act as soldiers by default. **Strikers** are the major damage dealers in a given encounter. A striker's offensive power tends to be notably stronger than its defense. Despite this, strikers are not exclusively ranged attackers; it is possible for a striker to be a melee combatant. With this in mind, many spellcasters lend themselves to be excellent strikers. Archmages, dragons, and liches are all examples of strikers. \columnbreak > ##### Tip: Roles Aren't Exclusive > When categorizing a monster under a monster role, keep in mind that some monsters have abilities and traits that touch upon multiple roles at once. For example, while glabrezus are powerful in direct melee combat, allowing them to act as soldiers, they also have access to potent spells such as *darkness* and *power word stun* that also make them controllers. > > If you'd like, you can give certain enemies two roles, or you can give them a "major" and "minor" role. For example, bandits are best labeled as soldiers, but you can also have some of them act exclusively as snipers during a given encounter. Meanwhile, goblins might use their Nimble Escape feature to attack from range with impunity, making them both skirmishers and snipers. > > No matter what you do, I encourage you to somehow take advantage of this role overlap to fill any gaps in a given encounter. For example, in an encounter with a demonic horde of mostly skirmishers and snipers, a glabrezu would be able to engage the party head-on while also using their controller abilities to compliment their allies' roles in the encounter. ### Monster Tiers While many monsters have different roles to play in combat, the challenge they pose to the party gives them a tier of difficulty that is worth noting or taking advantage of. **Minions** are simple, weak enemies used en masse as fodder against the enemy. They are often encountered in large groups, and they serve as a stopgap between important creatures and the enemies that oppose them. Any individual minion is simple to defeat for any competent combatant, but if they aren't careful, a large group of minions can overwhelm an adventuring party before they even reach their main opponent. **Standard** enemies are the typical foes fought in a given encounter. They will take a bit of time to defeat, and while they can be dangerous in groups of two or more, no standard enemy will be a deadly threat to an adventuring party by itself. **Elite** enemies are a cut above the rest. They are typically accompanied by standard enemies and/or minions, and they are major threats that have the potential to take down the party if given the chance. In a videogame, an elite enemy would be a miniboss or some other encounter that is significantly more challenging than the rest. **Champions** are powerful foes that turn a normal encounter into a boss battle. Either they are accompanied by minions and other lesser monsters, or they are strong enough to take on their opponents by themselves. They typically have Legendary Resistances, Legendary Actions, or some other mechanics that allow them to keep up with the party in both offense and defense despite being only one creature, but such features aren't required for all champions. \pagebreakNum As an example of these monster tiers, suppose that a high level adventuring party enters a lich's lair to put an end to its evil machinations forever. They are faced by its skeleton and zombie minions, as well as some standard-tier balguras summoned as part of the lich's fiendish pact with an unnamed demon lord. It has an elite-tier iron golem guarding the entrance to its inner sanctum, and the actual lich, once encountered, acts as a champion-tier opponent. ### Special Designation: Leader **Leaders** enable their comrades to perform at a higher capacity compared to normal. Some leaders boost the hit points of their allies, such as through healing magic or by giving them temporary hit points. Others boost their offensive power, in ways such as commanding them to attack using their reaction or by granting them advantage on attack rolls. Some leaders even summon additional allies into the battle, through methods such as conjuration spells or by exuding a lesser creature from its body. Gnoll pack lords, hobgoblin warlords, and orc war chiefs are all examples of leaders. This designation is halfway between a role and a leader. It has a distinct playstyle in an encounter, but its broad nature doesn't reveal anything about a monster's offensive or defensive capabilities. While a leader typically won't be a minion, its status does not tell us if it is a standard enemy, an elite enemy, or a champion-tier one. As such, consider the "leader" designation to be both a "minor role" and a "minor tier" as you see fit. Determine the monster's primary role and tier, and apply them as you see fit. > ##### Tip: Tiers are Relative > While this might seem obvious, it is still important to state that a monster's tier is measured in comparison to the adventuring party that fights them. For example, the balguras in the above example are mentioned to be standard-tier enemies for the high level adventuring party, but for a much weaker party that is just starting out, a balgura can act as an elite or champion-tier opponent, depending on just how weak the party really is. > > This means that at your party levels up, you may need to continually use stronger foes in order to properly challenge your party. And that's okay: after all, as your party levels up, they become more powerful, so they become capable of defeating bigger and better threats as time goes on. ## Using Challenge Rating Now that we know how monster roles and tiers work, we can use this knowledge to determine how we make our monsters, taking advantage of the existing Challenge Rating system to balance them appropriately. \columnbreak ### OCR and DCR by Monster Role Most official monsters, especially the ones found in supplements beyond the *Monster Manual* (e.g. *Mordenkainen's Tome of Foes*), have at least a little more offensive power than defensive power. This makes sense: too much defense makes a fight too sluggish and boring, and too little offense makes a monster not feel threatening to the party. Below is a table listing a recommended range of numeric differences between a monster's OCR and DCR, depending on its role. | Role | OCR - DCR | |:----------:|:---------:| | Brute | -2 to 4 | | Controller | 4 to 8 | | Skirmisher | 4 to 8 | | Sniper | 4 to 8 | | Soldier | 0 to 4 | | Striker | 6 to 10 | Note that since a monster's overall CR is a combination of its OCR and DCR, the difference between a monster's OCR and DCR will not influence its CR. For example, a CR 10 striker might be OCR 14/DCR 6, while a CR 10 brute might be OCR 11/DCR 9. The two have the same Challenge Rating, but their actual statistics, other than their proficiency bonuses, will look completely different. To simplify the averaging and subtraction of fractional CRs, treat them as negative integers: CR 1/2 is really 0, CR 1/4 is -1, CR 1/8 is -2, and CR 0 is -3. Then, after your calculations are finished, convert their CR back to their proper, fractional form. This is because **CR is actually a median**, rather than an average. This role information will be used in the Monster Math section of the Monster Design chapter later in this document, so be ready to reference it as needed. ### Average CR by Monster Tier We can use the Average Party Level (APL) of the player characters to determine the recommended CR range for each given monster tier, as listed below. | Tier | Challenge Rating | |:---------:|:----------------------:| | Minion | APL/4 or less | | Standard | APL/3 to APL × 2/3 | | Elite | APL to APL × 5/4 | | Champion | APL × 5/4 to APL × 3/2 | These CR ranges apply to parties with three to five players in it. When a party has less than three or more than five players, or as a whole is stronger than the average party (e.g. due to optimization or magic items), you should adjust their effective APL as you see fit. This tier information will be used in the Encounter Building chapter later in this document, so be ready to reference it as needed. \pagebreakNum # Monster Design ___ Okay, so I've told you about monster roles, tiers, and how to balance them out using CR. But how do you actually make a monster? Between the DMG's Challenge Rating rules and the advice in this document, you should be able to make monsters that just as fun and balanced as official monsters. ## Design Philosophy When I design monsters in 5e, I take into account the following factors. ### Thematic Cohesion To make a monster, you first have to establish its theme: what it looks like, how it acts, how it feels to fight it, etc. If you are converting a monster from an external source, such as a previous edition of D&D or some other form of media, the theme is already there for you to take. However, remember that **the theme of a monster is independent from the medium it is viewed from**. In other words, make sure that your theme isn't particularly reliant on mechanics that don't port over well to 5e. For example, if you are converting a monster that originates from an action game, much of the fight might be centered around its individual attacks and successfully blocking or dodging them. However, 5e is a turn-based game that doesn't do reflex-based combat like that. Thus, instead of trying to take its mechanics and brute force them into 5e, try to simply focus on what makes the monster cool/scary/intense/etc. You will then capture the essence of this theme, either through compatible mechanics or through new ones, through the statistics you give it in 5e. In any case, consider the following factors when attempting to build a monster's theme: - The general tactics it uses in combat (i.e. what monster role it would have) - The kinds of tactics that work well against it (based on its role in combat) - How strong it should be relative to the world and the players (i.e. what CR and monster tier you should give it) - What emotion/feeling it should illicit to those that fight it - What it does out of combat and/or when the players aren't around - The generic abilities it has (e.g. "fire blasts", "big punches", "invisibility and teleporation") ### Balance It is important to create monsters that are neither underpowered or overpowered for their CR. When underpowered, such creatures get steamrolled by the party, making it unfun for the DM that wanted to use them and boring for the players that seek to be adequately challenged in combat. When a monster is overpowered, it can easily crush unprepared players, making them feel bad for losing and making you feel bad for ruining their fun. To balance monsters, use the monster creation rules in the *Dungeon Master's Guide*, which are supplemented by the advice and expansions made in this document (see the Monster Math section below). ### Fun to Fight So you've made a cool monster with a strong theme that is balanced by the books. You try it out in a session, only to find that your players are peeved by its very existence and that they didn't enjoy the fight with it. What gives? Perhaps unfair and unfun mechanics are to blame. Here are a few examples: - Overusing action-negating effects such as the paralyzed and stunned conditions, as well as large amounts of unavoidable damage, can take certain players out of the fight entirely, making them feel as if they have nothing to do and that the fight is boring. - Reactions that completely negate a character's actions can be unfun when not limited in usage. For example, spells like *counterspell* are established in the world and can create interesting twists during an encounter, but when usable at will, the spellcasters of the party might feel useless. Similarly, other "gotcha!" moments and effects like "Surprise, it is immune to all spells!" can be unfair to players that are simply trying to fight a monster as they are expected to. - Instakills and other character-removing effects are extremely strong and should not be taken lightly. Intellect Devourers (death by brain removal) and Medusas (character removal by petrification without an available cure) are both examples of monsters that have such effects. These monsters are deviations from the norm: they are classic, iconic creatures that are popular and dangerous because of their extremely potent abilities. You need a very strong justification for including such an effect on a monster, and in play, you should consider telegraphing the ability (e.g. by informing the players about it ahead of time) so that they aren't deleted without any prior warning. ## Using Challenge Rating As mentioned earlier, WotC has its own custom math that it follows when designing monsters that deviates from the Challenge Rating guidelines they gave us. It is for this reason that I personally don't follow the CR guidelines to the letter. What should you do? \pagebreakNum ### By the Books Most official monsters are properly balanced according to CR anyway. Those that deviate tend to only differ by a small amount. Thus, it is easy to simply use the system in the DMG and to make small adjustments as appropriate. In general, **monsters are allowed to be a bit stronger than their official CR suggests**, whether it be due to powerful non-damaging effects that aren't accounted for, or due to certain statistics and traits that aren't actually as important as the DMG says they are. In particular, I have personally observed that the following factors aren't weighted as heavily by WotC as they are in the DMG: #### Traits and Other Features Traits like Blood Frenzy and Nimble Escape are very powerful, and they do significantly contribute to a monster's potency in combat, but their effect on Challenge Rating seems to differ from monster to monster. For example, goblins seem to be balanced as though they didn't have the Nimble Escape feature at all. The same applies to other traits given in the DMG. All of this can be attributed to WotC's playtesting feedback, where deviations from the default math are improvements to the monster based on what felt right in play. In your case, you shouldn't ignore the presence of these traits altogether, but you should account for them collectively when determining the monster's final CR. #### Legendary Resistances Legendary Resistances are worth little effective HP, if any at all (depends on how high the CR is). I personally see legendary resistances as an extension of a monster's tier (i.e. boss monsters should almost always have them when they are solo), so I only truly account for them when doing a holistic analysis of a monster. #### Conditions Potent conditions such as paralyzed and stunned can have a significant influence on a given fight, but they don't deal direct damage, so the official books somewhat imply that they shouldn't be accounted for. However, if this were the case, monsters like the ghoul or ghast that inflict such conditions would have a much lower CR. In reality, WotC weighs these powerful conditions as "virtual damage". They find the lowest level spell that inflicts this condition (e.g. Hold Person), and they compare it to another spell of the same level (e.g. Scorching Ray). In this case, Scorching Ray deals an average of 21 (6d6) damage, so this is the "virtual damage" that the paralyzed condition is worth. That said, you don't necessarily have to do this math every time: you can try to quantify them in some other manner (e.g. make them worth a +1 or +2 bonus to attacks), or you can simply consider these conditions during the holistic consideration of the monster's balance. \columnbreak #### Damage Resistances and Immunities Damage resistances and immunities are not worth as much as the DMG claims. This specifically applies to resistance or immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. Either it halves or entirely negates a martial player's physical contributions, or it is rendered irrelevant by magic weapons. Given the existence of Ki-Empowered Strikes and other class and subclass features that are similar to it, it is reasonable to assume that players are supposed to get weapons that count as magical at some point in the game (although these weapons needn't grant any other benefit beyond bypassing physical resistances and immunities). Thus, I opt to ignore these resistances or immunities when it feels safe to do so (e.g. it is fine for high CR demon lords, but it must be considered when making low CR incorporeal undead), viewing it more as something that contributes to a monster's narrative power level more than anything else. ### Copy Official Monsters Whenever I make a monster, I find an official stat block that fits a similar role in combat and take inspiration from its ability scores, hit points, and its average damage per round (DPR). For example, if I am making a CR 10 monster that is large and physically powerful, I might take a look at the Stone Golem from the Monster Manual and borrow its hit points, AC, Strength and Constitution scores, and some other traits as I see fit. If I don't want my monster to have damage resistances or immunities, I may want to increase its HP compared to the Stone Golem, as the golem has some potent damage immunities that contribute to its defenses. This approach allows me to make a monster that is properly balanced based on WotC's in-house formula, without actually having to do any heavy math beyond "increase this" and "decrease that". After all, WotC already did the math when they made the original monster you are taking inspiration from. And whenever I need to make adjustments, I just use the official CR guidelines to appropriately balance them. ### Use an Alternative The [5e Monster Manual on a Business Card](https://blogofholding.com/?p=7338) page has statistical approximations of the formulas used to create monsters by the books. It lists formulas for the average AC, HP, attack bonus, damage per attack, save DC, and saving throw bonus for a monster of a given CR. With this resource, you can quickly obtain statistics that you can use to create monsters of a given CR. Let's expand on these formulas to make them even better. \pagebreakNum #### OCR vs DCR Revisited As mentioned, the formulas given are just that: averages. The same page gives the advice of adjusting these values based on the monster concept, with a recommended range of variance for each value. However, there might be a better way to adjust these values based on concept. This document already lists suggested differences between OCR and DCR based on a monster's role. Once you know the value for a monster's OCR and DCR, it should be possible to be more precise than just "adjust by up to 50% based on concept". The solution is simple: instead of plugging in the monster's average CR into every column, you can plug in its OCR or DCR as appropriate: - For the monster's AC, HP, and saving throw bonus, plug its DCR into the formulas. - For the monster's attack bonus, damage per attack, and save DC, plug its OCR into the formulas. This approach allows you to get estimates that are much more precise than the default recommendation without requiring any additional thinking or formulas. As with the original formulas, this is an approximation: be sure to adjust your final monster as appropriate. #### Damage Per Round The approach of creating a "damage budget" for monsters may be very useful for some; if this is the case for you, feel free to use the formulas provided in the original blog post. However, I personally prefer to use the DMG's approach of supplying the average damage per round (DPR). As such, I will provide those that wish to use the official approach an alternative formula. The following table re-expresses the recommended DPR by CR information in the DMG into the form of three linear expressions. For the purpose of this table, treat any OCR less than 1 as a negative integer: OCR 1/2 is really 0, OCR 1/4 is -1, OCR 1/8 is -2, and OCR 0 is -3. ##### Damage Per Round by OCR | OCR | DPR | Error | |:--------:|:--------------:|:-----:| | 0 to 1/2 | 2 × OCR + 7 | ±1 | | 1 to 19 | 6 × OCR + 5 | ±3 | | 20 to 30 | 18 × OCR - 229 | ±8 | #### Saving Throws The default business card provides a formula that allows one to approximate the total bonus a monster's best saving throw should get based on CR. However, this doesn't tell us how many saving throws the monster should receive bonuses to, which is arguably more important; as most saving throw bonuses take the form of proficiency in that save, having a recommended bonus for a monster's best saving throw really just tells us what kind of ability scores the monster should get. As discussed in a later section, a save proficiency is worth a boost of DCR +1/2 for every save . If you don't want to use this system, perhaps you just can grant saving throw proficiencies based on a monster's tier. Minions get 0 proficiencies, standards get 1, elites get 2, and champions get 3. Once the party is level 11 or higher, increase all of these values by 1. Of course, feel free to increase or decrease this number for any given monster as appropriate. ## Monster Features Revisited The DMG has plenty of information on the effects of certain traits and features on a monster's Challenge Rating. These effects are mostly phrased in terms of effective HP, effective attack bonus, effective AC, etcetera. But if all of these were translated into their direct effects on a monster's CR, while also making adjustments to inaccurate information, perhaps it would be easier to parse. When reading this section, remember that Challenge Rating is a median, rather than an actual average. Adding 1 to a monster's OCR or DCR is equivalent to moving one row down on the Monster Statistics by Challenge Rating table in the DMG. Additionally, if you are left with a fractional value for CR, you are free to round up or down as appropriate. Finally, know that I don't personally use most of the information in the tables below, but some of you might find them useful depending on how you prefer to make monsters. ### Essential Information In order to make this translation, we can recognize that most traits either increase a monster's effective attack bonus or its effective armor class. In turn, the DMG says that when a monster's effective AC or attack bonus is 2 points too high (or low), its DCR or OCR (respectively) becomes 1 point higher (or lower). In other words, traits like Magic Resistance that add +2 to a monster's effective AC directly increase the monster's DCR by 1. We can summarize these essential statistics as follows: ##### Essential Statistics | Name | Effect on Challenge Rating | |-----------------------------------|-------------------------------------| | Effective AC +2 | DCR +1 | | Effective Attack Bonus/Save DC +2 | OCR +1 | | Save proficiencies | DCR +1/2 for each save above 2 | | Consistent advantage on a save | Counts as an extra save proficiency | \pagebreakNum ### Conditions As discussed earlier, WotC often treats conditions as dealing "virtual damage" to a monster. In Conditions that make it easier to attack a creature (e.g. stunned) add to a monster's OCR. Conditions that only make it harder for a creature to attack (e.g. poisoned) add to a monster's DCR. Both effects are derived by comparing the spells that inflict them (e.g. frightened or paralyzed) to equivalent spells of the same level (e.g. Shield of Faith or Scorching Ray), or to equivalent effects on a single monster that can inflict such conditions (e.g. a Beholder's eye rays). Assume that each condition below only targets one creature, and can be used every round. If a condition is applied in an area of effect, you can assume that it will apply to two creatures, allowing you to double the effect on CR listed below. If a condition isn't listed, its effect on CR is negligible or otherwise isn't worth quantifying. ##### Conditions | Name | Duration | Effect on Challenge Rating | |---------------|-----------------------|----------------------------| | Blinded | 1 minute, save ends | OCR +1 | | Charmed | 1 minute, save ends | DCR +1 | | Exhaustion | Instantaneous | DCR +3/2 | | Frightened | 1 minute, save ends | DCR +1 | | Incapacitated | 1 minute, save ends | OCR +1 | | Paralyzed | 1 minute, save ends | OCR +2 | | Petrified | Until dispelled | OCR +3 | | Poisoned | 1 minute, save ends | OCR +1/2 | | Restrained | Until escaped | OCR +1/2 | | Stunned | 1 minute, save ends | OCR +3/2 | | Unconscious | 1 minute, damage ends | OCR +2 | ### Generic Monster Features Now that we have all of this information, let's make a new version of the Monster Features table on DMG 280. First, we can add extra traits like Improved Critical to the list. Next, we can translate each feature's effect on Challenge Rating to its fractional effect on CR using the tables above. Finally, we can also make one or two adjustments to these effects based on the discussions in the previous sections. In general, **a feature's effect on CR weakens as the monster's CR goes up.** A trait like Magic Resistance is a strong feature for a CR 3 bearded devil to have, but it is reasonable to expect that a CR 21 creature like a solar would have access to it. This mirrors the fact that for any given party, balance tends to be thrown out the window once they reach the fourth tier of play. If a monster feature isn't listed in the following table, then you should reference its original entry in the DMG. \columnbreak ##### Monster Features | Name | Example Monster | Effect on Challenge Rating | |-----------------------|----------------------|-------------------------------------------------| | Aggressive | Orc | Round the total OCR up, if relevant. | | Ambusher | Doppelganger | OCR +1/2 | | Avoidance | Demilich | DCR +1 | | Blood Frenzy | Sahuagin | OCR +2 | | Constrict | Constrictor snake | DCR +1/2 | | Elusive | Lazav (GGR) | DCR +1/2 | | Frightful Presence | Ancient black dragon | DCR +2 | | Improved Critical | — | Round the total OCR up, if relevant. | | Indomitable | Champion (VGM) | DCR +1/2 per available use | | Invisibility | Imp | DCR +1/2 | | Leadership | Hobgoblin captain | CR +1/2 | | Legendary Resistance | Ancient black dragon | DCR +1 per available use | | Magic Resistance | Balor | DCR +1 | | Nimble Escape | Goblin | CR +2 (assuming the monster hides every round) | | Pack Tactics | Kobold | OCR +1/2 | | Parry | Hobgoblin warlord | DCR +1/2 | | Rampage | Gnoll | Round the total OCR up, instead of down. | | Reactive | Marilith | CR +1/2 | | Redirect Attack | Goblin boss | DCR +1/2 | | Relentless | Wereboar | DCR +1 | | Shadow Stealth | Shadow demon | DCR +2 (assuming the monster hides every round) | | Slow | Stone golem | DCR +1 | | Stench | Troglodyte | DCR +1/2 | | Superior Invisibility | Faerie dragon | DCR +1 | | Uncanny Dodge | Master Thief (VGM) | DCR +1/2 | | Undead Fortitude | Zombie | DCR +1 | | Web | Giant spider | DCR +1/2 | \pagebreakNum We can also apply this to some miscellaneous effects that aren't defined by any one feature, such as imposing disadvantage on saves or automatically reducing a creature to 0 HP if it fails a single saving throw. ##### Other Features | Feature | Duration | Effect on Challenge Rating | |---------------------------------|---------------|-------------------------------------------------------------------------| | Can't be mentally influenced | — | DCR +1/2 | | Consistent advantage on attacks | Instantaneous | OCR +1/2 | | Imposes -1d4 on saves | 1 round | OCR +1/2 | | Imposes disadvantage on saves | 1 round | OCR +1 | | Instant reduction to 0 HP | Instantaneous | Equivalent to three times the damage of the monster's strongest attack | | Lets an ally make an attack | Instantaneous | Equivalent to the damage of the monster's weakest attack | | Max HP Reduction | Instantaneous | OCR +1/2 | ## Additional Monster Features The "Creating a Monster" section of the DMG includes guidelines regarding Challenge Rating calculations and how to make monsters, including step-by-step instructions for monster creation, as well as multiple lists of generic features to be used by monsters and NPCs alike. This section builds off of this DMG content by making suggestions as to what generic features certain monsters could get based on their role and tier. Note that the features mentioned in this section all have the potential to increase a monster's Challenge Rating, as discussed in the previous section. Additionally, note that the features discussed in this section aren't exclusive to a given role. When a monster has two or more overlaping roles, it is appropriate to give it features that are associated with any of those roles. Even when this overlap isn't present, it is reasonable to use a "mismatching" feature if it can be justified via flavor. For example, the Limited Flight ability below might be usable to represent a flying skirmisher instead of a controller. Rather than being rigid categories, you can treat each collection of features as fluid recommendations that purely depend on the flavor of your monster. \columnbreak ### Brutes The Aggressive, Brute, Charge, Rampage, Reckless, Relentless, and Siege Monster features are all appropriate for brutish monsters. In addition, consider using any of the following features to round out your brutes. ***Brawler.*** The monster can use its bonus action to attempt to grapple or shove a creature within its reach. ***Brutish Durability.*** Whenever the monster makes a saving throw, it can roll a d6 and add the result to its saving throw total. ***Improvised Attack.*** The monster can replace any of its attacks with an unorthodox attempt to bash with or throw an object within its reach. The attack's normal and long ranges are determined based on the size of the monster, and the attack's damage dice is one size smaller than the melee attack it normally uses on its turn (e.g. if most of its attacks have dice of about 2d6, this attack's dice will be 2d4). ***Shrug it Off.*** The monster can use its reaction to halve the damage that it takes from an attack that hits it. The monster must be able to see the attacker. ***Survivor.*** The monster regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum. ***Unyielding.*** As a reaction when the monster is subjected to an effect that would move it, knock it prone, or both, it can choose to be neither moved nor knocked prone. ### Controllers The Charm, Illusory Appearance, Invisibility, and Mimicry features are all appropriate for controllers, although they tend to be used in tandem with other controller-esque spells and abilities. With this in mind, consider using any of the following features to round out your controllers. ***Aura of Mind Erosion.*** Any hostile creature that starts its turn within 30 feet of the monster must make an Intelligence saving throw (DC is Intelligence-based). On a failed save, a creature suffers disadvantage on all Wisdom and Charisma saving throws until the start of the monster's next turn. ***Broken Will (Action).*** The monster targets one creature it can communicate with via telepathy. The target must make a Wisdom saving throw (DC is Intelligence-based). On a failed save, the monster chooses the target's movement and action on its next turn. A creature is immune to this ability if it is immune to being charmed. ***Captivating Presence.*** Any creature that starts its turn within 30 feet of the monster must make a Wisdom saving throw (DC is Charisma-based). On a failed save, the creature becomes charmed by the monster for 1 minute or until the creature is farther than 30 feet away from it. On a successful save, the creature becomes immune to the monster's Captivating Presence for 24 hours. ***Limited Flight.*** The monster can use a bonus action to gain a flying speed equal to its walking speed until the end of the turn. \pagebreakNum ***Redirect Attack.*** As a reaction when a creature the monster can see targets it with an attack, the monster chooses an ally within 5 feet of it. The two creatures swap places, and the chosen ally becomes the target instead. ***Stunning Gaze (Action).*** The monster targets one creature it can see within 30 feet of it. The target must succeed on a Wisdom saving throw (DC is Charisma-based) or be stunned until the end of its next turn. ### Skirmishers Ambusher, Cunning Action, Elusive, Evasion, Flyby, Invisibility, Nimble Escape, Pack Tactics, Shadow Stealth, Sneak Attack, Surprise Attack, and Uncanny Dodge are all features (either rogue class features or generic monster features) that are fitting for skirmishers. In addition, consider using any of the following features to round out your skirmishers. ***Assassinate.*** During its first turn, the monster has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the monster scores against a surprised creature is a critical hit. ***Lightfooted.*** The monster can take the Dash or Disengage action as a bonus action on each of its turns. ***Lurker in Shadow.*** While in darkness, the monser is invisible to any creature that relies on darkvision to see it in that darkness. ***Mobile.*** When the monster makes a melee attack against a creature, it doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hits or not. ***Shroud Self (Action).*** The monster magically turns invisible until the start of its next turn. This invisibility ends if the monster makes an attack roll, makes a damage roll, or casts a spell. ***Skirmisher.*** As a reaction when a creature misses a melee attack against the monster, or if a hostile creature ends its turn within 5 feet of the monster, the monster can move up to half its speed without provoking opportunity attacks. ### Snipers Many of the stealth-based features that skirmishers get can be appropriate for snipers, but not all of them are appropriate for non-stealthy snipers. Consider using any of the following features to round out your snipers: ***Aim.*** As a bonus action, the monster can add 1d10 to its next attack or damage roll with a ranged attack. ***Focus.*** As a bonus action, the monster can target a creature it can see within 120 feet of it and make that creature its focus. The target remains the monster's focus for 1 minute, or until either the target or the monster drops to 0 hit points. The monster can add 1d4 to attack and damage rolls against the target. ***Sharpshooter.*** The monster's ranged attacks ignore half cover and three-quarters cover. ### Soldiers Soldiers are generic enemies of any type (although many of them are melee-centric), so there are no specific feature recommendations for it. \columnbreak ### Strikers The Aggressive, Blood Frenzy, Martial Advantage, and Reckless features are all appropriate for strikers. In addition, consider any of the following features to round out your strikers. ***Action Surge (Recharges after a Short or Long Rest).*** The monster can take an extra action on its turn. ***Arcane Advantage (1/Turn).*** The monster can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the monster and that ally isn't incapacitated. ***Guided Strike (Recharges after a Short or Long Rest).*** When the monster makes an attack roll, the monster can use its reaction to add a +10 bonus to that roll. ***Improved Critical.*** The monster's weapon attacks score a critical hit on a roll of 19 or 20 on the d20. ***Potent Spellcasting.*** The monster can add its spellcasting ability modifier to the damage it deals with any cantrip. ***War Magic.*** When the monster uses its action to cast a spell, it can make one weapon attack as a bonus action. ### Leaders My [Warlord Collection](https://www.gmbinder.com/share/-LtrZrYqZl6TBt8gu9lt) document includes a list of possible features a leader-type monster can be given, some of which are reprinted below. While the pregenerated monsters in this document all have legendary actions, keep in mind that they aren't a requirement for all leaders. ***Battlefield Inspiration.*** Themonster chooses up to three allies it can see within 30 feet of it. Until the end of the monster's next turn, each target can add a d4 to its attack rolls and saving throws. ***Bulwark (3/Day).*** As a reaction when an ally within 30 feet of the warlord fails a saving throw, the ally can reroll the saving throw. ***Command Ally.*** As a bonus action, the monster targets one ally it can see within 30 feet of it. If the ally can see and hear the monster, it can make one weapon attack as a reaction and gains advantage on the attack roll. ***Leadership (Action; Recharges after a Short or Long Rest).*** For 1 minute, the monster can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the monster. A creature can benefit from only one Leadership die at a time. This effect ends if the monster is incapacitated. ***Rallying Cry.*** The monster chooses one ally it can see within 30 feet of it. If the ally can see or hear the monster, it gains temporary hit points equal to the monster's Challenge Rating plus its Charisma modifier. If the ally is currently charmed or frightened, those effects immediately ends on itself. ***Tactical Maneuver.*** As a bonus action, the monster targets one monster it can see within 60 feet of it. If the ally can see and hear the monster, it can use its reaction to move up to half its speed without provoking opportunity attacks. \pagebreakNum ## Boss Fights Expanded Some DMs may wish to alter the details of their boss fights beyond what the official books suggest. This section provides tools and features that may help with that. ### Boss Phases A classic trope is that of boss phases: when a boss's form, strategy, or abilities change at some point during the battle. Boss phases continue the tension and excitement of a fight by granting a boss new abilities, allowing it to break free of a detrimental effect, or otherwise changing the circumstances of the battle. #### Transition Triggers Most phase changes take place when a monster is reduced to a certain HP threshold. The **bloodied** condition, which takes effect when a monster is reduced to half of its hit points or fewer, is a popular descriptor used in 4th Edition. It can be used to transform fights with even the simplest of monsters into exciting challenges with an unexpected twist halfway through the fight. With that in mind, feel free to add your own phases as you see fit; for example, you can have a monster change phases at every third or fourth of its hit points. ___ Meanwhile, some phase changes might occur due to external forces. For example, perhaps an aspiring necromancer is currently undergoing the transformation into a lich, but the party has barged in and is attempting to stop the ritual from completing. When this is the case, a phase change typically occurs when some milestone in the ritual is reached, such as its halfway point or its full interuption. To manage such a fight, keep track of how many rounds have gone by, relative to the duration required for the ritual to complete. #### Transition Effects Whenever a monster changes phases, one or more of the following effects can occur: - The monster ends all detrimental effects and conditions on itself. - One action or ability available to the monster automatically recharges. - The monster immediately uses one of its available actions as a reaction. - The monster regains one or more uses of a rechargeable action, a reaction, a spell slot, or some other limited ability. - The monster can use an additional legendary action every round. - A lair action of the monster's choice immediately takes effect. - The monster gains a number of temporary hit points. - An ally of the monster is magically summoned. - The monster gains advantage on attack rolls, ability checks, and/or saving throws for some duration. - The monster gains and/or loses access to certain features - The monster's stat block is swapped out for another one: either that of an existing creature, or an entirely new one ### Lair Actions To make certain fights more epic and cool, you can give your monsters access to lair actions. Lair actions are special powers that certain monsters can use to manipulate the lair they reside in. For example, an ancient red dragon can cause magma and volcanic gases to erupt within its lair, while Orcus can cause corpses within the lair to animate as undead. Not only do these powers add to the presentation of the fight, but they also influence the action economy by allowing a monster that has them to do more from round to round. That said, just like legendary actions (see below), lair actions needn't be restricted to boss fights, high CR monsters, or even to lairs in general. For example, the lair action system can be used to quantify the spread of fire due to a rampaging squad of rogue fire elementals, which lacks all three of these qualities. In other cases, you can even just have environmental shifts (e.g. the effects of a natural earthquake) occur on initiative count 20 of each round, which is the equivalent of a lair action that isn't even taken by a monster at all. The "lair actions without a lair" concept might sound strange at first, but can actually be used quite well in boss fights and other climactic scenarios. Many official monsters have lair actions that don't necessarily manipulate their lair itself; for example, both of Zariel's lair actions boil down to her casting some sort of spell. While the lack of a lair dependency is arguably a form of bad design (an argument I won't disagree with), this independence also allows you to use these lair actions even when it is outside of its lair or it doesn't have a lair in the first place. Remember that while this might work for some monsters, it might not work with the ones that directly manipulate their lair via their lair actions. ___ In general, whenever a monster uses a lair action, one or more of the following effects can occur: - The monster causes the lair to shift and transform, such as destroying all its exits or erecting a new wall. - A hazardous terrain feature in the lair is activated or takes effect. - The monster grants its allies some sort of buff or allows them to take some sort of an additional action. - One spell or effect on the monster immediately ends. - The monster creates or summons new allies to fight alongside it. - All hostile creatures in the lair suffer some sort of detrimental condition (save resists). - The monster casts an innate spell that is often (but not always) incapable of dealing damage. - The effects of an ongoing ritual take place. ___ Additionally, consider using the following trait to enhance a monster's capability to use lair actions. **Manipulate Lair (Costs 2 Legendary Actions).** On initiative count 10 (losing initiative ties), the monster takes a lair action. \pagebreakNum ### Legendary Actions Legendary actions are special abilities that some monsters can use outside of their normal turn in combat. They have a set number of legendary actions per round, and they can spend them on various effects that interupt the normal initiative order. Legendary actions are typically used to balance out the action economy when a boss-like monster is alone in their fight against the adventuring party. However, even if a monster is of a low CR and is not strong relative to other legendary creatures in the world, giving them legendary actions can still make the fight against them that much more fun and challenging. When designing legendary actions for your monsters, keep the following tips in mind: ***Balance them Out.*** Remember that the damage dealt by a monster's legendary actions contributes to their total damage per round. This can stack up quickly, so try not to make a legendary action that is both spammable and powerful. Furthermore, note that most monsters have three legendary actions per round, but some extraordinarily powerful monsters (e.g. Tiamat) can have five of them. ***Add Variety.*** If a monster just repeats the same attack three times using their legendary actions, then what's the point of having them at all? As legendary actions can be used whenever a creature ends its turn, they should be designed in a way that allows certain actions to be used in certain situations. For example, many creatures often have a legendary action that lets them move, which can be used to reposition, to retreat when in a bad situation, or to give chase when in a good situation. The use of this legendary action must be weighed against the other options: for example, an Attack legendary action that will increase their offensive power accordingly. ***Differ the Costs.*** While it is okay to have a monster who uses each of their legendary actions one at a time, another way to add variety is to create options that cost multiple legendary actions to use. This allows for powerful abilities to be used outside of a monster's turn without allowing them to be spammed repeatedly. For example, you might give a spellcaster the ability to Cast a Spell as a legendary action, but using this ability would cost two legendary actions at once. The most extreme situations involve powers that cost three legendary actions at once, which typically a monster's entire budget per round. Remember that while these costly abilities should be more powerful than the others, they shouldn't necessarily be the best choice in all situations. While some abilities might be considered the "default" options, they should all be comparable enough where choosing between them involves some sort of opportunity cost. ***Stay Organized.*** Legendary actions aren't just sorted alphabetically. All options are sorted in an ascending manner based on how many legendary actions they cost, and within each tier, they are sorted alphabetically. Then, utility legendary actions such as Detect, Move, and Use an Object that don't have any direct offensive or defensive power are moved to the top, unless such options cost more than one legendary actions. ***Customize your Options.*** Not all monsters will have the same type of legendary actions. Some legendary actions will enable them to enter melee range and to smash their foes into the ground. Others will boost their defensive power of both themselves and their allies. A few of them even let a monster teleport across the battlefield and activate powerful magical or psionic abilities. You should customize a monster's legendary actions based on their role in combat. Below are a few example legendary actions that you can use for each role. #### Soldiers The legendary actions listed below are all generic enough to be used by any type of monster. **Detect.** The monster makes a Wisdom (Perception) check. **Move.** The monster moves up to its speed. **Use an Object.** The monster takes the Use an Object action. **Attack.** The monster makes one weapon attack. **At-Will Spell.** The monster casts a cantrip or one of its other at-will spells. **Tustle.** The monster attempts to grapple or shove one creature within its reach. **Cast a Spell (Costs 2 Actions).** The monster casts a spell. **Magic Item (Costs 2 Actions).** The monster activates a magic item. **Psionics (Costs 2 Actions).** The monster activates a psionic power. **Recharge (Costs 2 Actions).** The monster recharges one of its actions and uses it. #### Brutes Brutes tend to have legendary actions that compliment their raw strength or savagery. **Destroy.** The monster makes a melee attack against an object or structure. **Charge (Costs 2 Actions).** The monster moves up to its speed in a straight line and can move through the space of any creature or object that is smaller than itself. The first time it enters a creature or object's space during this move, the target must succeed on a DC Strength saving throw (DC is Strength-based) or take bludgeoning damage equal to the monster's Strength score and be pushed ahead of the monster for the rest of this move. **Savage (Costs 2 Actions).** The monster makes a melee attack against each creature and object within its reach. **Smash (Costs 2 Actions).** The monster makes a melee attack against a creature within its reach. On a hit, the target must also make a Constitution saving throw (DC is Strength-based). On a failed save, the target is stunned until the end of the monster's next turn. **Swat Away (Costs 2 Actions).** The monster makes a melee attack. If the attack hits, the target must succeed on a DC Strength saving throw (DC is Strength-based) or be pushed 15 feet in a straight line away from the monster. If the saving throw fails by 5 or more, the target also falls prone. \pagebreakNum #### Controllers Controllers tend to have legendary actions that disable or weaken their foes rather than doing direct damage. **Inflict Condition.** The monster targets one creature within 60 feet of it that it can see. The target must succeed on a saving throw or suffer one condition until the end of the monster's next turn. The DC and type of the saving throw, the condition inflicted, and the range of the ability are all determined by the monster's specific abilities and the ability score they are derived from. **Thrall.** The monster targets one creature within 60 feet that is charmed or frightened by the monster; that target must make a Charisma saving throw (DC is Charisma-based). On a failed save, the monster decides how the target acts during its next turn, as long as the target's behavior is consistent with the effects of the condition(s) it is suffering from. **Utility Power.** The monster casts a spell or activates a psionic power. The ability used must not be capable of dealing damage. **Reposition (Costs 2 Actions).** The monster targets two creatures within 60 feet of it. An unwilling creature must succeed on a Charisma saving throw to avoid this effect (DC is Intelligence-based). Each affected target is teleported to a different unoccupied space that the monster can see within 60 feet of it. That space must be on the ground or on a floor. **Weaken (Costs 2 Actions).** The monster targets one creature within 60 feet of it that it can see. The target must succeed on a Charisma saving throw (DC is Charisma-based) or have disadvantage on ability checks, attack rolls, and saving throws until the end of the monster's next turn. #### Leaders My [Warlord Collection](https://www.gmbinder.com/share/-LtrZrYqZl6TBt8gu9lt) document includes a list of possible legendary actions a leader-type monster can be given. #### Skirmishers Skirmishers tend to have legendary actions that allow them to weave in and out of combat. **Quick Step.** The monster moves up to its speed without provoking opportunity attacks. **Teleport.** The monster teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. **Stealth Shot.** The monster makes a ranged weapon attack. If the monster was hidden, this attack doesn't reveal the monster's exact position, but it does reveal the general direction that the monster can be found in. **Step from Sight (Costs 2 Actions).** The monster moves up to half its speed, and is invisible during this movement. If the conditions are met, it can take the Hide action at the end of the move. **Backup Plan (Costs 3 Actions).** The monster casts the *invisibility* spell on itself. It then moves up to its speed. #### Snipers Snipers tend to have legendary actions that enable them to focus on one enemy in particular. **Crippling Shot.** The monster makes a ranged attack against a creature. On a hit, the target also has its speed reduced by 10 feet until the end of the monster's next turn. **Disarming Strike.** The monster makes a ranged attack against a creature. On a hit, the target must make a Strength saving throw (DC is Dexterity-based). On a failed save, it drops one object of the monster's choice. The object lands at the target's feet. **Seeking Shot.** The monster makes a ranged attack against one creature it knows the exact location of, even if it can't see it. The projectile flies towards the target, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the attack's range and there is a path large enough for the projectile to travel to the target, the attack roll is made with advantage. Otherwise, the attack misses. **Sniper's Ire.** The monster targets one creature it can see within 90 feet of it. The monster has advantage on ranged attack rolls against the target until the end of the monster's next turn. **Vulnerable Target.** The monster makes a ranged attack against a creature that is incapacitated. If the attack hits, it deals an additional 7 (2d6) damage. #### Strikers Strikers tend to have high damage legendary actions, but they might also have non-damaging alternatives that are used to compliment their exact lore and flavor. **Critical Strike.** The monster makes an attack against one target. If the attack hits and some condition is met, the attack becomes a critical hit. **Dash Attack.** The monster moves up to half its speed and makes one attack. **Curse (Costs 2 Actions).** The monster magically curses one creature it can see within 60 feet of it. The cursed creature gains vulnerability to all damage dealt by the monster until the end of the monster's next turn. **Dash (Costs 2 Actions).** The monster moves up to its speed without provoking opportunity attacks. It can make one melee attack against each creature it moves past. **Rapid Assault (Costs 3 Actions).** The monster makes three attacks against one target. The monster gains advantage on the attack rolls if some condition has been met (e.g. the target is incapacitated). ### Extra Action Variants Beyond the official options, there are two other homebrew systems that give monsters extra actions that are worth discussing. #### Action Oriented Monsters In Matt Colville's [Action Oriented Combat](https://www.youtube.com/watch?v=y_zl8WWaSyI) video, homebrew rules and guidelines for solo monster design were extensively discussed. The discussion boils down to the following ideas regarding "Action Oriented Monsters" (AO monsters) - AO monsters should have access to regular actions, bonus actions, and reactions, as well as "villain actions". These abilities should all be diverse and unique in nature, rather than all of them just being some sort of weapon attack. - Villain actions, in Colville's words, are once-per-round legendary actions that are "scripted" in nature. That is, specific villain actions are set to be used on certain rounds in combat, meaning that they are scripted to be used in a certain order. \pagebreakNum Some of the **finer details** are also important to remember: - Even if there is more than one AO monster on the field, one villain action being used per round is enough. The monsters can share villain actions, or you can pick and choose (or just write out from the start) which monster gets to use their villain action each round. - Adhering to traditional game mechanics is fine, but the point of this free-form system is to allow for abilities to exist without having to justify them beyond "because it's cool". Monsters shouldn't have the same limitations as PCs do, so they should be able to do whatever the DM wants them to (unless it is unfair or doesn't make any sense). What **lessons** can we learn from this and apply to our general knowledge of official monster making rules? Let's see: - Game mechanics are ultimately the vehicle through which the narrative is delivered. Don't let the rules of the system hold you back from creating powers that are cool and exciting (unless they are unfair to your players, of course). Monsters aren't built like player characters are, so they don't have to follow the same rules to determine what powers they get and how much they can use them. The only limit here is how you choose to design the monster. - In order to engage your players with an important monster, the monster can't be static in its actions. By creating a diverse set of monster abilities where there isn't an option that is objectively the best to use throughout the majority of the fight, you have an encounter whose pacing, excitement, and dramatic tension is much better than that a static encounter. - If there is more than one legendary monster on the field, you might want to condense their legendary action options into one pool of legendary actions to track. These abilities should be more powerful than a single monster's legendary actions, as they represent the firepower of multiple monsters at once. For an official example of this, see the Obzedat Ghost stat block (GGR 245). The same idea applies to lair actions: if two legendary monsters share a lair, it might be wise to use one list of (possibly empowered) lair actions. AO monsters seem pretty cool. That, are there any **flaws** to this approach? - If you make AO monsters for yourself, that sounds pretty great. However, if you make monsters to be published/used by others, using a homebrew approach to monster making might be incompatible with many DMs's games. This applies to all homebrew monster creation methods, it applies here in particular because if you are publishing your monsters publically, you can accomplish much of what Colville sought to do with this method via the use of pre-existing game mechanics. - AO monsters are designed with the goal of being dynamic, but the way they are set up might just encourage the opposite. While villain actions are like regular lair actions in that they can be used after a specific player's turn, the scripted order in which they are used makes it harder for a monster to adapt to a given situation. For example, the AO Goblin Boss's "Focus Fire" villain action, which allows the Boss's goblin minions to immediately move towards one creature of the Boss's choice, might not make sense to use when the current fight involves sniping the party from range and then immediately using Nimble Escape to hide again. Yet, the Goblin Boss is forced to either use the ability anyway, which is a suboptimal tactical decision, or to not to use the ability at all, which makes the whole system pointless. With legendary actions, there will always be some option that can be used by the monster in any given situation. - Building off of the previous point, villain actions only being usable once per round can sometimes be less exciting and fast-paced than being able to use multiple legendary actions per round. While the individual legendary actions might not be as strong, being able to actually respond to the party's actions multiple times per round (beyond the monster's reaction) can make a solo fight much more challenging than. Besides, you can always make some options cost two or three legendary actions; a legendary action that costs three actions is literally a villain action without the flaws described here. As you can see, all of these criticisms are directed towards the "villain action" system, which is the only actual part of Colville's video that deviates from the existing 5e system. Thus, I will summarize my **adjusted version** of this system into the following advice: - On its turn, an AO monster should have access to both utility-based and damage-based abilities. For example, you can give it the traditional option to Multiattack as an action, and then to reposition one of its allies as a bonus action. Even if the monster is a striker, if all it can do is deal damage, then the monster will probably be boring unless great care is taken in making the monster fun and exciting. - Outside of its turn, an AO monster should be able to respond to the party's behavior through the use of extra abilities. Such abilities often take the form of reactions (directly responding to a trigger) and legendary actions (using an ability after a party member ends its turn), but variants of these abilities can work too if done right. - To make a monster cool, it shouldn't be using the same abilities over and over again. Whether through a diverse pool of legendary actions or a sequence of scripted events, using different abilities as the rounds go on maintains the excitement and tension over the course of the fight. \pagebreakNum #### Paragon Monsters Some time ago, the [Angry GM](https://theangrygm.com/return-of-the-son-of-the-dd-boss-fight-now-in-5e/) released a blog post about designing boss fights in 5e. In particular, he drafted up a stat block for a "two-headed, two-tailed, bifurcated snake", which while silly on its own, reveals an interesting concept for "paragon monsters": to make a boss monster, you can effectively combine two different monsters into one stat block. Such a paragon monster has two core components: - Health Pools: The monster has multiple health pools. This lends itself well to boss phases, and it also acts as a stopgap that prevents the monster from being bursted down. This is because damage doesn't carry over from one health pool to the other. Additionally, when a health pool is reduced to 0, all conditions and effects end on the monster. - Paragon Actions: The monster can take multiple turns and reactions in combat; it gains one turn and reaction for every health pool it currently has. Future installments of the series also go into detail on the following variants: - Monsters that gain turns as they lose health pools, rather than losing them - Dismemberment and targeting different body parts of a monster - Monsters that have different actions in different forms - Swarms and smaller groups of multiple weaker minions - Monsters that split into multiple other monsters - Lair actions that don't require a lair A lot of this stuff is pretty cool. However, there are a few things to keep in mind with it: - This system is rather verbose in how it writes everything out, especially when dealing with multiple forms. While this is fine on its own, it's something to weigh against the simplicity of legendary actions. - As the author admits, if you just use the core components, a paragon monster doesn't actually become more interesting. Even though it has extra turns and reactions, it doesn't actually have anything new to use them on by default. - In general, it requires more tracking and notekeeping than a normal legendary monster, especially when dealing with his version of group monsters. - In certain cases, it might just make sense to make two or more separate stat blocks, and then to note that one stat block transforms into the next one upon death, rather than trying to force them all into one stat block. See the Transformation trait below for an example of such a trait. So as a whole, I would still recommend using the official system for legendary actions, but if you like his stuff, feel free to use it. That said, between the Boss Phases section earlier in this document and the new traits found below, we can pick and choose what we like from his homebrew for use on our own monsters. Note that any trait below that refers to legendary actions can also be changed to work on reactions as well. ***Bloodied (1/Day).*** When the monster is reduced to half of its hit points or fewer, it is only reduced to half of its hit points. When this happens, all spells and effects currently affecting the monster immediately end. ***Dismemberment.*** When the monster takes damage equal to or greater than a quarter of its maximum hit points in a single turn, one of its limbs or body parts are destroyed. ***Legendary Fury.*** When the monster is reduced to two-thirds of its maximum hit points or fewer, the number of legendary actions it can take each round increases by 1. This effect occurs again at one-third of the monster's hit points or fewer. ***Legendary Movement.*** Whenever the monster takes a legendary action, it can also move up to half its speed. ***Legendary Wounds.*** When the monster is reduced to two-thirds of its maximum hit points or fewer, the number of legendary actions it can take each round decreases by 1. This effect occurs again at one-third of the monster's hit points or fewer. ***Transformation.*** When the monster is reduced to 0 hit points, it transforms into or gains the statistics of another monster. Any additional damage or ongoing conditions or effects don't carry over to its new form. ***Weak Point (1/Turn).*** If an attack is aimed at the monster's weak point and the attack roll has advantage, the attack deals additional damage to the monster equal to its Challenge Rating. ### Reactions Reactions are a basic action option available to all creatures, allowing them to create some sort of effect in response to a given trigger. By default, the only at-will reaction the monster has is to make an opportunity attack. However, it is very easy to take existing reactions from official monsters (e.g. Parry) and to add them to a custom monster as appropriate. Consider using the following traits to enhance a monster's capability to use reactions. ***Fast Reflexes.*** When the monster takes a reaction, it can also move up to half its speed without provoking opportunity attacks. ***Legendary Reaction.*** The monster can spend one legendary action to take a reaction, even when it has already used its normal reaction. ***Limited Reactiveness.*** The monster can take two reactions per round in combat. ***Reactive.*** The monster can take one reaction on every turn in combat. \pagebreakNum ### Legendary Resistances Some DMs may find that Legendary Resistances, as written, are boring or even unfair to their players. If so, consider the following alternatives: ***Avoidance.*** If the monster is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ***Break Free.*** If the monster is incapacitated at the start of its turn, the effect causing this condition immediately ends on the monster, and the monster takes damage equal to its Challenge Rating. ***Freedom of Action.*** The monster has advantage on saving throws against effects that would restrain or incapacitated it. ***Freedom of Movement.*** The monster ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. ***Indomitable (3/Day).*** The monster can reroll a saving throw it fails. It must use the new roll. ***Legendary Defense.*** If the monster fails a saving throw, it can spend one legendary action to succeed instead. ***Legendary Resistance (1/Round).*** If the monster fails a saving throw, it can choose to succeed instead. The monster can only use this ability once per round. ***Mitigate Damage (1/Turn).*** The monster can choose to halve the damage it takes from an effect it can see. ***Unbreakable (3/Day).*** If the monster is incapacitated at the start of its turn, the effect causing this condition immediately ends on the monster. ## Customizing Existing Monsters - switching spells, weapons - changing damage types - cult features and supernatural boons - generic traits - adding PC options - see the next section - templates - see Appendix A - discuss CR changes - build off of the DMG section on this \pagebreakNum ## PC Options for Monsters Even with the variety of generic features available for you to choose from, there are times when it is appropriate to give your monsters some of the options that are normally used by player characters. ### NPCs with Classes Page 282 of the DMG describes two ways of creating NPCs from scratch: making a traditional stat block, or using the same process that you use to create a player character. While the second option might make sense when creating an NPC companion for the party, there are some important reasons why using class levels to make NPCs doesn't work: - Classes are designed with resources, flavorful ribbon features, and other unique abilities for a single player to be preoccupied with. As a DM, having to handle an entire PC while also running the rest of the game is a lot of effort. - Player characters are designed to have enough power to handle multiple combat encounters per adventuring day, while monsters are built to be ran once before being defeated. This means that NPCs built using class levels will have a very high damage output compared to their defensive capabilities. This is the same reason why running one encounter per adventuring day is an issue, and why PvP between characters in the same party almost always goes wrong. To summarize, **you shouldn't build your monsters the same way you build player characters**. But then an issue arises, how do you make a stat block for a monster that is associated with a given player class? ### Monsters with Classes First, let's discuss the official options for this. Page 283 of the DMG presents a process you can use to give class levels to pre-existing monsters. In short, it's the same as it is with players, but the monster's hit dice stay the same size, and its proficiency bonus is based on the Challenge Rating you end up with. This process is decent when used in moderation. After all, only one or two levels in fighter don't offer much in terms of resource management compared to five or six levels in druid. Even so, this method still has the same flaws given in the previous section. Additionally, the same section admits that adding class levels to a monster has an extremely variable effect on CR. This is to be expected: PCs are built differently from monsters, so of course things work differently. That said, it goes against the monster design steps described in this document: if the goal is to determine a target CR before making the monster, then giving the monster class levels will be a guessing game. So how can we do better? Simply put, we can build monsters using individual class features and unique traits of our own design that we pick and choose as appropriate. \columnbreak ### Classes in the Game World It is clear that the player classes that exist in the game are not encompassing of every power source and archetype out there. Additionally, not all creatures within the same class gain the same abilities. Here is a list of a few of these differences: - Not all members of a class gain a subclass. For example, mages (MM 347) don't have an Arcane Tradition. - Some members of a class gain new abilities that players can't access. For example, bards (VGM 211) have a Taunt ability that normal bards can't normally get. - Not all members of a class gain certain class features. For example, some druids might not have Wild Shape, while others might not even have spellcasting. - Some members of a class can further develop their abilities or can reduce their restrictions. For example, diviners (VGM 213) have a modified version of Portent that is rolled during combat rather than after a long rest, and it recharges whenever the diviner casts a divination spell of 1st level or higher, rather than being limited to two uses per day. This understanding can be used to justify monsters that are associated with certain classes having features that players don't have access to. For example, you can give the Martial Advantage feature to fighter-like warriors, and you can give resistance to damage from spells to archmages and other powerful wizards. This is elaborated on in the Example Monster Features section below. For now, let's discuss how to use existing class features on your monsters. ### Class Features For Monsters It is worth noting that many class features, like Action Surge, Cunning Action, and Spellcasting, are fairly easy to give to monsters as-is. But then there are some features, like Ki, Metamagic, and Wild Shape, that need some modifications before being given to a monster. #### Removing Resources Traditionally, monsters can access their abilities through the following resources, as described in the Monster Manual: - At will: A monster can use this ability without any resource restrictions. - 1/Turn: A monster can only use this ability once per turn, or maybe only on each of their turns. - Recharge: Once a monster uses this ability, they have to roll a d6 each round to see if they can use it again. - Short Rest: Once a monster uses this ability, they can't do so again until they finish a short or long rest. - Spell Slots: A monster must expend a spell slot of appropriate level to use this spell or other ability. - X/Day: A monster has X uses of this ability. They regain all expended uses of it when they finish a short or long rest. \pagebreakNum Many class features work through other resources that could be converted to one of the ones above: - X times Short Rest: Instead of tracking uses of features like Ki and Combat Superiority between short rests, it might make sense to give a monster's maneuvers or ki arts a Recharge of 4-6, or perhaps you can make some of them 1/turn or at-will as appropriate. - Channel Divinity: Instead of sharing one resource pool, you can just make each one an independent Short Rest ability. - Special: Features like a Zealot Barbarian's Fanatical Focus that only work once per rage or otherwise are limited in some unique way should typically be made at will or on a recharge In general, you should consider how many times you want your monster to use a certain feature per round. If you only want it to work once or twice, tie it to a short rest or make it X/Day. If you want it to be used frequently but not every round, give it a recharge. If you want it to be used throughout the entire fight, make it at will or turn it into a passive ability. #### Features to Exclude Not all class features are necessary to give a monster. In general, consider excluding the following abilities from a monster: - Niche Abilities: Unless you forsee the monster using this ability in combat, don't add it. For example, a cleric monster won't need Turn Undead unless it is relevant to their theme or if the campaign has a lot of undead in it. - Skill Bonuses: Features like Jack of All Trades and Reliable Talent can be replaced with extra skill proficiencies. The monster can also be given expertise in certain skills as appropriate. - Modifiers: Features like a Fighting Style, the War Wizard's Tactical Wit, and the Lifedrinker warlock invocation aren't necessary unless they are really important to the monster. For example, you can replace Tactical Wit with advantage on all initiative rolls, and you can simply add extra dice of necrotic damage to the warlock's melee weapons. You can exclude a Fighting Style altogether, as the monster's AC and attack bonus are already cutomized according to CR. - Resource Buffs: Features like Arcane Recovery and a Samurai Fighter's Tireless Spirit aren't usually needed. In the latter case, you can just choose a different resource as discussed in the previous section. - Extras: Features that add extra cantrips, spells, languages, skills, tools, movement, resistances, and so on don't need to be written down or anything. You can simply parse them and add them to the monster's statistics, without any actual mention of the feature unless you feel it is necessary. - Non-Combat Abilities: Features like a Battle Master Fighter's Know Your Enemy and an Inquisitive Rogue's Eye for Detail can be useful, but not only are they niche, but they are almost entirely non-combat abilities. Simply exclude them unless you feel they are necessary. \columnbreak #### Level Scalings Some class features, such as Second Wind and Spellcasting, have damage or uses that scale off of your level in that class. So if you aren't actually adding class levels to a monster, then how do you determine what level it counts as? You have two options: use the monster's CR, or come up with the monster's "virtual class level". After all, even if it doesn't actually have a class level, the monster might *represent* a certain class level, so you can use that target level for scalings. In the Example Monster Features section below, I use the latter option. Feel free to use either one, or to remove the scalings altogether. #### Mundane versus Supernatural As you go higher and higher on the CR scale, it becomes harder and harder to make a monster that doesn't have some any manner of supernatural attack (e.g. spellcasting) or defense (e.g. damage resistances). This is because it is harder to make a "mundane" monster that deals enough damage, has adequate defenses, has a proper justification for its powers, and as a whole is an interesting creature to fight. For example, it makes sense for the typical iron golem to have 210 HP due to its size and material, but a humanoid gladiator with 210 HP is bound to be among the strongest warriors in the region or even the entire game world. Because of this, many martial creatures (especially those representing the barbarian, fighter, and rogue classes) need extra attacks, saving throw proficiencies, magic items, legendary resistances, legendary actions, or innate spells in order to reach higher CRs. Keep this in mind when designing your monsters. ### Example Monster Features In addition to picking and choosing from existing class and subclass features, consider using the following features to represent monsters that are associated with certain character classes. #### Artificer Artificers are tricky because they are inherently tied to magic items, which are something most monsters don't have. That said, infusions vanish from an item at least one day after the monster's death, allowing you to give an artificer monster items without fear of your players getting their hands on them. ***Foundation of Knowledge.*** The monster can cast spells of 1st level at will, without expending a spell slot. ***Improvised Action.*** On each of its turns, the monster can use a bonus action to take the Help, Search, or Use an Object action. ***Magical Genius.*** As an action, the monster can roll a d4 and regain a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. ***Retooled Spell.*** When the monster casts a spell that deals damage, it can change the spell's damage to cold, fire, force, lightning, or thunder. ***Spell Versatility (Recharge 5-6).*** At the start of its turn, the monster can immediately swap one of its prepared spells for another spell on the artificer spell list. \pagebreakNum #### Barbarian Barbarians are easy to represent due to their straightforward manner of attacking. To reach higher CRs, they can be given damage resistances and other forms of damage mitigation that are adequately explained by their Rage feature. ***Brute.*** A melee weapon deals one extra die of its damage when the monster hits with it (included in the attack). ***Deadly Critical.*** The monster scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice. ***Rage.*** In combat, the monster is raging while it isn't incapacitated. While raging, the monster has advantage on Strength checks and Strength saving throws, it has resistance to bludgeoning, piercing, and slashing damage, and it deals one extra die of damage when it hits with a melee weapon attack. ***Reckless.*** At the start of its turn, the monster can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. ***Relentless (Recharges after a Short or Long Rest).*** If the monster takes damage that is equal to or less than 10 + its Constitution modifier that would reduce it to 0 hit points, it is reduced to 1 hit point instead. #### Bard Bards can easily be represented through their spells, music, and skill proficiencies (including Expertise). Beyond that, any features you give a bardic monster should relate to their Bardic Inspiration or should be usable on top of their spellcasting. ***Bardic Inspiration (Recharge 4-6).*** As a bonus action, the monster chooses one creature within 60 feet of it that can hear the monster. Once within the next 10 minutes, the target can roll a d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. ***Combat Inspiration.*** While the monster isn't incapacitated and can play its music, allies within 30 feet of the monster that can hear the monster have advantage on attack rolls and saving throws. ***Countercharm.*** While the monster isn't incapacitated and can play its music, the monster and any ally within 60 feet of it that can hear the monster has advantage on saving throws against being charmed or frightened. ***Mantle of Inspiration.*** At the start of each of the monster's turns, each ally that can hear the monster gains temporary hit points equal to 5 + the monster's Charisma modifier. This ability doesn't function while the monster is incapacitated or otherwise can't play its music. ***Taunt (2/Day).*** The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a Charisma saving throw (DC is Charisma-based) or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn. \columnbreak #### Cleric As clerics gain most of their power from their Divine Domains, it's easy enough to represent the base class through spellcasting and some other features as appropriate. In particular, Channel Divinities can be represented as individual short rest abilities or as recharge abilities rather than costing a resource. ***Divine Eminence.*** As a bonus action, the monster can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the monster expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. ***Divine Intervention (1/Week).*** The monster calls upon the aid of a deity or some other divine power. Roll a d100. If the number rolled is equal to or lower than the monster's virtual cleric level, the divine power intervenes by duplicating the effects of some spell. The spell normally must be 6th level or lower, but can be higher if the monster is capable of casting spells of a higher level. On a failed d100 roll, the divine power intervenes with a beneficial spell of 4th level or lower, with targets chosen by the monster as appropriate. ***Healing Prayer.*** As a bonus action, the monster can target one creature it can see within 30 feet of it. The target regains hit points equal to the monster's Wisdom modifier. ***Spirit Blast (Recharges after a Short or Long Rest).*** Each creature of the monster's choice within 30 feet of it must make a Consitution saving throw (DC is Wisdom-based), taking necrotic or radiant damage (monster's choice) equal to twice the monster's virtual cleric level on a failed save, or half as much damage on a successful one. ***Power of Belief (3/Day).*** When the monster or a creature it can see makes an attack roll, a saving throw, or an ability check, the monster can use its reaction to add or subtract its Wisdom modifier from the roll. #### Druid The druid class has two big components: spellcasting, and Wild Shape. Feel free to exclude either feature from your druid-like monsters as you see fit. Particularly strong druids can also receive traditional traits like Aggressive, Reckless, and Siege Monster while in beast form via Wild Shape. ***Nature's Wrath.*** The monster chooses one beast or plant it can see within 30 feet of it. If the target can hear the monster, the target uses its reaction to make one melee attack against a target that the monster can see. ***Power of Nature.*** Each beast and plant of the monster's choice within 30 feet of it has advantage or disadvantage (monster's choice) on all attack rolls, ability checks, and saving throws. ***Speak with Beasts and Plants.*** The druid can communicate with beasts and plants as if they shared a language. ***Tree Stride.*** Once on its turn, the monster can use 10 feet of its movement to magically step into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or larger. \pagebreakNum ***Wild Shape (2/Day).*** The monster magically polymorphs into a beast or plant with a challenge rating as high as its virtual druid level divided by 3, and can remain in this form for a number of hours equal to half its virtual druid level. The monster can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The monster reverts to its true form if it dies or falls unconscious. The monster can revert to its true form using a bonus action on its turn. While in a new form, the monster retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. #### Fighter Fighters are among the easiest classes to give to a monster; most of them can just be added without any modification. That said, there are some other features that you can use to represent a fighter that aren't given by the class itself. ***Martial Advantage.*** Once on each of its turns, the monster can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the monster that isn't incapacitated. ***Second Wind (Recharges after a Short or Long Rest).*** As a bonus action, the monster can regain hit points equal to 10 + its virtual fighter level. ***Tactical Discipline.*** The monster has advantage on all ability checks and saving throws made during combat. ***Unyielding.*** When the monster is subjected to an effect that would move it, knock it prone, or both, it can choose to be neither moved nor knocked prone. ***Weapons Expert.*** A weapon deals one extra die of its damage when the monster hits with it. #### Monk The Ki-Empowered Technique and Martial Arts features below represent the core features of the monk class that could be used by a monster. Feel free to add or remove options from these features based on the monster's individual capabilities. ***Deft Strike (1/Turn).*** The monster can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack. ***Ki-Empowered Technique (Recharge 4-6).*** On each of its turns, the monster can use a bonus action to take the Dash, Disengage, or Dodge action, or to make one unarmed strike. ***Martial Arts (1/Turn).*** When the monster hits a creature with a melee weapon attack, the monster can choose one of the following additional effects (all DCs are Wisdom-based): - The target must succeed on a Strength saving throw or drop one item it is holding (monster's choice). - The target must succeed on a Dexterity saving throw or be knocked prone. - The target must succeed on a Constitution saving throw or be stunned until the end of the monster's next turn. ***Mental Equilibrium.*** The monster has advantage on Intelligence, Wisdom, and Charisma saving throws. ***Stunning Strike (1/Turn).*** When the monster hits a creature with a melee attack, it can force the target to make a Constitution saving throw (DC is Wisdom-based). On a failed save, the creature is stunned until the end of the monster's turn. #### Paladin Rather than having to track spell slots and uses of Divine Smite, it is best to simply give a paladin monster the ability to passively deal radiant damage on its attacks. Otherwise, you are free to create abilities that represent an individual paladin's theme and divine power. ***Divine Fury.*** The monster's weapon attacks are magical. When the monster hits with any weapon, the weapon deals an extra 2d8 radiant damage. ***Healing Touch (3/Day).*** The monster touches another creature. The target magically regains hit points equal to the monster's virtual paladin level plus its Charisma modifier. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. ***Holy Vigor.*** Whenever the monster expends a spell slot, it also gains 1d8 temporary hit points per level of the spell slot expended. ***Resolute (2/Day).*** As a bonus action, the monster can magically end one spell or hostile effect on itself and each friendly creature within 30 feet of it. ***Unwavering.*** The monster has advantage on saving throws against effects that would charm, frighten, or incapacitate it, as well as those that would cause it to suffer exhaustion. #### Ranger The ranger occupies a strange niche, overlapping with both the druid and the rogue in some of its themes, enabling you to give your ranger monsters features like Evasion and Uncanny Dodge. Another issue is that they are meant to be exploration based, which is extremely useless for monsters in nearly all cases. Thus, I encourage you to focus on how a ranger monster's interactions with nature influence both its martial prowess and its magical abilities. ***Foe Slayer.*** The monster has advantage on attack rolls against one race of humanoid or one general creature type that isn't humanoid. ***Hunter's Mark (3/Day).*** As a bonus action, the monster can mark a creature it can see within 90 feet of it and make that creature its quarry. The target remains the monster's quarry for 1 hour, or until either the target or the monster drops to 0 hit points. While the target is marked, the monster has advantage on any Wisdom (Perception) or Wisdom (Survival) check it makes to find the target, and weapon attacks deal one extra die of damage when the monster hits the target with them. ***Lightfooted.*** The monster can take the Dash or Disengage action as a bonus action on each of its turns. ***Natural Explorer.*** While the monster isn't incapacitated and is in a natural or untamed environment, it and any group it is with has advantage on checks made to avoid getting lost, to detect hidden threats while traveling, to track other creatures, or to find food or other natural resources. ***Tireless.*** The monster has advantage on saving throws against exhaustion, poison, and being knocked unconscious. \pagebreakNum #### Rogue Many rogue features are straightforward and work well on monsters. Features like Pack Tactics can be used to enhance roguish monsters, while features like Nimble Escape and Shadow Stealth are simple variants of existing rogue features that you can use as appropriate. Just remember that hiding won't always be an option, so roguish monsters should have other tricks they can use in such unfavorable situations. ***Ambusher.*** In the first round of a combat, the monster has advantage on attack rolls against any creature it surprised. ***Cheap Shot.*** When the monster deals damage with its Sneak Attack or an equivalent feature, the target's speed is reduced to 0 until the end of the monster's next turn. ***Dirty Fighter (1/Turn).*** If the monster makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage. ***Lurkers in Shadow.*** The monster is invisible to darkvision. While in dim light or darkness, the monster has advantage on Dexterity (Stealth) checks. ***Surprise Attack.*** If the monster surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. #### Sorcerer Metamagics are best handled by making them at-will or giving them a recharge. Otherwise, emphasize that a sorcerer's innate abilities can be extremely powerful when channeled correctly. ***Arcane Vigor.*** The monster can expend a spell slot to reroll a saving throw it fails. The reroll also gains a +1 bonus for each slot level above 1st. It must use the new roll. ***Elemental Spell.*** When the monster casts a spell that deals damage, it can change the spell's damage to acid, cold, fire, lightning, or thunder. ***Font of Magic.*** As a bonus action, the monster can roll a d4 and regain a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. ***Quick Cantrips.*** When the monster casts a spell using its action, it can cast one cantrip as a bonus action. ***Sorcerous Fortitude.*** The monster can maintain concentration on two different spells at the same time. In addition, it has advantage on saving throws to maintain concentration on spells. #### Warlock While warlocks certainly make good enemies due to their story potential, the nature of their spell slots makes it much harder to balance them sometimes. I would personally suggest simply ditching pact slots for your warlock enemies and making them only use Innate Spellcasting (or regular slots, if you think that would be better), especially as invocation spells are already treated as innate spells. Otherwise, it is fairly easy to give a monster an invocation of your choice, whether it is an existing invocation or a new invocation of your own design. Beyond that, I recommend using cult features (such as the ones found in *Mordenkainen's Tome of Foes*) to make your warlock monsters unique when you can help it. ***Beseech Patron (Recharge 5-6).*** As a bonus action, the monster can regain one spell slot. ***Dark Devotion.*** The monster has advantage on saving throws against being charmed or frightened. ***Eldritch Ward.*** The monster has advantage on Wisdom and Charisma saving throws. ***Mind-Eroding Hex.*** As a bonus action, the monster can magically curse one creature it can see within 60 feet of it. The target must make a Charisma saving throw (DC is Charisma-based). On a failed save, the target suffers disadvantage on Intelligence, Wisdom, and Charisma saving throws until the start of the monster's next turn. ***Potent Spellcasting.*** The monster can add its Charisma modifier to the damage it deals with any warlock cantrip. #### Wizard Wizards are probably the easiest spellcaster to represent because the base class has almost no features whatsoever, and not all mages need unique features to represent a specific arcane tradition (if they have one). That said, the features below can instead be used to represent various arcane traditions. ***Displacement (Recharge 5-6).*** As a bonus action, the monster projects an illusion that makes the monster appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the monster. The effect ends if the monster takes damage, it is incapacitated, or its speed becomes 0. ***Instinctive Charm (Recharge 5-6).*** The monster tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The monster must decide to do so before the attack hits or misses. The attacker must make a Wisdom saving throw (DC is Intelligence-based). On a failed save, the attacker targets the creature closest to it, other than the monster or itself. If multiple creatures are closest, the attacker chooses which one to target. ***Limited Teleportation.*** When the monster expends a spell slot, it can also use its bonus action to teleport up to 10 feet per level of the slot expended. It must teleport to an unoccupied space it can see. ***Portent (Recharge 5-6).*** When the monster or a creature it can see makes an attack roll, a saving throw, or an ability check, the monster can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check. ***Spell Ward (Recharge 4-6).*** When the monster takes damage from a spell, it can use its reaction to magically halve the damage taken. ### Feats Feats are an easy way to customize your monsters, as they are modular and independent of classes themselves. That said, they are designed for player use, which is reflected in their wording and limitations. But you don't have to abide by such limitations when making monster. So, I compiled a list of condensed traits and features that can be given to monsters to help represent the themes and ideas behind the feats we all know and love. Do keep in mind that if you don't like the generic versions below, you can always just use the original feat or a modified version of it as you see fit. \pagebreakNum If a feat is excluded from this list, it means that you can use it as-is, or you probably wouldn't consider using it in the first place. #### Actor In addition to granting the monster proficiency and possibly expertise in the Deception and Performance skills, you can add the following trait to a monster that is particularly skilled in mimicry. ***Actor.*** The monster can mimic the speech or sounds made by other creatures it has heard. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check contested by the monster's Charisma (Deception) check. #### Alert Static bonuses can be a bit weird when given to monsters, and it wouldn't be fun for the rogue's Sneak Attack to be denied because of the third benefit. Thus, let's simplify the feat as shown below. ***Alert.*** The monster has advantage on initiative rolls, and it can't be surprised while it is conscious. #### Athlete The climbing portion of this feat can be accomplished by simply giving the monster a climbing speed. Otherwise, use one or more of these traits to represent the Athlete feat. ***Spring Up.*** While prone, standing up only uses 5 feet of the monster's movement. ***Standing Leap.*** The monster's long jump is up to half its speed and its high jump is up to a third of its speed, with or without a running start. ***Sturdy Legs.*** The monster has advantage on ability checks and saving throws to resist being knocked prone. #### Charger This feat is easily represented by the generic Charge trait, reprinted below for reference. ***Charge.*** If the monster moves at least 10 feet straight toward a target and then hits it with a melee weapon attack on the same turn, the target takes an extra die of damage. If the target is a creature, it must succeed on a Strength saving throw (DC is Strength-based) or be pushed up to 10 feet away from the monster. #### Defensive Duelist This feat can be represented by the generic Parry ability, reprinted below for reference. ***Parry.*** As a reaction, the monster adds its proficiency bonus to its AC against one melee attack that would hit it. To do so, the monster must see the attacker and be wielding a melee weapon. > ##### Racial Feats > Racial feats are especially easy to add to your monsters, as they don't usually change the theme of a monster. Many of them can be added normally, but be sure to use your judgement and to alter them as needed. \columnbreak #### Dual Wielder Adding additional attacks to the Multiattack action is enough to handle the physical act of dual wielding. If you have a monster that particularly excels at dual wielding, consider giving it one or more of the following traits. ***Dual Wielder.*** A weapon deal one extra die of its damage when the monster is dual wielding it. #### Durable Just give the monster more hit dice or a higher Constitution score. If you want this monster to feel especially tough and meaty, give it the following generic Brute ability, taken from earlier in this document for reference. ***Shrug it Off.*** The monster can use its reaction to halve the damage that it takes from an attack that hits it. The monster must be able to see the attacker. #### Elemental Adept Rerolling ones and twos is inconsequential. Just give your monster the trait below. ***Elemental Adept.*** The monster's spells ignore resistance to one of the following damage types (DM's choice): acid, cold, fire, lightning, or thunder. #### Grappler Pinning creatures down is not something most monsters will bother doing. Instead, give the monster expertise in the Athletics skill, and consider using any of the following traits. ***Grappler.*** The monster has advantage on attack rolls against any creature grappled by it. ***Grappling Expert.*** When the monster hits a creature with a melee weapon attack, it can choose to automatically grapple the target (DC 10 + the monster's Strength (Athletics) modifier) instead of dealing damage. #### Great Weapon Master We can represent this feat through the use of advantage and disadvantage to ensure that the benefit is applicable no matter what CR the monster is. The first benefit can be handled by the generic Rampage trait. ***Great Weapon Master.*** Before making a melee attack with a heavy weapon, the monster can choose to impose disadvantage on the attack roll. If the attack hits, it automatically becomes a critical hit. #### Healer Let's simplify this feat by providing two action options that also remove the strict requirement of a healer's kit. ***Emergency Care.*** As an action, the monster quickly tends to the wounds of one creature within 5 feet of it, allowing it to regain 1 hit point. ***Mend Wounds (2/Day).*** As an action, the monster tends to the wounds of one creature within 5 feet of it. The creature regains hit points equal to 10 + the monster's Wisdom modifier. #### Heavy Armor Master Instead of flat damage reduction, consider giving the monster a flat +1 bonus to Armor Class (as the Defense fighting style). \pagebreakNum #### Inspiring Leader Use the ability below to make this concept more active and interactive in combat. ***Rallying Cry.*** As a bonus action, the monster chooses one ally it can see within 30 feet of it. If the ally can see or hear the monster, it gains temporary hit points equal to the monster's Charisma modifier plus its Challenge Rating. #### Keen Mind Use this feat as-is, or just handwave the details. #### Lightly Armored Just give the monster the armor you feel is appropriate. #### Linguist Just give the monster the languages you feel are appropriate. #### Lucky While the original feat allows for strange interactions with the advantage/disadvantage mechanic, we can simply use that mechanic to simplify this concept. ***Lucky (3/Day).*** When the monster makes an attack roll, a saving throw, or an ability check, or when an attack roll is made against the monster, the monster can cause the roll to be made with advantage or disadvantage. #### Mage Slayer We can go beyond the limits of the original feat using the following ability. ***Interrupt Spell.*** When a creature that the mage slayer can see casts a spell, the mage slayer can use its reaction to make one weapon attack against that creature. If the attack hits, the creature's spell fails and has no effect. #### Magic Initiate You can treat the spells granted by this feat as a form of Innate Spellcasting. Feel free to grant additional spells or uses of said spells as appropriate for the monster. #### Martial Adept You can use this feat as-is. Alternatively, allow the monster to use maneuvers freely, or perhaps tie them to a recharge for balance purposes. It is also acceptable to add or subtract from the number of maneuvers known depending on the concept. #### Mobile The first benefit can be incorporated into the monster's speed. The second and third benefits boil down to the traits listed below. ***Agile.*** The monster doesn't provoke opportunity attacks when it moves out of an enemy's reach. ***Sure Footed.*** The monster ignores the effects of difficult terrain (or only a certain type of it). #### Polearm Master Instead of dealing with the d4 part of the feat, just let it make another attack as part of the Multiattack action. The second benefit boils down to the trait given below. ***Polearm Master.*** As a reaction, the monster can make a melee weapon attack against a creature that enters its reach. #### Ritual Caster It's far easier to just let the monster cast certain ritual spells at will via the Innate Spellcasting trait. #### Savage Attacker You should just give the monster the generic Brute trait, reprinted below for reference. ***Brute.*** A melee weapon deals one extra die of its damage when the monster hits with it. #### Sentinel The Sentinel feat can be split into two important parts: opportunity attacks reducing a creature's speed to 0, and being able to attack anyone that attacks your allies. We can draw inspiration from the Protection fighting style, the Polearm Master feat, the Hold the Line cavalier feature, and the Merregon monster to create the abilities below. ***Guard.*** As a reaction when an ally of the monster within 5 feet of it is hit by an attack, the monster causes itself to be hit instead. ***Hold the Line.*** As a reaction, the monster can make one melee weapon attack against a creature that enters its reach, exits its reach, or moves 5 or more feet while within its reach. If the attack hits, the target's speed is reduced to 0 until the end of the current turn. ***Protective Retaliation.*** When a creature within 5 feet of the monster makes an attack against one of the monster's allies, the monster can use its reaction to make a melee weapon attack against the attacking creature. #### Sharpshooter We can use the same approach that we used with the Great Weapon Master feat to handle the third benefit of this feat. ***Sharpshooter.*** Before making a ranged weapon attack, the monster can choose to impose disadvantage on the attack roll. If the attack hits, it automatically becomes a critical hit. ***Steady Aim.*** The monster's ranged weapon attacks ignore half cover and three-quarters cover. Additionally, attacking at long range doesn't impose disadvantage on its ranged weapon attack rolls. #### Shield Master The most important part of this feat is the shoving part, as the other benefits can just be handled by Evasion, proficiency in Dexterity saving throws, and some extra flavor to describe its actions in combat. ***Shield Master.*** The monster can use its bonus action to attempt to shove a creature within its reach with its shield. #### Tavern Brawler The second and third benefits of this feat can be handled by simply adding attacks labelled "Improvised Attack" and "Unarmed Strike". You can also give it the trait below. ***Tavern Brawler.*** The monster can use its bonus action to attempt to grapple a creature within its reach. #### Tough Same as Durable. \pagebreakNum # Encounter Building ___ Now that we know the different roles and tiers that contribute to monster balancing and creation, we can focus on creating balanced groups of monsters that challenge the players in combat encounters. ## Contributing Factors To understand the thought process behind encounter-building guidelines, it is essential to acknowledge the factors that influence an encounter's difficulty (other than a monster's difficulty). ### Action Economy The concept of action economy is discussed earlier in this document. In encounter building, the action economy should be balanced as to not allow any side to be overwhelmingly superior to the the other, which creates one-sided stomps that might be inconsistent with the intended difficulty of the encounter. As a rule of thumb, **the monsters should never be inferior to the party in action economy**. For example, a monster with only three legendary actions (four effective actions total) can easily be dunked on by a party of five or more players, unless the monster is capable of targeting multiple characters with the majority of its abilities. When not dealing with legendary actions, this means that you should always have at least one monster for every player in the party. It should be noted that some player characters might be capable of making more attacks than others on a given turn. The number of attacks a character can make per turn adds to its action economy, but other players will be just as effective. For example, a fighter with two attacks can be just as effective as a rogue with one attack, as the rogue deals extra damage via the Sneak Attack feature. Thus, while the number of possible player attacks shouldn't be ignored, it typically won't influence how difficult you should make an encounter. The exception to this is when players, such as spellcasters, have access to abilities that have a large area of effect. For example, if the wizard of the party has the *fireball* spell, that group will be able to take down a mob of skeletons very easily. Without the *fireball* spell, the encounter might be a bit more challenging for the group, even if the party is otherwise identical. As such, area of effect powers are an essential balancing factor when creating an encounter. Conversely, monsters that are more powerful tend to have multiple attacks at their disposal per round, while weaker monsters have less attacks and do less damage. This is mostly accounted for in their Challenge Rating, so as with players, it typically won't influence how difficult an encounter is unless you use a monster with access to numerous attacks per round or a monster that can use a powerful area of effect ability that can easily more than two players at once (as area of effect abilities are assumed to hit two players for the purposes of Challenge Rating). With this in mind, minion-tier monsters tend to have very weak attacks that most characters can withstand easily. As such, **a minion's action is worth less than that of stronger monsters**, which is why it is acceptable to send large groups of minions at most adventuring partys. ### Features of the Area If every fight took place in an open field, D&D would be a very easy game to excel at. But that is not always the case. The narrow hallways of a dungeon, the blinding depths of a raging blizzard, and the foggy bogs of a marshland are all possible sites for a combat to encounter. As a rule of thumb, **the addition of a terrain feature or a similar effect increases an encounter's difficulty by one step**, unless the feature is carefully designed to be beneficial or neutral to both sides of the fight when taken advantage of. For example, kobolds might attempt to push the party into spike pits, but the party can also just push the kobolds into the pits instead. Consider the following factors when designing the features of an encounter area. #### Difficult Terrain Difficult terrain and other types of movement-impairment have the potential to massively influence an otherwise easy. Some difficult terrain might also hinder the monsters, but some monsters might be immune to such features as appropriate. #### Traps and Hazards Traps and hazards are objects or terrain features that either deal damage or inflict other negative effects on their victims. Such features can range from a concealed spike pit to a *sphere of annihilation*. The usage of traps and hazards will increase the offensive power of any side that uses them. #### Vision and Light Keep in mind that darkvision isn't infallible. Lightly obscured areas, such as areas filled with fog or dim light, as well as darkness that is viewed by a creature with darkvision, impose disadvantage on Wisdom (Perception) checks, making it easier for monsters to ambush the party. When areas are heavily obscured, either by total cover or by some other effect, most effects can't target them at all. A party that can't see can't act, greatly increasing the difficulty compared to the same encounter being ran in bright and clear conditions. ### Resource Drain Characters in 5th edition are not designed around having one fight per day. Such a structure makes classes with daily abilities (such as spell slots) extremely powerful, while leaving classes with abilities that recharge on a short rest (e.g. ki points) in the dust. Additionally, running only one fight per day allows for players to dump all of their resources into the fight, allowing them to take on threats that are much stronger than the party should normally be allowed to take on. \pagebreakNum As mentioned in the DMG, most adventuring parties can handle about six to eight medium or hard encounters in a day. This is a maximum, and not necessarily a recommendation. Six to eight encounters is a good target in dungeons crawling with random patrols and rooms filled with monsters. However, during a narrative-based game, not only can this amount of encounters per day interfere with the pacing of the game, but it might not be realistic based on the circumstances of the current story. With that in mind, the DMG offers a few fixes. Instead of throwing many easier encounters at the party, you can throw a few harder encounters at them. While this is a great solution for games that wish to be very difficult, keep in mind that overusing this approach might exhaust your players over time. Another approach is to extend the length of an adventuring day. For example, in a campaign that uses normal resting rules (rather than the Gritty Realism variant in the DMG), you can still abstract four to seven days of travel between locations as "one adventuring day", where each night of rest during their travels is considered a short rest. That way, you can throw one or two encounters at your party each in-game day without the party using all of their resources to demolish the enemy with ease. You can then switch back to normal resting when in a settlement or dungeon setting. As a rule of thumb, **try to have at least three encounters per adventuring day, with two short rests spliced between them**. Having enough encounters to warrant two short rests per adventuring day is roughly the ideal way to balance short rest and long rest classes against each other. It makes D&D a resource conservation game, as intended: while a character could potentially use a powerful daily ability in a given fight, they have to weigh the benefits of doing so against the potential detriment of not having the ability available for later use. ### Party Strength Not all adventuring parties are created equally. Some consist of multiple characters that are optimized for combat and/or are in possession of magic items that boost their combat effectiveness. Others are built for fun, and might not be able to handle the same deadly encounters optimized parties can easily stomp on. You know your party best. If you know your party is stronger or weaker compared to normal adventuring parties, feel free to adjust your encounters as you see fit. ### Tactics While many creatures are wild beasts or otherwise have low Intelligence scores, others are equal to or better than the party in terms of intellect. Monsters that play smart, either by optimizing their ability usage or by taking advantage of terrain features and the like, are much more deadly than if ran as being more straightforward and simple. For more on monster tactics, see the Running Monsters chapter later in this document. Conversely, some parties are very smart and tactical, while others are a bit clueless and disorganized. While some of this is influenced by the experience and intelligence of the players, a large portion of this also depends on the Intelligence and Wisdom scores of their characters. Keep in mind that parties with simpler tactics might not be able to handle as much as those who come up with more complex schemes and gambits. ## Encounter Guidelines With the above factors in mind, let's go over an encounter building system you can use instead of the one included in the *Dungeon Master's Guide*. ### Acquire Monster Points Lets use a modified form of **Giffyglyph's monster points (MP)** to build this encounter. First, let's determine our basic budget. We are going to take the number of characters in the party, add a constant based on other factors, and multiply this result by another constant determined by difficulty of the encounter: #### Party Strength Start by giving yourself an amount of MP equal to the number of characters in your party. Now, go through each character in the party (including allied NPCs, if any). If the character has access to powerful area of effect abilities or other powers that are especially strong *when compared to the rest of the party*, you can add an additional 1-2 MP to the pool. This adjustment accounts for the character's larger influence on the action economy. #### Difficulty Multiplier Now that you have adjusted your budget based on your party's strength, we will take this amount of MP and multiply it by a constant based on the encounter difficulty. ##### MP Multiplier by Encounter Difficulty | Difficulty | Multiplier | |:-----------|:----------:| | Easy | 1/2 | | Medium | 1 | | Hard | 3/2 | | Deadly | 2 | ### Add Monsters Next, we spend these monster points to add monsters to the encounter. Monsters with higher tiers cost more MP, as shown in the table below. Keep adding monsters until you've spent all of your MP. ##### MP Cost by Monster Tier | Tier | Cost | |:----------|:----:| | Minion | 1/4* | | Standard | 1 | | Elite | 2 | | Champion | 4** | \pagebreakNum ___ *By default, this cost assumes that four minions are roughly equivalent to one character. The first section already accounts for characters with access to particuarly potent abilities that can take out large groups of minions, so we don't have to consider that here. Instead, note that if you are using minions that are particularly weak or strong, you can change this cost to be 1/5 MP or 1/3 MP, respectively. The following quote from the DMG is relevant here: "When making this calculation, don't count any monsters whose challenge rating is significantly below the average challenge rating of the other monsters in the group unless you think the weak monsters significantly contribute to the difficulty of the encounter." ___ **If a monster of this tier has legendary actions, you can calculate its cost to be 1 MP plus 1 MP for each legendary action it has (typically a total of 4 MP). > ##### DMG Reprint: Challenge Rating and Difficulty > When putting together an encounter or adventure, especially at lower levels, exercise caution when using monsters whose challenge rating is higher than the party's average level. Such a creature might deal enough damage with a single action to take out adventurers of a lower level. For example, an ogre has a challenge rating of 2, but it can kill a 1st-level wizard with a single blow. > > In addition, some monsters have features that might be difficult or impossible for lower-level characters to overcome. For example, a rakshasa has a challenge rating of 13 and is immune to spells of 6th level and lower. Spellcasters of 12th level or lower have no spells higher than 6th level, meaning that they won't be able to affect the rakshasa with their magic, putting the adventurers at a serious disadvantage. Such an encounter would be significantly tougher for the party than the monster's challenge rating might suggest. ### Other Costs Rather than having Lair Actions and terrain features increase the difficulty of an encounter, you can choose to have these factors be accounted for by assigning an MP cost to them. Adding Lair Actions to an encounter, whether they are attached to a single monster or are associated with a group of monsters or even the environment itself, costs 1 additional MP. Additionally, note that reinforcements and summoned creatures influence MP just as normal monsters do, regardless of their stance in the fight. For example, if you have a druid in the party that can cast Conjure Animals, you can increase your MP budget based on how many creatures you anticipate will be summoned. Meanwhile, a demon that is summoned by a warlock or some other fiend costs MP as normal. \columnbreak ### Customize Your Encounter Feel free to personalize your encounter as much as you'd like. Most of the time, you will have a general idea of what kind of monsters the encounter will consist of based on the narrative of your game. Other times, you will already know what kind of monsters will be involved in the fight, so you will use the MP system above purely to figure out how many monsters a balanced encounter will consist of. #### Fine Adjustments The more you use this system, the better you will be at making approximations and changes as needed. Ideally, you won't need this system once you get the hang of balancing encounters for your specific party. As such, feel free to experiment: create an encounter, and make judgements as needed. If you find an encounter to be too weak or too strong, make sure to remember what to change for next time. #### Monster Roles If you'd like, choose monsters with roles that you feel will adequately challenge your party. For example, an encounter consisting of a brute, a group of soldiers, and a few snipers will have multiple layers of tactical thinking to it: taking out the brute with single target attacks might be important, but if the soldiers aren't taken out in time, they have the potential to overwhelm the party via their numbers. Perhaps it would also be a good idea to take out the snipers, preventing them from dealing too much extra damage with impunity; with them gone, it might be much easier to take down the brute and the soldiers. Knowing what you know about your party's abilities (and their combat roles, if you will), encounter creation along these lines can allow for fun tactical thinking on both sides of the DM screen. > ##### Mid-Combat Encounter Adjustments > No set of rules or guidelines will be perfect. While most of your encounters should work out smoothly, there will be times when you realize that what you sent at them is either too easy or too hard. Ideally, such cases can be avoided or minimized as time goes on. If you find yourself in a situation like this, try one or more of the following: > - Leverage the fact that not all enemies will fight to the death. If a monster is at low HP, it might choose to run away instead of fighting, even if you as a DM know that they could potentially beat the party. > - Fudge a monster's HP as appropriate. Decreasing HP allows you to prevent a fight from being impossible or feeling like a slog, and increasing HP prevents the fight from ending sooner than you anticipated. > - Hold back from using a certain ability. For example, a chain devil's Animate Chains ability triples its damage output per round, but your party might not be able to handle such an increase. Not using this ability, or only using it once the chain devil is at half HP or lower, might make the encounter feel more fair to your players. \pagebreakNum ## Sample Encounter Compositions All of the sample encounters below assume a party of four party members, with a base budget of four MP. Feel free to use these sample encounter setups in your own game, making adjustments as appropriate. Remember that in any encounter, especially one that includes minions, you are free to add monsters that are much weaker than a normal minion as appropriate. For example, a Fragile Boss fight for a party of 15th level characters might be include four wights as minions, but you can also include a horde of twenty zombies if you feel the wights won't be able to pull their own weight. ##### Beefy Boss: Deadly Encounter | Name | Role | Tier | Amount | |-------------|-------------------|----------|--------| | Boss | Brute | Champion | 1 | | The Asshole | Sniper/Skirmisher | Elite | 1 | | Fodder | Soldier | Minion | 4 | | Wild Card | Any | Standard | 1 | ##### Fragile Boss: Deadly Encounter | Name | Role | Tier | Amount | |-------------|-----------------------|----------|--------| | Boss | Striker or Controller | Champion | 1 | | Guardians | Brutes | Standard | 2 | | Fodder | Soldier | Minion | 4 | | Wild Card | Any | Standard | 1 | ##### The Pack: Hard Encounter | Name | Role | Tier | Amount | |-----------|---------|----------|--------| | The Heart | Brute | Elite | 1 | | The Body | Soldier | Minion | 12 | | Wild Card | Any | Standard | 1 | ##### Kill or Capture Squad: Hard Encounter | Name | Role | Tier | Amount | |----------|------------|----------|--------| | Lockdown | Controller | Elite | 1 | | Enforcer | Brute | Standard | 3 | | Clean-Up | Sniper | Standard | 1 | ##### Summoner: Medium Encounter | Name | Role | Tier | Amount | |---------------|-----------------------|----------|--------| | Summoner | Striker or Controller | Standard | 1 | | Big Summon | Brute | Standard | 1 | | Small Summon | Soldier | Minion | 4 | \pagebreakNum # Running Monsters ___ So, you know how to create and balance a monster, and you know how to build an encounter. But how do you actually run the encounter in game? - Goals - the monsters have a goal too - Information - what do the monsters know? how do they communicate? etc - Tactics - Intelligence and Wisdom, alignment, The Monsters Know blog - Having the monster use terrain features to its advantage - Spellcasting - using utility spells, how to make them interesting - Mention shoves, grapples, shoves and grapples replacing attacks within a Multiattack - Improvised attacks - one dice size smaller than their weakest attack, can be substituted in, mostly for brutes, thrown attack - Mention traps, unorthodox equipment, etc - Discuss running away and other resolutions of combat \pagebreakNum # Appendix A: Creature Templates ## Usage - usually try not to change CR by more than 1 or 2 - explain expertise, hit dice, base creature > ##### Modifying Templates > These templates are just a starting point for your monsters. Don't feel the need to constrain yourself to their limitations, or to avoiding using abilities that aren't mentioned in their descriptions. > > It's also worth noting that many of these templates simply piece together some of the monster features discussed earlier in this document. For example, the Bodyguard template simply combines my monster version of the Alert feat with pieces of the Polearm Master and Sentinel feats. Thus, you can view these as example applications of the other content in this document, whereas you are free to deviate or ignore them as you see fit. \pagebreakNum ## List of Templates The templates below are listed in alphabetical order. ### Berserk Monster A berserk monster is some sort of beast or other creature that has gone on an unstoppable rampage. Such creatures are often described to be feral or to have gone mad, and present a threat to anyone unfortunate enough to cross paths with them. ***Saving Throws.*** The monster gains proficiency in Wisdom saving throws. If it already has this proficiency, it instead gains advantage on all Wisdom saving throws. ***Aggressive.*** As a bonus action, the monster can move up to its speed toward a hostile creature that it can see. ***Reckless.*** At the start of its turn, the monster can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. ***Unbreakable (3/Day).*** If the monster is incapacitated at the start of its turn, the effect causing this condition immediately ends on the monster. ### Bodyguard A bodyguard is some sort of monster used by others used to protect them from physical harm. Some are trained warriors that use their skills for defense. Others use their brute force to attack a threat until they stop moving. ***Alert.*** The monster has advantage on initiative rolls, and it can't be surprised while it is conscious. ***Guard.*** As a reaction when an ally of the monster within 5 feet of it is hit by an attack, the monster causes itself to be hit instead. ___ The monster also gains one of the following abilities. ***Hold the Line.*** As a reaction, the monster can make one melee weapon attack against a creature that enters its reach. If the attack hits, the target's speed is reduced to 0 until the end of the current turn. ***Protective Retaliation.*** When a creature within 5 feet of the monster makes an attack against one of the monster's allies, the monster can use its reaction to make a melee weapon attack against the attacking creature. ### Commander A commander is a monster that is slightly smarter, wiser, or more charismatic compared to its kin or peers, granting it natural leadership skills that it can use in combat. For more guidelines for creating leader monsters, see my [Warlord Collection](https://www.gmbinder.com/share/-LtrZrYqZl6TBt8gu9lt) homebrew. ***Ability Score Adjustment.*** The monster's Intelligence, Wisdom, or Charisma score increases by 2. ***Hit Dice.*** The monster gains two hit dice. ***Command Ally.*** As a bonus action, the monster targets one ally it can see within 30 feet of it. If the ally can see and hear the monster, it can make one weapon attack as a reaction and gains advantage on the attack roll. ***Leadership (Action; Recharges after a Short or Long Rest).*** For 1 minute, the monster can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the monster. A creature can benefit from only one Leadership die at a time. This effect ends if the monster is incapacitated. ### Hordling A hordling is a general term used for any monster that works well in groups. While swarms of demons and undead are the most common examples of hordlings in action, the term can also be used to refer to organized soldiers that work well together. ***Skills.*** The monster gains proficiency in the Athletics skill. If it already had this proficiency, it gains expertise with the skill instead. ***Pack Tactics.*** The monster has advantage on an attack roll against a creature if at least one of the monster's allies is within 5 feet of the creature and the ally isn't incapacitated. ___ The monster also gains one of the following traits. ***Formation Tactics.*** The monster has advantage on saving throws against being charmed, frightened, grappled, or restrained while it is within 5 feet of at least one ally. ***Group Retaliation.*** When the monster is reduced to 0 hit points by a melee attack, one ally of the monster can use its reaction to make a melee weapon attack against the attacker. ***Mob Behavior.*** The monster can use its bonus action to attempt to grapple or shove a creature if at least one of the monster's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Lurk A lurk is a particularly stealthy monster, which is capable of becoming undetected through either mundane skill or magical abilities. ***Ability Score Adjustment.*** The monster's Dexterity score becomes 13 if it was 12 or lower. ***Skills.*** The monster gains proficiency in the Stealth skill. If it already had this proficiency, it gains expertise with the skill instead. ___ The monster gains one of the following traits. ***Cunning Action.*** On each of its turns, the monster can use a bonus action to take the Dash, Disengage, or Hide action. ***Nimble Escape.*** The monster can take the Disengage or Hide action as a bonus action on each of its turns. ***Shadow Stealth.*** While in dim light or darkness, the monster can take the Hide action as a bonus action. ___ The monster also gains one of the following abilities. ***Shroud Self (Action).*** The monster turns invisible until the end of its next turn. This invisibility ends if the monster makes an attack roll, makes a damage roll, or casts a spell. ***Skulker.*** When the monster is hidden from a creature and misses it with a ranged weapon attack, making the attack doesn't reveal the monster's position. ***Trackless.*** The monster leaves no tracks to indicate where it has been or where it's headed. \pagebreakNum ___ >## Berserk Ankylosaurus >*Huge beast, unaligned* >___ >- **Armor Class** 15 (natural armor) >- **Hit Points** 68 (8d12 + 16) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|11 (+0)|15 (+2)|2 (-4)|12 (+1)|5 (-3)| >___ >- **Saving Throws** Wis +3 >- **Senses** passive Perception 11 >- **Languages** — >- **Challenge** 3 (700 XP) >___ >***Aggressive.*** As a bonus action, the ankylosaurus can move up to its speed toward a hostile creature that it can see. > >***Reckless.*** At the start of its turn, the ankylosaurus can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. > >***Unbreakable (3/Day).*** If the ankylosaurus is incapacitated at the start of its turn, the effect causing this condition immediately ends on the ankylosaurus. > >### Actions >***Tail.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. \columnbreak ___ >## Troll Bodyguard >*Large giant, chaotic evil* >___ >- **Armor Class** 15 (natural armor) >- **Hit Points** 84 (8d10 + 40) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|13 (+1)|20 (+5)|7 (-2)|9 (-1)|7 (-2)| >___ >- **Skills** Perception +2 >- **Senses** darkvision 60 ft., passive Perception 12 >- **Languages** Giant >- **Challenge** 5 (1,800 XP) >___ >***Alert.*** The troll has advantage on initiative rolls, and it can't be surprised while it is conscious. > >***Keen Smell.*** The troll has advantage on Wisdom (Perception) checks that rely on smell. > >***Regeneration.*** The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. > >### Actions >***Multiattack.*** The troll makes three attacks: one with its bite and two with its claws. > >***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage. > >***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage. > >### Reactions >***Guard.*** As a reaction when an ally of the troll within 5 feet of it is hit by an attack, the troll causes itself to be hit instead. > >***Protective Retaliation.*** When a creature within 5 feet of the troll makes an attack against one of the troll's allies, the troll can make a melee weapon attack against the attacking creature. \pagebreakNum ___ >## Bugbear Warchief >*Medium humanoid (goblinoid), chaotic evil* >___ >- **Armor Class** 17 (*chain shirt*, *shield*) >- **Hit Points** 78 (12d8 + 24) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|14 (+2)|14 (+2)|11 (+0)|12 (+1)|13 (+1)| >___ >- **Skills** Intimidation +3, Stealth +6, Survival +3 >- **Senses** darkvision 60 ft., passive Perception 11 >- **Languages** Common, Goblin >- **Challenge** 3 (700 XP) >___ >***Brute.*** A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). > >***Command Ally.*** As a bonus action, the bugbear targets one ally it can see within 30 feet of it. If the ally can see and hear the bugbear, it can make one weapon attack as a reaction and gains advantage on the attack roll. > >***Heart of Hruggek.*** The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep. > >***Surprise Attack.*** If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. > >### Actions >***Multiattack.*** The bugbear makes two melee attacks. > >***Morningstar.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 11 (2d8 + 3) piercing damage. > >***Javelin.*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 9 (2d6 + 3) piercing damage in melee or 5 (1d6 + 3) piercing damage at range. > >***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, the bugbear can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the bugbear. A creature can benefit from only one Leadership die at a time. This effect ends if the bugbear is incapacitated. \columnbreak ___ >## Bandit Goon >*Medium humanoid (any race), any non-lawful alignment* >___ >- **Armor Class** 12 (leather armor) >- **Hit Points** 11 (2d8 + 2) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|12 (+1)|12 (+1)|10 (+0)|10 (+0)|10 (+0)| >___ >- **Skills** Athletics +2 >- **Senses** passive Perception 10 >- **Languages** any one language (usually Common) >- **Challenge** 1/8 (25 XP) >___ >***Group Retaliation.*** When the bandit is reduced to 0 hit points by a melee attack, one ally of the bandit can use its reaction to make a melee weapon attack against the attacker. > >***Pack Tactics.*** The bandit has advantage on an attack roll against a creature if at least one of the bandit's allies is within 5 feet of the creature and the ally isn't incapacitated. > >### Actions >***Scimitar.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage. > >***Light Crossbow.*** *Ranged Weapon Attack:* +3 to hit, range 80/320 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage. \pagebreakNum ___ >## Stealth Archer >*Medium humanoid (any race), any alignment* >___ >- **Armor Class** 16 (studded leather) >- **Hit Points** 75 (10d8 + 30) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|18 (+4)|16 (+3)|11 (+0)|13 (+1)|10 (+0)| >___ >- **Skills** Acrobatics +6, Perception +5, Stealth +6 >- **Senses** passive Perception 15 >- **Languages** any one language (usually Common) >- **Challenge** 4 (1,100 XP) >___ >***Archer's Eye (3/Day).*** As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow. > >***Cunning Action.*** On each of its turns, the archer can use a bonus action to take the Dash, Disengage, or Hide action. > >***Skulker.*** When the archer is hidden from a creature and misses it with a ranged weapon attack, making the attack doesn't reveal the archer's position. > >### Actions >***Multiattack.*** The archer makes two attacks with its longbow. > >***Shortsword.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage. > >***Longbow.*** *Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage. ### Spellcaster Any sentient monster is capable of becoming a spellcaster through a variety of means. This template provides a quick way for you to add spellcasting to a monster that doesn't already have it. ***Ability Score Adjustment.*** The monster's Intelligence, Wisdom, or Charisma score increases by 2, to a minimum of 13. ***Spellcasting.*** The monster's spellcaster level is equal to half its Challenge Rating (rounded up). It is associated with one of the following classes: artificer, bard, cleric, druid, paladin, ranger, sorcerer, warlock, or wizard. Its spellcasting ability and the number of spells it knows or prepares are determined by this class selection. \columnbreak ### Warped Monster A warped monster is some sort of monster that has been corrupted, diseased, or otherwise changed in some unnatural way. The source of this corruption determines its severity and specific nature. ***Natural Weapons.*** If the monster normally uses manufactured weapons, you can give it a natural attack instead. This natural attack deals the same amount of damage as its normal weapon attacks. ***Senses.*** The monster gains one new sense of your choice. ___ The monster also gains one or more of the following traits. ***Abominable Form.*** Creatures that can see the monster have disadvantage on saving throws against being frightened. ***Amorphous/Boneless.*** The monster can move through and occupy a space as narrow as 4 inches wide without squeezing. ***Spider Climb.*** The monster can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ***Warped Mind.*** The monster has advantage on all Intelligence, Wisdom, and Charisma saving throws. ___ The monster also gains one or more of the following abilities. ***Aura of Madness.*** Creatures within 20 feet of the monster that aren't aberrations have disadvantage on Intelligence, Wisdom, and Charisma saving throws. ***Feed on Weakness.*** As a reaction when a creature within 20 feet of the monster fails a saving throw, the monster gains temporary hit points equal to half its Challenge Rating. ***Frightening Screech (Action; Recharge 5-6).*** Each creature within 30 feet of the monster that can hear it must succeed on a Wisdom saving throw (DC is Charisma-based) or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the monster's Frightening Screech for the next 24 hours. ***Stench.*** Any creature that starts its turn within 5 feet of the monster must succeed on a Constitution saving throw (DC is Constitution-based) or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the monster's Stench for 24 hours. ### Warrior A warrior is a monster that uses martial training to enhance their combat capabilities. Only the best warriors can be considered fighters, but even a small amount of training can create a significant gap between a warrior and its peers. ***Ability Score Adjustment.*** The monster's Strength or Dexterity score increases by 2. ***Equipment.*** The monster gains proficiency in all weapons and armor. Feel free to upgrade its equipment as you see fit. ***Hit Dice.*** The monster gains three hit dice. ***Martial Advantage (1/Turn).*** The monster can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the monster that isn't incapacitated. \pagebreakNum ___ ___ >## Holy Knight >*Medium humanoid (any race), any alignment* >___ >- **Armor Class** 18 (*plate*) >- **Hit Points** 52 (8d8 + 16) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|11 (+0)|14 (+2)|11 (+0)|11 (+0)|17 (+3)| >___ >- **Saving Throws** Con +4, Wis +2 >- **Senses** passive Perception 10 >- **Languages** any one language (usually Common) >- **Challenge** 3 (700 XP) >___ >***Brave.*** The knight has advantage on saving throws against being frightened. > >***Spellcasting.*** The knight is a 2nd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The knight has the following paladin spells prepared: >1st level (2 slots): *bless*, *cure wounds*, *heroism*, *shield of faith* > >### Actions >***Multiattack.*** The knight makes two melee attacks. > >***Greatsword.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage. > >***Heavy Crossbow.*** *Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:* 5 (1d10) piercing damage. > >***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. > >### Reactions >***Parry.*** The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. ___ ___ >## Warped Kuo-toa Monitor >*Medium humanoid (kuo-toa), neutral evil* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 65 (10d8 + 20) >- **Speed** 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|10 (+0)|14 (+2)|12 (+1)|14 (+2)|11 (+0)| >___ >- **Skills** Perception +6, Religion +4 >- **Senses** darkvision 120 ft., truesight 120 ft., passive Perception 16 >- **Languages** Undercommon >- **Challenge** 3 (700 XP) >___ >***Amphibious.*** The kuo-toa can breathe air and water. > >***Aura of Madness.*** Creatures within 20 feet of the monster that aren't aberrations or kuo-toa have disadvantage on Intelligence, Wisdom, and Charisma saving throws. > >***Slippery.*** The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. > >***Spider Climb.*** The kuo-toa can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > >***Sunlight Sensitivity.*** While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > >***Warped Mind.*** The kuo-toa has advantage on all Intelligence, Wisdom, and Charisma saving throws. > >### Actions >***Multiattack.*** The kuo-toa makes three attacks: one with its bite and two with its claws. > >***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage. > >***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage plus 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn. > >***Frightening Screech (Recharge 5–6).*** Each creature within 30 feet of the kuo-toa that can hear it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the kuo-toa's Frightening Screech for the next 24 hours. \pagebreakNum ___ >## Skeletal Warrior >*Medium undead, lawful evil* >___ >- **Armor Class** 14 (hide armor) >- **Hit Points** 32 (5d8 + 10) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|15 (+2)|6 (-2)|8 (-1)|5 (-3)| >___ >- **Damage Vulnerabilities** bludgeoning >- **Damage Immunities** poison >- **Condition Immunities** exhaustion, poisoned >- **Senses** darkvision 60 ft., passive Perception 9 >- **Languages** understands all languages it spoke in life but can't speak >- **Challenge** 1/2 (100 XP) >___ >***Martial Advantage (1/Turn).*** The skeletal warrior can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the skeletal warrior that isn't incapacitated. > >### Actions >***Shortsword.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage. > >***Shortbow.*** *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage. \pagebreakNum # Appendix B: Variant Monsters ___ ___ >## Adult Black Dragon >*Huge dragon, chaotic evil* >___ >- **Armor Class** 19 (natural armor) >- **Hit Points** 195 (17d12 + 85) >- **Speed** 40 ft., fly 80 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|14 (+2)|21 (+5)|14 (+2)|13 (+1)|17 (+3)| >___ >- **Saving Throws** Dex +7, Con +10, Wis +6, Cha +8 >- **Skills** Perception +11, Stealth +7 >- **Damage Immunities** acid >- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 >- **Languages** Common, Draconic >- **Challenge** 14 (11,500 XP) >___ >***Amphibious.*** The dragon can breathe air and water. > >***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > >### Actions >***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Alternatively, it can make two attacks with its vitriolic spray. > >***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage. > >***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage. > >***Tail.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage. > >***Vitriolic Spray.*** *Ranged Spell Attack:* +8 to hit, range 90 ft., one target. *Hit:* 14 (2d10 + 3) acid damage, and the target must succeed on a DC 18 Constitution saving throw or be blinded until the end of the dragon's next turn. > >***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. > >***Acid Breath (Recharge 5–6).*** The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. > >### Legendary Actions >The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. > >- **Detect.** The dragon makes a Wisdom (Perception) check. >- **Tail Attack.** The dragon makes a tail attack. >- **Vitriolic Spray.** The dragon makes an attack with its vitriolic spray. >- **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \pagebreakNum ___ ___ >## Adult Blue Dragon >*Huge dragon, lawful evil* >___ >- **Armor Class** 19 >- **Hit Points** 225 (18d12 + 108) >- **Speed** 40 ft., burrow 30 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|25 (+7)|10 (+0)|23 (+6)|16 (+3)|15 (+2)|19 (+4)| >___ >- **Saving Throws** Dex +5, Con +11, Wis +7, Cha +9 >- **Skills** Perception +12, Stealth +5 >- **Damage Immunities** lightning >- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 >- **Languages** Common, Draconic >- **Challenge** 16 (15,000 XP) >___ >***Charge.*** If the dragon moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 13 (2d12) piercing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away and knocked prone. > >***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > >### Actions >***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Alternatively, it can make two thunder bolt attacks. > >***Bite.*** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. > >***Claw.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (2d6 + 7) slashing damage. > >***Tail.*** *Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 16 (2d8 + 7) bludgeoning damage. > >***Gore.*** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 21 (3d12 + 7) piercing damage. > >***Thunder Bolt.*** *Ranged Spell Attack:* +9 to hit, range 90 ft., one target. *Hit:* 11 (2d6 + 4) lightning damage plus 3 (1d6) thunder damage. On a critical hit, the target must also succeed on a DC 17 Constitution saving throw or become stunned until the end of the dragon's next turn. > >***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. > >***Lightning Breath (Recharge 5–6).*** The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. > >### Legendary Actions >The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. > >- **Detect.** The dragon makes a Wisdom (Perception) check. >- **Tail Attack.** The dragon makes a tail attack. >- **Charge (Costs 2 Actions).** The dragon moves up to its speed and makes one gore attack. >- **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \pagebreakNum ___ ___ >## Adult Green Dragon >*Huge dragon, lawful evil* >___ >- **Armor Class** 19 (natural armor) >- **Hit Points** 207 (18d12 + 90) >- **Speed** 40 ft., fly 80 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|12 (+1)|21 (+5)|18 (+4)|15 (+2)|17 (+3)| >___ >- **Saving Throws** Dex +6, Con +10, Wis +7, Cha +8 >- **Skills** Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6 >- **Damage Immunities** poison >- **Condition Immunities** poisoned >- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 >- **Languages** Common, Draconic >- **Challenge** 15 (13,000 XP) >___ >***Amphibious.*** The dragon can breathe air and water. > >***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > >### Actions >***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. It can replace one of these attacks with a use of Luring Glare. > >***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage. > >***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage. > >***Tail.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage. > >***Luring Glare.*** The dragon targets one creature it can see within 90 feet of it. The target must make a DC 17 Wisdom saving throw. The target has disadvantage on the save if it is poisoned. On a failed save, the target must use its reaction to move up to half its speed along a path of the dragon's choice. > >***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. > >***Poison Breath (Recharge 5–6).*** The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. > >### Legendary Actions >The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. > >- **Detect.** The dragon makes a Wisdom (Perception) check. >- **Tail Attack.** The dragon makes a tail attack. >- **Mind Poison (Costs 2 Actions).** The dragon targets one creature it can see within 90 feet of it. The target must succeed on a DC 17 Intelligence saving throw or be poisoned until the end of the dragon's next turn. If the saving throw fails by 5 or more, the target is also incapacitated for the duration. >- **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \pagebreakNum ___ ___ >## Adult Red Dragon >*Huge dragon, chaotic evil* >___ >- **Armor Class** 19 (natural armor) >- **Hit Points** 256 (19d12 + 133) >- **Speed** 40 ft., climb 40 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|27 (+8)|10 (+0)|25 (+7)|16 (+3)|13 (+1)|21 (+5)| >___ >- **Saving Throws** Dex +6, Con +13, Wis +7, Cha +11 >- **Skills** Perception +13, Stealth +6 >- **Damage Immunities** fire >- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23 >- **Languages** Common, Draconic >- **Challenge** 17 (18,000 XP) >___ >***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > >### Actions >***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Alternatively, it can make two flame blast attacks. > >***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. > >***Claw.*** *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage. > >***Tail.*** *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage. > >***Flame Blast.*** *Ranged Spell Attack:* +11 to hit, range 90 ft., one target. *Hit:* 12 (2d6 + 5) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. > >***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. > >***Fire Breath (Recharge 5–6).*** The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. > >### Legendary Actions >The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. > >- **Detect.** The dragon makes a Wisdom (Perception) check. >- **Tail Attack.** The dragon makes a tail attack. >- **Inferno (Costs 2 Actions).** The dragon creates a vortex of fire in a 30-foot-radius, 60-foot-high cylinder centered on itself. Each creature in the area must make a DC 21 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature also can't benefit from resistance to fire damage until the end of the dragon's next turn. >- **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \pagebreakNum ___ ___ >## Adult White Dragon >*Huge dragon, chaotic evil* >___ >- **Armor Class** 18 (natural armor) >- **Hit Points** 200 (16d12 + 96) >- **Speed** 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|10 (+0)|22 (+6)|8 (-1)|12 (+1)|12 (+1)| >___ >- **Saving Throws** Dex +5, Con +11, Wis +6, Cha +6 >- **Skills** Perception +11, Stealth +5 >- **Damage Immunities** cold >- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 >- **Languages** Common, Draconic >- **Challenge** 13 (10,000 XP) >___ >***Aura of Winter.*** Any creature that isn't immune to cold damage has its speed halved while within 30 feet of the dragon. > >***Ice Walk.*** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. > >***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > >***Reckless.*** At the start of its turn, the dragon can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. > >### Actions >***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. > >***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage. > >***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage. > >***Tail.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage. > >***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. > >***Cold Breath (Recharge 5–6).*** The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. > >### Reactions >***Vicious Reprisal.*** In response to taking damage, the dragon makes a bite attack against a random creature within 5 feet of it. If no creature is within reach, the dragon moves up to half its speed toward an enemy it can see, without provoking opportunity attacks. > >### Legendary Actions >The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. > >- **Detect.** The dragon makes a Wisdom (Perception) check. >- **Tail Attack.** The dragon makes a tail attack. >- **Savage (Costs 2 Actions).** The dragon makes a claw attack against each creature within 5 feet of it. >- **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. \pagebreakNum ___ ___ >## Balor >*Huge fiend (demon), chaotic evil* >___ >- **Armor Class** 19 (natural armor) >- **Hit Points** 262 (21d12 + 126) >- **Speed** 40 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|26 (+8)|15 (+2)|22 (+6)|20 (+5)|16 (+3)|22 (+6)| >___ >- **Saving Throws** Str +14, Con +12, Wis +9, Cha +12 >- **Skills** Athletics +14, Intimidation +12, Perception +9 >- **Damage Resistances** cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks >- **Damage Immunities** fire, poison >- **Condition Immunities** charmed, exhaustion, frightened, poisoned >- **Senses** truesight 120 ft., passive Perception 19 >- **Languages** Abyssal, telepathy 120 ft. >- **Challenge** 19 (22000 XP) >___ >***Aura of Slaughter.*** Unless the balor is incapacitated, each ally within 60 feet of it can't be charmed or frightened and has advantage on attack rolls and ability checks. > >***Death Throes.*** When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons. > >***Fire Aura.*** At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. > >***Innate Spellcasting.*** The balor's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components: > >At will: *dispel magic*, *telekinesis* >2/day each: *fireball*, *wall of fire* >1/day each: *feeblemind*, *power word stun* > >***Legendary Resistance (3/Day).*** If the balor fails a saving throw, it can choose to succeed instead. > >***Magic Resistance.*** The balor has advantage on saving throws against spells and other magical effects. > >***Magic Weapons.*** The balor's weapon attacks are magical. > >### Actions >***Multiattack.*** The balor makes two attacks: one with its longsword and one with its whip. > >***Longsword.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 21 (3d8 + 8) slashing damage plus 10 (3d6) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. > >***Whip.*** *Melee Weapon Attack:* +14 to hit, reach 30 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. > >***Teleport.*** The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. > >### Reactions >***Shrug it Off.*** The balor halves the damage that it takes from an attack that hits it. The balor must be able to see the attacker. > >### Legendary Actions >The balor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The balor regains spent legendary actions at the start of its turn. > >- **Teleport.** The balor uses its Teleport action. >- **Attack.** The balor makes one weapon attack. >- **Frighten Foes (Costs 2 Actions).** The balor targets up to five creatures it can see within 30 feet of it. Each target must succeed on a DC 20 Wisdom saving throw or be frightened of the balor until the end of the balor's next turn. Any target within 10 feet of the balor has disadvantage on the saving throw. >- **Overwhelming Assault (Costs 3 Actions).** Up to five allies that can hear and see the balor can each use their reactions to make one weapon attack. \pagebreakNum ___ >## Blackguard >*Medium humanoid (any race), any evil alignment* >___ >- **Armor Class** 18 (plate) >- **Hit Points** 136 (16d8 + 64) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|13 (+1)|18 (+4)|11 (+0)|14 (+2)|16 (+3)| >___ >- **Saving Throws** Str +7, Dex +4, Con +7, Int +3, Wis +5, Cha +6 >- **Skills** Athletics +7, Deception +6, Intimidation +6 >- **Senses** passive Perception 12 >- **Languages** Common plus one other language (usually Abyssal or Infernal) >- **Challenge** 8 (3900 XP) >___ >***Dark Blessing.*** The blackguard adds its Charisma modifier to its saving throws (accounted for in its statistics). > >***Spellcasting.*** The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14). It has the following blackguard spells prepared: > >1st level (4 slots): *command*, *hellish rebuke*, *protection from evil and good* >2nd level (3 slots): *darkness*, *find steed* >3rd level (2 slots): *bestow curse*, *dispel magic* > >### Actions >***Multiattack.*** The blackguard makes three weapon attacks. > >***Glaive.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 9 (1d10 + 4) slashing damage plus 9 (2d8) necrotic damage. > >***Shortbow.*** *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage. > >***Dreadful Aspect (Recharges after a Short or Long Rest).*** The blackguard exudes magical menace. Each hostile creature within 30 feet of the blackguard must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success. \columnbreak ___ >## Manticore >*Large monstrosity, lawful evil* >___ >- **Armor Class** 14 (natural armor) >- **Hit Points** 68 (8d10 + 24) >- **Speed** 30 ft., fly 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|16 (+3)|17 (+3)|7 (-2)|12 (+1)|8 (-1)| >___ >- **Senses** darkvision 60 ft., passive Perception 11 >- **Languages** Common >- **Challenge** 3 (700 XP) >___ >***Demoralize.*** When the manticore scores a critical hit or reduces a creature to 0 hit points with a melee attack on its turn, each ally of the creature that can see the manticore must succeed on a DC 13 Wisdom saving throw or be frightened of the manticore until the end of the manticore's next turn. > >***Tail Spike Regrowth.*** The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. > >### Actions >***Multiattack.*** The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. > >***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage. On a critical hit, the target is also grappled (escape DC 13). While the target is grappled, the manticore can't use this attack against another target. > >***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage. > >***Tail Spike.*** *Ranged Weapon Attack:* +5 to hit, range 100/200 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage. \pagebreakNum ___ >## Ogre >*Large giant, chaotic evil* >___ >- **Armor Class** 11 (hide armor) >- **Hit Points** 59 (7d10 + 21) >- **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|8 (-1)|16 (+3)|5 (-3)|7 (-2)|7 (-2)| >___ >- **Senses** darkvision 60 ft., passive Perception 8 >- **Languages** Common, Giant >- **Challenge** 2 (450 XP) >___ >***Destroy.*** As a bonus action, the ogre can make a melee attack against an object or structure. > >***Powerful Blows.*** When the ogre hits a Medium or smaller creature or object with a melee attack, the target must make a DC 14 Strength saving throw. On a failed save, the target is pushed up to 5 feet away from the ogre and is knocked prone. > >### Actions >***Greatclub.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage. > >***Improvised Attack.*** *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage. \columnbreak ___ >## Owlbear >*Large monstrosity, unaligned* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 59 (7d10 + 21) >- **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|12 (+1)|17 (+3)|3 (-4)|12 (+1)|7 (-2)| >___ >- **Skills** Perception +3 >- **Senses** darkvision 60 ft., passive Perception 13 >- **Languages** — >- **Challenge** 3 (700 XP) >___ >***Keen Sight and Smell.*** The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. > >### Actions >***Multiattack.*** The owlbear makes two attacks: one with its beak and one with its claws. > >***Beak.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 10 (1d10 + 5) piercing damage. > >***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) slashing damage. > >***Stunning Screech (1/Day).*** The owlbear emits a horrific screech. Each creature within 10 feet of the owlbear that can hear its screech must succeed on a DC 13 Constitution saving throw or be stunned until the end of the owlbear's next turn. \pagebreakNum ___ ___ >## Pit Fiend >*Large fiend (devil), lawful evil* >___ >- **Armor Class** 19 (natural armor) >- **Hit Points** 300 (24d10 + 168) >- **Speed** 30 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|26 (+8)|14 (+2)|24 (+7)|22 (+6)|18 (+4)|24 (+7)| >___ >- **Saving Throws** Dex +8, Con +13, Wis +10 >- **Skills** Athletics +14, Insight +10, Intimidation +13, Perception +10 >- **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered >- **Damage Immunities** fire, poison >- **Condition Immunities** charmed, exhaustion, frightened, poisoned >- **Senses** truesight 120 ft., passive Perception 20 >- **Languages** Infernal, telepathy 120 ft. >- **Challenge** 20 (25000 XP) >___ >***Fear Aura.*** Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours. > >***Infernal General.*** Each ally within 60 feet of the general has advantage on all ability checks and saving throws while the pit fiend isn't incapacitated. > >***Innate Spellcasting.*** The pit fiend's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: > >At will: *detect magic*, *fireball*, *invisibility* >3/day each: *hold monster*, *fire storm*, *wall of fire* > >***Legendary Resistance (3/Day).*** If the pit fiend fails a saving throw, it can choose to succeed instead. > >***Magic Resistance.*** The pit fiend has advantage on saving throws against spells and other magical effects. > >***Magic Weapons.*** The pit fiend's weapon attacks are magical. > >### Actions >***Multiattack.*** The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. > >***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > >***Claw.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 17 (2d8 + 8) slashing damage. > >***Mace.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. > >***Tail.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 24 (3d10 + 8) bludgeoning damage. > >### Reactions >***Vicious Retaliation.*** In response to being hit by a melee attack, the pit fiend can make one attack against with its mace the attacker. > >### Legendary Actions >The pit fiend can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The pit fiend regains spent legendary actions at the start of its turn. > >- **Advance.** The pit fiend moves up to its speed. Alternatively, up to five allies that can see and hear the pit fiend can use their reactions to move up to half their speeds. >- **Command Ally.** The pit fiend targets one ally it can see within 30 feet of it. If the ally can see and hear the pit fiend, it can make one weapon attack as a reaction and gains advantage on the attack roll. >- **Infernal Supremacy (Costs 2 Actions).** The pit fiend targets one creature it can see within 30 feet of it. The target must make a DC 21 Charisma saving throw. On a failed save, the target suffers disadvantage on all saving throws, and the pit fiend gains advantage on all saving throws. This effect lasts until the end of the pit fiend's next turn. \pagebreakNum ___ ___ >## Tarrasque >*Gargantuan monstrosity (titan), unaligned* >___ >- **Armor Class** 25 (natural armor) >- **Hit Points** 676 (33d20 + 330) >- **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|11 (+0)|30 (+10)|3 (-4)|11 (+0)|11 (+0)| >___ >- **Saving Throws** Int +5, Wis +9, Cha +9 >- **Damage Immunities** fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks >- **Condition Immunities** charmed, frightened, paralyzed, poisoned >- **Senses** blindsight 120 ft., passive Perception 10 >- **Languages** — >- **Challenge** 30 (155,000 XP) >___ >***Aura of Earthbinding.*** Any creature or object within 200 feet of the tarrasque has its flying speed halved. Any creature in this aura that is more than 20 feet above the ground or the tarrasque at the end of its turn falls to an altitude of 20 feet automatically. > >***Destroy.*** As a bonus action, the tarrasque can make an attack that isn't a bite against an object or structure. > >***Legendary Resistance (3/Day).*** If the tarrasque fails a saving throw, it can choose to succeed instead. > >***Magic Resistance.*** The tarrasque has advantage on saving throws against spells and other magical effects. > >***Powerful Blows.*** When the tarrasque hits a Huge or smaller creature or object with an attack that isn't a bite, the target must make a DC 20 Strength saving throw. On a failed save, the target is pushed up to 15 feet away from the tarrasque and is knocked prone. > >***Reflective Carapace.*** Any time the tarrasque is targeted by a *magic missile* spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target. > >***Regeneration.*** The tarrasque regains 15 hit points at the start of each of its turns. The tarrasque can only die if it is reduced to 0 hit points and a *wish* spell is used to keep it dead. > >***Siege Monster.*** The tarrasque deals double damage to objects and structures. > >### Actions >***Multiattack.*** The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite, and it can replace any attack with an improvised attack. > >***Bite.*** *Melee Weapon Attack:* +19 to hit, reach 10 ft., one target. *Hit:* 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target. > >***Claw.*** *Melee Weapon Attack:* +19 to hit, reach 15 ft., one target. *Hit:* 28 (4d8 + 10) slashing damage. > >***Horns.*** *Melee Weapon Attack:* +19 to hit, reach 10 ft., one target. *Hit:* 32 (4d10 + 10) piercing damage. > >***Tail.*** *Melee Weapon Attack:* +19 to hit, reach 20 ft., one target. *Hit:* 24 (4d6 + 10) bludgeoning damage. This attack is a critical hit on a roll of 18-20 on the d20. > >***Improvised Attack.*** *Melee or Ranged Weapon Attack:* +19 to hit, reach 10 ft. or range 150/600 ft., one target. *Hit:* 24 (4d6 + 10) bludgeoning damage. > >***Frightful Presence.*** Each creature of the tarrasque's choice that is within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours. > >***Swallow.*** The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns. >If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. > >### Legendary Actions >The tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The tarrasque regains spent legendary actions at the start of its turn. > >- **Move.** The tarrasque moves up to half its speed. >- **Attack.** The tarrasque makes one claw attack or tail attack. >- **Chomp (Costs 2 Actions).** The tarrasque makes one bite attack or uses its Swallow. >- **Savage (Costs 2 Actions).** The tarrasque makes a non-bite weapon attack against each creature, object, and structure within 20 feet of it. \pagebreakNum ___ ___ >## Tiamat >*Gargantuan fiend, chaotic evil* >___ >- **Armor Class** 25 (natural armor) >- **Hit Points** 615 (30d20 + 300) >- **Speed** 60 ft., fly 120 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|10 (+0)|30 (+10)|26 (+8)|26 (+8)|28 (+9)| >___ >- **Saving Throws** Str +19, Dex +9, Wis +17 >- **Skills** Arcana +17, Deception +18, History +17, Intimidation +18, Perception +26, Religion +17 >- **Damage Resistances** damage from spells >- **Damage Immunities** acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks >- **Condition Immunities** blinded, charmed, deafened, frightened, poisoned, stunned >- **Senses** darkvision 240 ft., truesight 120 ft., passive Perception 36 >- **Languages** all, telepathy 120 ft. >- **Challenge** 30 (155000 XP) >___ >***Discorporation.*** When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time. > >***Freedom of Movement.*** Tiamat ignores difficult terrain, and magical effects can't reduce her speed or cause her to be restrained. She can spend 5 feet of movement to escape from nonmagical restraints or being grappled. > >***Innate Spellcasting.*** Tiamat's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no components: > >At will: *bones of the earth*, *earthquake*, *storm of vengeance* >3/day each: *disintegrate*, *divine word*, *wall of fire* >2/day each: *dominate monster*, *geas*, *planar binding* >1/day each: *feeblemind*, *power word kill*, *power word stun* > >***Legendary Resistance (5/Day).*** If Tiamat fails a saving throw, she can choose to succeed instead. > >***Magic Resistance.*** Tiamat has advantage on saving throws against spells and other magical effects. > >***Magic Weapons.*** Tiamat's weapon attacks are magical. > >***Multiple Heads.*** Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent. > >***Regeneration.*** Tiamat regains 30 hit points at the start of her turn. > >***Siege Monster.*** Tiamat deals double damage to objects and structures. > >### Actions >***Multiattack.*** Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail. > >***Claw.*** *Melee Weapon Attack:* +19 to hit, reach 15 ft., one target. *Hit:* 24 (4d6 + 10) slashing damage. > >***Tail.*** *Melee Weapon Attack:* +19 to hit, reach 25 ft., one target. *Hit:* 28 (4d8 + 10) piercing damage. > >***Frightful Presence.*** Each creature of Tiamat's choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Tiamat's Frightful Presence for the next 24 hours. \pagebreakNum ___ >### Legendary Actions >Tiamat can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Tiamat regains spent legendary actions at the start of her turn. > >Some of Tiamat's legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can't choose another one associated with that head until the start of her next turn. > >- **Bite.** *Melee Weapon Attack:* +19 to hit, reach 20 ft., one target. *Hit:* 32 (4d10 + 10) slashing damage plus 14 (4d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head). >- **Cast a Spell (Costs 2 Actions).** Tiamat casts one of her innate spells. >- **Black Dragon Head: Acid Breath (Costs 2 Actions).** Tiamat breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. >- **Blue Dragon Head: Lightning Breath (Costs 2 Actions).** Tiamat breathes lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. >- **Green Dragon Head: Poison Breath (Costs 2 Actions).** Tiamat breathes poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. >- **Red Dragon Head: Fire Breath (Costs 2 Actions).** Tiamat breathes fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. >- **White Dragon Head: Cold Breath (Costs 2 Actions).** Tiamat breathes an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. \columnbreak ### Lair Actions On initiative count 20 (losing initiative ties), Tiamat can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row: - Tiamat casts one of her at-will spells. - Tiamat beats her wings. Each creature within 20 feet of Tiamat must succeed on a DC 27 Dexterity saving throw or take 24 (4d6 + 10) bludgeoning damage and be knocked prone. Tiamat can then fly up to half her flying speed. - Tiamat chooses any number of allies within 60 feet of her that can see her. Until initiative count 20 of the next round, each of those allies makes attack rolls and saving throws with advantage and can't be charmed or frightened. ___ >## Zombie >*Medium undead, neutral evil* >___ >- **Armor Class** 8 >- **Hit Points** 22 (3d8 + 9) >- **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|6 (-2)|16 (+3)|3 (-4)|6 (-2)|5 (-3)| >___ >- **Saving Throws** Wis +0 >- **Damage Immunities** poison >- **Condition Immunities** poisoned >- **Senses** darkvision 60 ft., passive Perception 8 >- **Languages** understands the languages it spoke in life but can't speak >- **Challenge** 1/4 (50 XP) >___ >***Mob Behavior.*** The zombie can use its bonus action to attempt to grapple or shove a creature if at least one of the zombie's allies is within 5 feet of the creature and the ally isn't incapacitated. > >***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. > >### Actions >***Slam.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage. \pagebreakNum # Appendix C: Generic NPCs ___ ___ >## Banneret >*Medium humanoid, any alignment* >___ >- **Armor Class** 20 (plate, shield) >- **Hit Points** 143 (22d8 + 44) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|10 (+0)|14 (+2)|11 (+0)|16 (+3)|18 (+4)| >___ >- **Saving Throws** Str +9, Con +6 >- **Skills** Athletics +9, Perception +7, Persuasion +8 >- **Senses** passive Perception 17 >- **Languages** Common >- **Challenge** 9 (5000 XP) >___ >***Indomitable (2/Day).*** The banneret rerolls a failed saving throw. It must use the new roll. > >***Martial Advantage.*** Once on each of its turns, the banneret can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the banneret that isn't incapacitated. > >***Rally.*** While the banneret isn't incapacitated, it and allies within 30 feet of it have advantage on saving throws against being charmed or frightened. > >### Actions >***Multiattack.*** The banneret makes three weapon attacks and uses Battlefield Inspiration or Rallying Cry. > >***Javelin.*** *Melee or Ranged Weapon Attack:* +9 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 8 (1d6 + 5) piercing damage. > >***Battlefield Inspiration.*** The banneret chooses up to three allies it can see within 30 feet of it. Until the end of the banneret's next turn, each target can add a d4 to its attack rolls and saving throws. > >***Rallying Cry.*** The banneret chooses one ally it can see within 30 feet of it. If the ally can see or hear the banneret, it gains 15 temporary hit points and can't be charmed or frightened for 1 minute. > >### Reactions >***Bulwark.*** When an ally within 30 feet of the banneret fails a saving throw, the banneret can expend one use of Indomitable to allow the ally to reroll the saving throw. > >### Legendary Actions >The banneret can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The banneret regains spent legendary actions at the start of its turn. > >- **Advance.** The banneret moves up to its speed. Alternatively, up to three allies that can see and hear the banneret can use their reactions to move up to half their speeds. >- **Command Ally.** The banneret targets one ally it can see within 30 feet of it. If the target can see and hear the banneret, it can make one weapon attack as a reaction. >- **Weapon Attack.** The banneret makes a weapon attack.
> ##### Where are the monster roles? > After all this talk of monster roles, you may have expected the monsters in the appendices here to have them written down somewhere. There are three big reasons why they are absent: >- I designed these monsters before I came up with these rules, which are an attempt to quantify what is going on in my head. >- Official monsters don't have them, so perhaps it's best to stick to that format for compatibility reasons. >- I'm lazy. Sue me. \columnbreak
> It is up to you to discern which role or roles a monster can fill. For most monsters, both in this document and in the official books, it is obvious what role they fill. A barbarian leader is a brute and a leader, a hobgoblin is a soldier, a survivalist is a skirmisher, and so on. > > That said, when you make your own monsters, you can add a monster's role information on a separate line underneath its Challenge Rating. \pagebreakNum ___ ___ >## Anti-Mage >*Medium humanoid (any race), any alignment* >___ >- **Armor Class** 15 (Arcane Defenses) >- **Hit Points** 40 (9d8) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|14 (+2)|11 (+0)|17 (+3)|12 (+1)|11 (+0)| >___ >- **Saving Throws** Int +6, Wis +4 >- **Skills** Arcana +6, History +6 >- **Senses** passive Perception 11 >- **Languages** any four languages >- **Challenge** 6 (2,300 XP) >___ >***Arcane Defenses.*** While the anti-mage is wearing no armor and wielding no shield, its AC includes its Intelligence modifier. > >***Magic Resistance.*** The anti-mage has advantage on saving throws against spells and other magical effects. > >***Spellcasting.*** The anti-mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The anti-mage has the following wizard spells prepared: >Cantrips (at will): *blade ward*, *mage hand*, *minor illusion*, *ray of frost* >1st level (4 slots): *detect magic*, *magic missile*, *shield*, *sleep* >2nd level (3 slots): *hold person*, *misty step* >3rd level (3 slots): *counterspell*, *dispel magic*, *slow* >4th level (3 slots): *arcane eye*, *Otiluke's resilient sphere* >5th level (1 slot): *Bigby's hand* > >### Actions >***Dagger.*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage. > >### Reactions >***Dampen Spell.*** When the anti-mage sees a creature within 60 feet of it casting a spell, the anti-mage can force the creature to make a DC 14 Charisma saving throw. On a failed save, the spell's damage is halved. ___ ___ >## Barbarian Leader >*Medium humanoid (any race), any alignment* >___ >- **Armor Class** 15 (unarmored defense) >- **Hit Points** 75 (10d8 + 30) >- **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|15 (+2)|17 (+3)|10 (+0)|12 (+1)|16 (+3)| >___ >- **Saving Throws** Str +5, Con +5 >- **Skills** Athletics +5, Intimidation +5 >- **Condition Immunities** charmed, frightened >- **Senses** passive Perception 11 >- **Languages** any one language >- **Challenge** 3 (700 XP) >___ >***Reckless.*** At the start of its turn, the barbarian leader can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. > >***Unarmored Defense.*** While the barbarian leader is wearing no armor, its AC includes its Constitution modifier. > >### Actions >***Multiattack.*** The barbarian leader makes one weapon attack and uses Rallying Cry. > >***Greataxe.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12 + 3) slashing damage. > >***Handaxe.*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage. > >***Rallying Cry.*** The barbarian leader chooses one ally it can see within 30 feet of it. If the ally can see or hear the barbarian leader, it gains 10 temporary hit points and can't be frightened for 1 minute. > >### Legendary Actions >The barbarian leader can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The barbarian leader regains spent legendary actions at the start of its turn. > >- **Charge.** The barbarian leader moves up to its speed. >- **Rallying Cry.** The barbarian leader uses Rallying Cry. >- **Weapon Attack.** The barbarian leader makes one weapon attack. >- **Command Ally.** The barbarian leader targets one ally it can see within 30 feet of it. If the target can see and hear the barbarian leader, it can make one weapon attack as a reaction. >- **Frighten Foe (Costs 2 Actions).** The barbarian leader targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of barbarian leader's next turn. \pagebreakNum ___ >## Death's Chosen >*Medium humanoid (any race), any evil alignment* >___ >- **Armor Class** 18 (plate) >- **Hit Points** 136 (16d8 + 64) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|10 (+0)|18 (+4)|13 (+1)|12 (+1)|16 (+3)| >___ >- **Saving Throws** Str +9, Con +8 >- **Skills** Athletics +9, Deception +7, Intimidation +7, Religion +5 >- **Damage Resistances** necrotic >- **Damage Immunities** poison >- **Condition Immunities** exhaustion, poisoned >- **Senses** passive Perception 11 >- **Languages** any one language (usually common) >- **Challenge** 9 (5000 XP) >___ >***Indomitable (2/Day).*** The death's chosen rerolls a failed saving throw. > >***Negative Energy Aura.*** The death's chosen can activate or deactivate this feature as a bonus action. While active, hostile creatures within 30 feet of the death's chosen can't regain hit points, and such creatures take 7 (2d6) necrotic damage at the start of each of the death's chosen's turns. Undead are immune to this aura. > >***Undead Fortitude.*** If damage reduces the death's chosen to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the death's chosen drops to 1 hit point instead. > >### Actions >***Multiattack.*** The death's chosen makes three weapon attacks. > >***Maul.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage dealt. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. > >***Javelin.*** *Melee or Ranged Weapon Attack:* +9 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 8 (1d6 + 5) piercing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. \columnbreak ___ >## Warlock of the Dread Lord >*Medium humanoid (any race), any alignment* >___ >- **Armor Class** 17 (half plate) >- **Hit Points** 82 (11d8 + 33) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|16 (+3)|13 (+1)|14 (+2)|17 (+3)| >___ >- **Saving Throws** Wis +5, Cha +6 >- **Skills** Arcana +4, Athletics +6, Deception +6, Religion +4 >- **Senses** passive Perception 12 >- **Languages** any two languages >- **Challenge** 6 (2300 XP) >___ >***Innate Spellcasting.*** The warlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: > >At will: *disguise self*, *false life*, *hex* >3/day each: *animate dead*, *fear* >1/day each: *circle of death*, *create undead*, *soul cage* > >***Invoke Dread (1/Turn).*** When the warlock hits a creature with a melee weapon attack, or when it targets a hostile creature within 30 feet of it with a spell of 1st level or higher, the creature must succeed on a DC 14 Wisdom saving throw or be frightened until the end of the warlock's next turn. > >***Spellcasting.*** The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: > >Cantrip (at will): *blade ward*, *chill touch*, *eldritch blast* >1st-5th level (3 5th-level slots): *armor of Agathys*, *blight*, *darkness*, *enervation*, *fly*, *negative energy flood*, *shadow of moil* > >### Actions >***Multiattack.*** The warlock makes two melee attacks. > >***Flail.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. > >### Reactions >***Feed on Weakness.*** When a creature within 30 feet of the warlock fails a saving throw, the warlock gains 10 temporary hit points. \pagebreakNum ___ ___ >## False Paladin >*Medium humanoid (any race), any evil alignment* >___ >- **Armor Class** 20 (plate, shield) >- **Hit Points** 136 (16d8 + 64) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|14 (+2)|18 (+4)|13 (+1)|14 (+2)|18 (+4)| >___ >- **Saving Throws** Str +8, Dex +6, Con +8, Int +5, Wis +6, Cha +8 >- **Skills** Deception +12, Insight +6, Persuasion +8 >- **Senses** passive Perception 12 >- **Languages** — >- **Challenge** 11 (7200 XP) >___ >***Aura of False Divinity.*** A creature that starts its turn within 30 feet of the paladin must make a DC 16 Wisdom saving throw, provided the paladin isn't incapacitated. On a failed save, the creature is charmed by the paladin. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to this paladin's Aura of False Divinity for 24 hours. > >***Dark Blessing.*** The paladin adds its Charisma modifier to its saving throws (accounted for in its statistics). > >***Spellcasting.*** The paladin is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16). The paladin has the following blackguard spells prepared: > >1st level (4 slots): *command*, *charm person*, *cure wounds* >2nd level (3 slots): *detect thoughts*, *find steed*, *suggestion* >3rd level (3 slots): *beacon of hope*, *daylight*, *dispel magic* >4th level (3 slots): *charm monster*, *compulsion* >5th level (1 slot): *dominate person*, *geas* > >### Actions >***Multiattack.*** The paladin makes three weapon attacks. > >***Warhammer.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used with two hands to make a melee attack, plus 13 (3d8) necrotic or radiant damage (paladin's choice). > >***Radiance of the Savior (Recharge 6).*** Any magical darkness within 30 feet of the paladin is dispelled. Additionally, each hostile creature within 30 feet of the paladin that isn't behind total cover must make a DC 17 Constitution saving throw, taking 26 (4d10 + 4) radiant damage on a failed save, or half as much damage on a successful one. > >### Reactions >***Self-Importance.*** When the paladin takes damage, it can target one creature within 30 feet of it, other than the source of the damage. The target must make a DC 16 Charisma saving throw. If the target is a willing creature, or if it is charmed by the paladin, it fails the saving throw automatically. On a failed save, the paladin takes only half the damage dealt to it (rounded down), and the targeted creature takes the other half. \pagebreakNum ___ ___ >## Enforcer >*Medium humanoid (any race), any alignment* >___ >- **Armor Class** 19 (half plate, shield) >- **Hit Points** 135 (18d8 + 54) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|15 (+2)|16 (+3)|11 (+0)|13 (+1)|16 (+3)| >___ >- **Saving Throws** Str +7, Dex +5, Con +6 >- **Skills** Athletics +10, Intimidation +6, Perception +4 >- **Senses** passive Perception 14 >- **Languages** any one language (usually Common) >- **Challenge** 6 (2300 XP) >___ >***Aggressive.*** As a bonus action, the enforcer can move up to its speed toward a hostile creature that it can see. > >***Brave.*** The enforcer has advantage on saving throws against being frightened. > >***Brute.*** A melee weapon deals one extra die of its damage when the enforcer hits with it (included in the attack). > >***Martial Advantage (1/Turn).*** The enforcer can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the enforcer that isn't incapacitated. > >### Actions >***Multiattack.*** The enforcer can attempt to grapple or shove one creature within its reach. It then makes three melee attacks. > >***Mace.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage. > >***Hand Crossbow.*** *Ranged Weapon Attack:* +7 to hit, range 30/120 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage. > >### Reactions >***Hold the Line.*** The enforcer can make one melee attack against a creature that enters its reach. If the attack hits, the target's speed is reduced to 0 until the end of the current turn. > >***Unyielding.*** When the enforcer is subjected to an effect that would move it, knock it prone, or both, it can choose to be neither moved nor knocked prone. ___ ___ >## Juggernaut >*Medium humanoid (any race), any alignment* >___ >- **Armor Class** 18 (plate) >- **Hit Points** 170 (20d8 + 80) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|14 (+2)|18 (+4)|10 (+0)|12 (+1)|14 (+2)| >___ >- **Saving Throws** Str +9, Con +8 >- **Skills** Athletics +9, Intimidation +6, Perception +5 >- **Senses** passive Perception 15 >- **Languages** any one language (usually Common) >- **Challenge** 12 (8400 XP) >___ >***Brute.*** A melee weapon deals one extra die of its damage when the juggernaut hits with it (included in the attack). > >***Brutish Durability.*** Whenever the juggernaut makes a saving throw, it can roll 1d6 and add the die to its saving throw total. > >***Charge (1/Turn).*** If the juggernaut moves at least 15 feet straight toward a target and then hits it with a melee weapon attack, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. > >***Freedom of Movement.*** The juggernaut ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. > >***Indestructible.*** When the juggernaut is subjected to an effect that allows it to make a Constitution saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > >***Legendary Resistance (3/Day).*** If the juggernaut fails a saving throw, it can choose to succeed instead. > >### Actions >***Multiattack.*** The juggernaut makes four weapon attacks. > >***Greataxe.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 18 (2d12 + 5) slashing damage. > >***Handaxe.*** *Melee or Ranged Weapon Attack:* +9 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage. > >### Reactions >***Parry.*** The juggernaut adds 4 to its AC against one melee attack that would hit it. To do so, the juggernaut must see the attacker and be wielding a melee weapon. > >***Unyielding.*** When the juggernaut is subjected to an effect that would move it, knock it prone, or both, it can choose to be neither moved nor knocked prone. \pagebreakNum ___ ___ >## Mage Slayer >*Medium humanoid (any race), any alignment* >___ >- **Armor Class** 17 (half plate) >- **Hit Points** 105 (14d8 + 42) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|15 (+2)|16 (+3)|16 (+3)|15 (+2)|13 (+1)| >___ >- **Saving Throws** Dex +5, Int +6, Wis +5 >- **Skills** Arcana +6, Insight +5, Investigation +6, Perception +5 >- **Senses** passive Perception 15 >- **Languages** any two languages >- **Challenge** 5 (1800 XP) >___ >***Magic Inquisitor.*** The mage slayer has advantage on checks made to identify spells and other magical effects. > >***Magic Resistance.*** The mage slayer has advantage on saving throws against spells and other magical effects. > >***Weapons Expert.*** A weapon deals one extra die of its damage when the mage slayer hits with it (included in the attack). Additionally, the mage slayer can draw or stow two weapons per turn. > >### Actions >***Multiattack.*** The mage slayer makes three melee attacks. > >***Double-Bladed Scimitar.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (3d4 + 4) slashing damage. > >***Heavy Crossbow.*** *Ranged Weapon Attack:* +7 to hit, range 100/400 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage. > >### Reactions >***Interrupt Spell.*** When a creature that the mage slayer can see casts a spell, the mage slayer can make one weapon attack against that creature. If the attack hits, the creature's spell fails and has no effect. ___ ___ >## Mage Slayer, Psionic >*Medium humanoid (any race), any alignment* >___ >- **Armor Class** 17 (half plate) >- **Hit Points** 105 (14d8 + 42) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|15 (+2)|16 (+3)|16 (+3)|15 (+2)|13 (+1)| >___ >- **Saving Throws** Dex +5, Int +6, Wis +5 >- **Skills** Arcana +6, Insight +5, Investigation +6, Perception +5 >- **Senses** passive Perception 15 >- **Languages** any two languages, telepathy 120 ft. >- **Challenge** 5 (1800 XP) >___ >***Innate Spellcasting (Psionics).*** The mage slayer's innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components: > >At will: *detect magic*, *misty step* >1/day each: *counterspell*, *dispel magic* > >***Magic Inquisitor.*** The mage slayer has advantage on checks made to identify spells and other magical effects. > >***Magic Resistance.*** The mage slayer has advantage on saving throws against spells and other magical effects. > >***Weapons Expert.*** A weapon deals one extra die of its damage when the mage slayer hits with it (included in the attack). Additionally, the mage slayer can draw or stow two weapons per turn. > >### Actions >***Multiattack.*** The mage slayer makes three melee attacks. > >***Double-Bladed Scimitar.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (3d4 + 4) slashing damage. > >***Heavy Crossbow.*** *Ranged Weapon Attack:* +7 to hit, range 100/400 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage. > >***Mind Thrust.*** The mage slayer targets one creature it can see within 90 feet of it. The target must make a DC 14 Intelligence saving throw, taking 11 (2d10) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also has disadvantage on saving throws made to maintain its concentration on spells until the end of the mage slayer's next turn. > >### Reactions >***Interrupt Spell.*** When a creature that the mage slayer can see casts a spell, the mage slayer can make one weapon attack against that creature, or it can use Mind Thrust against it. If the attack hits or if the creature fails its saving throw, the creature's spell fails and has no effect. \pagebreakNum ___ >## Monster Hunter >*Medium humanoid (any race), any alignment* >___ >- **Armor Class** 17 (studded leather) >- **Hit Points** 135 (18d8 + 54) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|20 (+5)|16 (+3)|14 (+2)|16 (+3)|12 (+1)| >___ >- **Saving Throws** Dex +8, Int +5, Wis +6, Cha +4 >- **Skills** Acrobatics +8, History +5, Insight +6, Investigation +5, Religion +8, Survival +9 >- **Senses** passive Perception 13 >- **Languages** Common plus one exotic language >- **Challenge** 8 (3900 XP) >___ >***Brave.*** The monster hunter has advantage on saving throws against being frightened. > >***Indomitable (3/Day).*** The monster hunter rerolls a failed saving throw. > >***Second Wind (Recharges after a Short or Long Rest).*** As a bonus action, the monster hunter can regain 20 hit points. > >***Slayer's Prey.*** As a bonus action, the monster hunter can target a creature it can see within 60 feet of it and make that creature its focus. The target remains the monster hunter's focus for 1 minute, or until either the target or the monster hunter drops to 0 hit points. When the monster hunter makes an attack roll against its focus, it adds a d4 to its attack roll, and it deals an additional 9 (2d8) damage to the target if it hits. > >### Actions >***Multiattack.*** The monster hunter makes four attacks with its shortswords or three attacks with its light crossbow. > >***Shortsword.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d6 + 5) piercing damage. > >***Light Crossbow.*** *Ranged Weapon Attack:* +8 to hit, range 80/320 ft., one target. *Hit:* 9 (1d8 + 5) piercing damage. > >### Reactions >***Skirmisher.*** When a creature misses a melee attack against the monster hunter, or if a hostile creature ends its turn within 5 feet of the monster hunter, the monster hunter can move up to half its speed without provoking opportunity attacks. \columnbreak ___ >## Survivalist >*Medium humanoid (any race), any alignment* >___ >- **Armor Class** 15 (studded leather) >- **Hit Points** 65 (10d8 + 20) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|17 (+3)|14 (+2)|10 (+0)|16 (+3)|14 (+2)| >___ >- **Saving Throws** Dex +5, Wis +5 >- **Skills** Acrobatics +5, Animal Handling +5, Medicine +5, Nature +7, Perception +7, Stealth +7, Survival +7 >- **Senses** darkvision 60 ft., passive Perception 17 >- **Languages** any two languages >- **Challenge** 3 (700 XP) >___ >***Cunning Action.*** On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. > >***Evasion.*** If the survivalist is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the survivalist instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > >***Natural Explorer.*** While the survivalist isn't incapacitated and is in a natural or untamed environment, it and any group it is with has advantage on checks made to avoid getting lost, to detect hidden threats while traveling, to track other creatures, or to find food or other natural resources. > >***Sneak Attack (1/Turn).*** The survivalist deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the survivalist that isn't incapacitated and the survivalist doesn't have disadvantage on the attack roll. > >### Actions >***Multiattack.*** The survivalist makes two attacks with its shortswords. > >***Whirlwind Attack.*** The survivalist makes a melee attack against any number of creatures within 5 feet of it, with a separate attack roll for each target. > >***Shortsword.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage. > >### Reactions >***Uncanny Dodge.*** The survivalist halves the damage that it takes from an attack that hits it. The survivalist must be able to see the attacker. \pagebreakNum ___ ___ >## Thug Boss >*Medium humanoid (any race), any non-good alignment* >___ >- **Armor Class** 14 (studded leather) >- **Hit Points** 65 (10d8 + 20) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|15 (+2)|14 (+2)|13 (+1)|9 (–1)|13 (+1)| >___ >- **Skills** Athletics +5, Intimidation +3, Perception +1 >- **Senses** passive Perception 11 >- **Languages** any one language (usually Common) >- **Challenge** 2 (450 XP) >___ >***Cheap Shot (1/Turn).*** The thug boss deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thug boss that isn't incapacitated and the thug boss doesn't have disadvantage on the attack roll. If a creature takes any of this extra damage, its speed is reduced to 0 until the end of the thug boss' next turn. > >***Discern Lies.*** The thug boss knows when it hears a creature speak a lie in a language it knows. > >***Nimble Escape.*** The thug boss can take the Disengage or Hide action as a bonus action on each of its turns. > >***Pack Tactics.*** The thug boss has advantage on an attack roll against a creature if at least one of the thug boss' allies is within 5 feet of the creature and the ally isn't incapacitated. > >### Actions >***Multiattack.*** The thug boss makes two weapon attacks. > >***Mace.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage. > >***Dagger.*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage. > >### Reactions >***Redirect Attack.*** When a creature the thug boss can see targets it with an attack, the thug boss chooses an ally within 5 feet of it. The two creatures swap places, and the chosen ally becomes the target instead. > >### Legendary Actions >The thug boss can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The thug boss regains spent legendary actions at the start of its turn. > >- **Apprehend.** One ally that can see and hear the thug boss can use its reaction to attempt to grapple one creature within its reach. >- **Shove.** The thug boss attempts to shove one creature within its reach. >- **Leadership (Costs 2 Actions).** Until the end of the thug boss' next turn, each ally of the thug boss' choice that can see the thug boss can add a d4 to each of their attack rolls, ability checks, and saving throws. This effect ends if the thug boss is incapacitated. >- **Frighten Foe (Costs 3 Actions).** The thug boss targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 11 Wisdom saving throw or be frightened until the end of thug boss' next turn. \pagebreakNum # Appendix D: Encounter Reference ___ Feel free to print out this page and to use it during your sessions to make encounters on the fly. Use a pencil to fill in any blank entries. ## Party Setup First, figure out the party's average party level (APL). Feel free to make adjustments to this number if your party as a whole is stronger or weaker than the average party, or if the party has less than three or more than five players. ___ **Average Party Level (APL):** ______ ### CR by Monster Tier We can use the APL of the player characters to determine the recommended CR range for each given monster tier, as listed below. | Tier | Challenge Rating | |:---------:|:----------------------:| | Minion | APL/4 or less | | Standard | APL/3 to APL × 2/3 | | Elite | APL to APL × 5/4 | | Champion | APL × 5/4 to APL × 3/2 | ## Building an Encounter Here is an abbreviated version of the encounter building system discussed earlier in this document. ### Acquire Monster Points First, you determine your basic MP budget based on your party's strength and your desired encounter difficulty. #### Party Strength Give yourself an amount of MP equal to the number of characters in your party. Add an extra 1-2 MP for each party member that has particularly strong area of effect abilities or other powers that the rest of party doesn't have access to. ___ **Base MP Budget:** _____ #### Difficulty Multiplier Take your base MP budget and multiply it with the multiplier below corresponding to the desired encounter difficulty. ##### MP Multiplier by Encounter Difficulty | Difficulty | Multiplier | |:-----------|:----------:| | Easy | 1/2 | | Medium | 1 | | Hard | 3/2 | | Deadly | 2 | \columnbreak ### Add Monsters Spend your MP to add monsters to the encounter. Monsters with higher tiers cost more MP, as shown in the table below. Keep adding monsters until you've spent all of your MP. ##### MP Cost by Monster Tier | Tier | Cost | |:----------|:----:| | Minion | 1/4 | | Standard | 1 | | Elite | 2 | | Champion | 4 | #### Other Notes Remember the following tips when designing your encounters: - Creatures that are significantly weaker than the average minion-tier monster don't cost MP unless they are added in large swarms. - Be sure to balance the action economy: the party should never have more actions than the monsters. - These are just guidelines: don't feel the need to strictly adhere to this encounter system. You can and should edit or tweak things as necessary. ## Sample Encounter Compositions All of the sample encounters below assume a party of four party members, with a base budget of four MP. Feel free to use these sample encounter setups in your own game, making adjustments as appropriate. ##### The Pack: Hard Encounter | Name | Role | Tier | Amount | |-----------|---------|----------|--------| | The Heart | Brute | Elite | 1 | | The Body | Soldier | Minion | 12+ | | Wild Card | Any | Standard | 1 | ##### Kill or Capture Squad: Hard Encounter | Name | Role | Tier | Amount | |----------|------------|----------|--------| | Lockdown | Controller | Elite | 1 | | Enforcer | Brute | Standard | 3 | | Clean-Up | Sniper | Standard | 1 | ##### Summoner: Medium Encounter | Name | Role | Tier | Amount | |---------------|----------------------|----------|--------| | Summoner | Sniper or Controller | Standard | 1 | | Big Summon | Brute | Standard | 1 | | Small Summons | Soldier | Minion | 4+ |