This document is meant to help DMs expand the usage of low CR creatures to higher level encounters. As well as to increase existing diversity in beastiaries for "boss" type creatures or encounters. Finally, this book aims to increase mechanical complexity in play for players in a satisfying way, while also requiring as little DM effort as possible.
This PDF assumes that you know how to estimate CR for an encounter. Please use Kobold Fight Club or similar program for such calculations. I don't know the math by heart, neither should you. But we can both still use it.
This PDF will be updated as time goes on with new entries based on public and player feedback. Please message u/Armaemortes on Reddit if you'd like to suggest any additions.
"This whole book was born out of trying to adapt the Pathfinder "Ironfang Legion" adventure module to 5e. A multi-year campaign fighting only goblins would not be fun. So I made the goblin fun again."
"No, not everything needs to explode or nearly kill you to be interesting. Sometimes it's enough to just keep up."
Sometimes you want your "Big-Bad-End-Guy" (BBEG) to be a single goblin, or maybe you want your level 1s to slay a dragon. This can be easily handled by adjusting the CR up or down with a few simple rules of thumb.
A 1 CR difference in X is equal to...
What about saves, DCs, damage, skills, other abilities?
Saves, DCs, and damage should automatically update as part of updating all stats and proficiencies. The creature will hit more consistently, and gradually gain +1-+3 damage per turn based on their number of attacks. Skills, languages, and so on are flavorful, and do not impact a monster's combat ability in a typical scenario. If you want new abilities or new attacks, you want a new creature. Monsters made with this section will not be very damaging, they just "keep up" and get +2 to their proficient rolls and +1 to everything else every 4 CR.
"Do you ever see books where they have "flexible NPCs" and it's 5 different stablocks at 5 different levels for like, one guy? I hate that. Respect your time, use this instead."
What follows are 5 creature stat blocks which begin from about CR 1, and include "CR X" at the front of their abilities. They are fully intended to be used with the previous section "Quick CR Adjustments" and have their abilities "unlock" once they are at certain CR values. Finally, these creatures are intended to be "common" to all settings. Listed out they are: Bandits, Bounty Hunters, Casters, Guards, and Ninjas To the best of my knowledge, these character archetypes are common to nearly every possible setting. There's always criminals, people looking to make some cash, magic, a standing defense, and people who will kill someone without others knowing. You can easily customize them more by adding racial abilities or modifiers, and the other options provided later on in this book.If you can run an entire campaign on just these 5 blocks, I did my job right.If not, yell at me about what's wrong/missing and I'll fix it.
Bandits are a staple in story telling and basic quests. Criminals who use any means necessary to take from others, or desperate raiders who have nothing left to lose and no other skills to speak of. By design, they are meant to fight as a group and never "fairly". They do a low amount of damage as they scale into higher levels, but make up for it by overwhelming enemies with status effects or stealing their gear. Often, the bandits may not even want to "win" the fight, but just distract enemies long enough to steal what they need before running away.
Bounty Hunters are those who hunt to capture, not kill. And get paid to bring targets in. By design, a single Bounty Hunter is enough to take down a single opponent and quickly overwhelm them with a barrage of status inflicting attacks, primarily exhaustion. If a fight doesn't end quickly, it may not be worth it to the Bounty Hunter.
Casters are your magical stand-ins, obviously however, the nature of magic in 5e can vary wildly based on the kinds of spells cast. As a DM it's up to you what spells are most appropriate for the Caster to have. Some suggestions are given on the following page. You will also note that Casters don't have any "actions" as it is assumed they will simply cast spells and cantrips from whatever list you have created for them. They should not have any unusual or consistent attributes other than what you give them.
The ever present guards of towns, cities, and sacred places. While not special on their own, they fight as a group to coral dissidents and prevent others from inflicting harm.
"When the story gets stuck, have the protagonists get attacked by ninjas out of nowhere." I didn't believe this quote, but it works shockingly well to have the players' paranoia run wild and accidentally give you several new hooks to keep the story going. Don't doubt the Ninja! Masters of stealth with a guaranteed surprise round, otherwise a well rounded enemy that can keep up with players.
"When it's One versus All, realistically you should bet on All."
Nations and Factions send out armies of nameless troops for a reason, they get the job done more reliably than a trained specialist who can die to a single blow or betray the cause. While 5e leans towards power-fantasy over realism, simulating a horde of any creature is an absolute chore for DMs. Generally, we want mobs of enemies to be dangerous, if anyone could cut through entire armies without any personal damage, then there's no risk in the world and it'd probably be anarchy. However, we also don't want to invalidate the player's progress, they shouldn't be bogged down by fighting goblins for the millionth time. So, we have the mob rules. Pick a creature's stat block, and determine how many of that creature you want as a "mob" for the players to fight. Multiply their stat modifiers (Strength, Dexterity, Charisma, etc) by the number of creatures in the mob. If the modifier is 0 or negative, then +1 for each creature in the mob. Ensure to adjust their rolls and HP to reflect the new numbers. For size, keep it literal, a Mob of 4 medium creatures takes a Large (4x4) space, and so on. That's it! A simple adjustment of at least +1 or higher which will represent the whole mob. After certain group counts, the mob should hit consistently and with potentially deadly force, but the overall HP would remain lower than increasing their CR. Players should be incentivized to catch mobs by surprise or kill/disperse them quickly, but never to willingly walk into a group of angry villagers and expecting to survive. If desired, you can add additional mechanics or rules. Such as a mob always having Advantage, or a mob "growing weaker" as it takes damage as loses members. Such rules should be applied as the DM sees fit to adjust to each group. Though the baseline changes should suffice for most play.
"The rat god, a Balor stoked on friendship, a serial killer cat, a literal tidal wave. This is the section you're reading for."
Each template is a simple table listing abilities and the legendary action cost for each ability. However, you don't need to have a legendary or mythic enemy to apply a template. All you need to know, is that if the ability is listed on the template, the creature can use that ability normally on their turn. For example: If an ability says "Creature casts a spell", they can still cast that spell as an action on their turn. Likewise if a text were to say "In reaction to being attacked", the creature can use their normal reaction if the trigger is met, without having to spend a legendary action point. Finally, know that any abilities with a 4 or 5 cost are generally only meant for Mythic level entities, creatures that are "bosses" for your players to defeat. They are not intended or balanced for use on random enemies or small encounters, use your best judgment on whether or not to include these powerful abilities to an encounter. If you want to grant a creature a special status, such as Elite, Legendary, or Mythic, follow the following table.
If you want a creature to have a "Mythical Transformation", you may allow it to perform it's most expensive ability immediately upon reaching 50% HP. Legendary Resistance is sometimes controversial, in my group we double the number of Legendary Resistance uses, each use allows 1 reroll.
The Blighted is directly intended to mimic the Blight curse from Pathfinder. This cursed disease is demonic in origin, bringing all infected into a sort of hive mind where they seek to infect others and siphon off their life force. At higher levels of infection (Mythic abilities costing 4+) the creature outright morphs into a more demonic form, gaining new abilities through the disease. Ideally a DM should have planned ahead of time what abilities they would like to add to creatures which have the Blighted Mutation feature. They should also know they cannot "cheese" certain strong abilities together, such as successive dragon breaths. Players will be successful against Blighed creatured by having curse or disease resistances, and high CON saves. Though the mutations will always keep them on their toes.
The Broken is for enemies who have nothing left to lose, and would rather wear themselves out than die helpless. They push themselves to the absolute limits of their body and beyond to achieve one final goal. Ideally Broken enemies already have a large health pool which they can convert into damage, survivability, and hit chance. Notably they have an additional restriction on their final ability, recognize that enemies which can regenerate or have consistent temp HP would make this template genuinely "broken" to fight against and ruin all balance. Think very carefully before giving a regenerator the Broken template. Players will be want to burst Broken creatures down as quickly as possible, as they should be concerned not with whether they can kill the Broken, but whether they will survive the encounter themselves.
The Bruiser takes heavily from the Grimhallow Setting Campaign books, which inspired this template series to begin with. Bruisers are simply tough, hardy enemies and one of the simplest templates to use. Bruisers will be the most oppressive when applied to enemies who can deal high amounts of damage but lack in surviveability. Be wary of applying Bruiser to an enemy which already has high AC, HP, and/or regeneration, as it may just drag out a long, boring battle. Players will want to focus on "save or suck" abilities to defeat a Bruiser, and will be forced to keep up damage pressure to ensure its "Tough Fortitude" ability does not undo damage from previous turns.
The Brutalist is someone who cares not for fighting with honor, just that they fight. They are brutal and vicious, seeking to kill opponents as quickly as possible, by any means possible. Brutalists do not have "consistent" damage as they want to constantly give themselves disadvantage to hit through Extreme Measures. However they have the ability to crit "at-will" allowing them to hit for high numbers, turning a fight very quickly once they do land a blow. Even if crits are cancelled by abilities or items like adamantine armor, they can still overwhelm players with status effects or item destruction. Brutalists can easily feel like an "unfair" template to players who lose hard earned items or suddenly die to a high damage crit attack. Certainly ensure never to combine a Brutalist with a creature that already does high amounts of damage, or something like The Broken template.
For the Kaiju enthusiasts, giant versions of existing monsters for your players to climb and slay. Colossus entities are particularly dangerous to those near them, and their ability to cast "spells" will catch players who haven't fought Colossi before by surprise. Colossus fights can be boring due to their high HP and simple mechanics, it is encouraged for DMs to enable other win conditions (hit a weak spot for massive damage, escape in time, etc) to speed up the encounter. Or to give the Colossus other mechanics such as changing or picking Lair Actions. However, it is highly advised that you DO NOT increase a Colossus enemy's survivability further. Colossus enemies are always HP sponges, for players it is ideal to play the fight safe and pepper it down from a distance.
Monarchs, Generals, and other High Leaders would typically have The Commander template. Constantly spewing out minions who do the real work while they simply guide the mass of enemies. The Commander can quickly wear down parties by constantly summoning more allies (if lucky), demanding that players pack good and consistent AoE options. Balancing Commander encounters can be very difficult depending on the creatures being summoned, other abilities the Commander may have, and how often it can use its Summon ability. For these reasons, it is best to keep the Commander "trope" of a physically weak individual being the commander. Allowing the players a clear way to end the fight by simply focusing down and killing the Commander, then cleaning up the summons. Players will want to kill the Commander immediately to get a grip on the situation of otherwise endless enemies. Having abilities to reduce the threat of attacks of opportunity will also be in their benefit, or simply having high and consistent ranged damage.
Holy beings, Angels, and chosen people. With radiant light the Divine strikes down evil and dark beings, healing its flock, and giving commands to all under its jurisdiction. The Divine is a versatile and rounded template, giving bonus damage, healing, and some utility. Note that this would count as a "regenerator" template due to its Holy Blessing ability, and the Divine should be considered to have far more HP than its stat block would imply because of it. Players will have to maintain a turn DPS of about 15 in order to actually defeat the Divine and prepare for a longer battle than usual. A high Charisma Save will also be necessary to avoid a catastrophic turn against the Holy Order ability, if the Divine has access to it.
Dungeons and (everything is) Dragons. For the sake of fun, actual dragons you use in your campaigns can also use the abilities as described in the template. The Dragon-Blooded template is a simple buff to creatures, but notably grants high AoE damage with its powerful action options. Ideally, give the players an open space to fight in to help better manage all the AoE effects the template grants, or make the fight more difficult by restricting such movement. Players will want to take advantage of the Dragon-Blooded's mobility, positioning themselves to make opportunity attacks. Otherwise high Dexterity Saving Throws are a must for these encounters.
For creatures that have been touched by, or are from, the Great Beyond of the current reality or similar aberrant entities. These enemies appear to "cheat" reality by interfering with dice rolls, movement, target selection, and so forth. An Eldritch encounter is one that should be treated with respect and mystery. A fine balance should be found with revealing the creature's true nature and ensuring the players do not *feel* that they are being "cheated" out of their rolls or attacks. The template is most interesting when the initial creature is not formidable on its own, and forces the players to fight or roll against themselves using its rewrite abilities. Players will want to overwhelm the Eldritch's action economy quickly and deny it information of other party members or their capabilities. It cannot redirect or teleport to a target it does not perceive.
Your "color coded" monster variants for each element type. Creatures who are unusually attuned to a given element, and express that element's traits at all times. No specific advice for DMs or Players, stay on your toes~
Some creatures simply have luck on their side, and lead serendipitous lives where it seems they simply can't fail. The Gambler is all about rerolling dice until things go in their favor. While most abilities are self regulating, "All or Nothing" should be used with care as it expects the players to meta-game a bit. You should alert them to the ability in character as the NPC literally "pushing their luck" in a desperate or foolish move. Some groups may not appreciate such a meta template however, so be aware of their disposition. Players will want to find out the Gambler's weakest stats and focus on abusing those. In addition when "All of Nothing" triggers, players should be ready to strike with their most powerful abilities to punish the Gambler.
This creature has ascended beyond normal reality, and like it or not, would be worthy of worship. Gods are always truly special and unique beings. DMs should feel free to deviate wildly with what is suggested here if it fits their setting/ideas better. This template aims to at least emulate a more "local" and "down to earth" deity that is highly difficult, but not impossible, to kill. And is highly talented in their given domain. For players, kneel.
For when you want your kobolds decide to just cave in the adventures with an unhealthy amount of dynamite, and maybe even a nuke or three. The Grenadier template is best to give to creatures who already struggle to deal damage or have difficulty when dealing with multiple combatants. This template is more for flavor than any true 'viability' in combat. You can force players to fight in an enclosed space to force greater lethality. Players will want to space themselves out so as not to get caught by the Grenadier's bombs and take more damage than is necessary.
For tree huggers or people who wanna' be at one with their "inner beast", the Instinct is meant to be a template for more nature oriented entities. The Instinct has quite a bit going on with it in terms of specific spells that should be known by the DM before applying the template. Otherwise it is versatile and generally improves all aspects of a creature. Players will want to remain mobile, switching between ranged and melee as the Instinct uses different spell abilities to alter the terrain. They should be ready to try and break the Instinct's concentration as soon as possible for its concentration abilities and prevent it from getting too much healing value if it has access to Nature's Bounty.
This creature has a known reputation for being exceptionally deadly, some would say its a force of evil or violence unto itself. Your instincts scream at you to escape this damnable creature. Straight up, you need to announce you're using this template ahead of time and if your players are O-K with making instant death saves as a part of combat. This creature is meant to instill "horror" as a concept into 5e, which is inherently "unfair". To have SOME sense of balance, the ability to kill is tied more to Dark Ritual rather than overwhelming damage. And the aura "gives" the killer away.
Some creatures are simply fortunate to have an innate understanding of the magical arts, readily able to sling spells and refuel their mana at a moment's notice. The Magus just adds spell capabilities to an existing creature with some melee support. Players you'll want to ensure the Magus can never concentrate on anything, bind and gag the enemy if possible to ensure they can never cast in the first place.
The Master is an undisputed genius in martial combat, able to manipulate their foes to their advantage and perform seemingly inhuman feats to avoid harm. The Master adds a lot of melee variety to a creature thanks to Damage Master, and the Parry ability adds an unique source of additional "tankiness" and damage. Players will want to focus on spells or damage over time effects such as poisons, which the Master cannot parry back at them.
Psionic abilities are often poorly understood, and can be highly dangerous if honed properly by malicious individuals. The Mindful template is meant to allow a creature unfettered access to the PC's thoughts, enabling a more meta-gamey style of play. Otherwise the Mindful wants to establish as many Invades as possible before dealing high and consistent damage with Mind Blast. Players will want all the help they can get with their Intelligence Saves to deal with the Mindful.
The bond between rider and vehicle can be stronger than most friendships across many lives. These mounted warriors use speed to its fullest and engage in unusual tactics afforded by their preferred mode of travel. The Mounted template often requires a large, open area to get the most out of its speed damage bonuses. Even without this, it is a formidable dual-monster damage dealer. Players will want to focus fire on the mount and remove it from the encounter as soon as they can, taking away the majority of the Mounted's abilities and creating an easier encounter against an otherwise "normal" entity.
Creatures which have performed or were the subject of a truly horrible ritual, which ensures that the participants are damned for eternity. The Lich gains immortality by profaning the concept of death, becoming a perverse version of immortal loss. The Lich is a template which grants casting abilities and a ridiculous amount of regenerative power for the Mythic versions. Mythic liches should be handled with care. Players will want to keep as much distance as possible to avoid a Lich's Disrupt Life and Soul Suck abilities. The goal should especially be to burst down the Lich with radiant damage.
Lycanthropy is often a horrid curse of the wild that turns sapient beings into ravenous and violent beasts. Though sometimes, it takes on a more cultural place with Lycanthropes representing a religious connection between civilization and nature. The Lycanthrope is a tough and hardy melee template, but most of all it is an incredibly fast template which allows a creature to maneuver itself seamlessly in battle. This is technically a regenerator template due to its Maul ability. Players will want to do their best to avoid engaging the Lycanthrope in melee, but if that fails, they can at least try to force it to take opportunity attacks from its normal movements. Ideally, players should position themselves where the Lycanthrope cannot leave the "tank" player without wasting a turn or several legendary points to switch to a new target.
There is a reason even high level adventurers don't walk around and claim any village they come across. You don't ever want to mess with an angry horde of villagers that simply gave up on their personal safety. Alternatively, you can find the brood of the Rat Queen, or fight a literal Tidal Wave and get about the same effect. The Overwhelming Swarm (Mob/Force, etc) is meant to be a proper template for whenever you want to show a group of about 9 medium entities, and not simply increase numbers even greater with the Mob rulings. Whether or not you want to add Mob bonuses is up to you, but it is generally not advised due to the sheer number of attacks this template makes a turn. Players will want to use as many AoE abilities as possible to abuse this template's vulnerability, and NEVER be caught inside the Swarm. Do be creative if you manage to apply a single-target attack or affect against the Swarm.
The Profane are all those who consort and are beholden to the darkest powers of the world, doing their bidding and tempting others to fall down into depravity with them. Classic "bad guy" template granting a large amount of damage and an interesting ability with "Tempt". Be wary of the meta implications of Tempt however. Players will want to keep their distance from the Profane's melee capabilities, and especially so they are not caught by a Hurl Through Hell attack.
The Shapeless are creatures that can not only change their appearance, but completely change their entire form at the drop of a hat. Attempting to hit these amorphous beings is like trying to stab the ocean, and mercy onto those who are eaten by the waves. The Shapeless is the "ooze" template, it is difficult to hit thanks to the Reshape ability, steadily "debuffs" players over time, and most notably deals damage simply by moving. This template should not be attached to a creature which already deals a high amount of damage, resulting in an abnormally lethal fight. Players want to keep their distance from the Shapeless as much as possible and focus on spells or non-weapon attacks to bring down the creature.
The Skirmisher originates from Grim Hallow's Campaign Setting guide. They are agile and skilled enemies who ensure each of their hits count. The Skirmisher is a nuker type template, aimed to end encounters as quickly as possible through either critical damage or through sheer status effects. It is not advised to combine a Skirmisher template with any creature or other template that is already difficult to kill, as time is on this template's side. Players will want to ensure they stay away from the Skirmisher and break line of sight from its attacks. If unavoidable, ensure that healing is always available to bring allies back from an incapacitated state.
The Storm Lord is a being of immense power over the elements of lightning, rain, air, and thunder. Channeling primal energies that all creatures have learned to instinctively fear and respect. Also I really want to run a Gwyn/Nameless King fight from Dark Souls and this is the template I'm using for that. The Storm Lord is a rather straight forward template granting thematic spells to the base creature, notably giving it many options ot maneuvers its enemies in combat. Players will want to prep resistances to Lightning and Thunder before fighting a Storm Lord, and that any battle plans not be too dependent on positioning given the Storm Lord's many movement effects.
The classic Vampire which stalks the night and enslaves the minds of the weak-willed with its charming gaze so that it may feast on living blood to sustain its immortality further. The Vampire is a complicated template with many effects, while no one effect is "new" to anyone at least a little familiar with Vampires in lore you should still review the template with the creature you are applying it to for an appropriate fit. Know that this is a regenerator template and one of the few templates with a non-recharge mythic ability. Players may not like having their characters essentially "mind controlled", but it is also an effect that one can easily gain immunity to.
The Witch Eater is inspired by the enemy of the same name present in the Pathfinder Iron Fang Legion adventure modules. A goblin cultist devoted to eating the flesh of arcane magic casters, absorbing their magic and "purifying" it with demonic rituals. The Witch Eater is a definitive "anti-caster" template with the ability to directly "steal" spell slots as a base ability. Some players may not like being hard-countered this obviously though, so know your group before you drop this template on them. Players will want their martial team-mates to focus down the Witch Eater while casters take a safe distance and expend as many spell slots as possible before being engaged. Remember that the text reads "a spell slot of [the target's] choice" so your highest slots will be safe for some time.
"Location, location, location."
What follows is a list of generic "Lair" type and location settings for battles to take place in. With specific focus on the types of effects that one can expect to occur on initiative 20 as the combatants try to utilize or are harmed by the environment they happen to be in. Every Lair is split into Action and Passive abilities, with Active abilities only being a concern while in active combat.
Random things that didn't fit into other sections, GO! You can also give them different items, such as armor, weapons, or magical items. Adjust their CR accordingly to the effect of each item. "[ABILITY SCORE] DC" = 8 + Proficiency+Modifier of the mentioned ability Score "Attack DC" = 8+Proficiency+Modifier used as part of an attack, such as Dexterity for long range attacks, Strength for Melee, etc. ...need to make KFC sheet, and table indicating how CR scales per "concerned item" among common template changes (regenerator, resistances, etc), fix items document