creating monsters - · pdf filecreating monsters the information on customizing monsters (dmg...

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CREATING MONSTERS The information on customizing monsters (DMG 174) and the creatures provided in the Monster Vault and other volumes should handle most of your needs for monsters. When you really need to create something from scratch, the guidelines here will help you with the process. Monster Design Steps Following these steps won't result in a fully designed and developed monster, but they'll provide a good approximation. 1. Choose Level. The level of the monster determines its key statistics, including defenses, attack bonuses, and hit points. 2. Choose Role. A monster's role suggests the kinds of powers it uses in combat. Chapter 4 describes monster roles more fully, and the Monster Statistics by Role table on this page shows how a monster's role influences the statistics and powers yo ugive it. 3. Determine Ability Scores. It's helpful to think of a ability scores in pairs, each pair corresponding to one of the three defenses (Fortitude, Reflex, and Will). Ability scores also help determine the monster's attack bonuses, ability and skill checks, and defenses. On average, the highest ability score of a pair is equal to 13 + one-half the monster's level. For example, the target score for an 8th-level monster is 17 (13 + 4). However, set the ability that governs the monster's primary attacks to be 3 higher, or 16 + one-half the monster's level. An 8th-level monster that relies on melee attacks should have a Strength score of 20. 4. Determine Hit Points: Level and role determine hit points. The monster gains a flat number of hit points at each level, just as characters do. Use the Monster Statistics by Role table to set hit points. 5. Calculate Armor Class. A monster's Armor Class is based on its level and role. Average AC is equal to 14 + the monster's level, but some roles alter this target number, as shown in the table. 6. Calculate Other Defenses. A monster's level determines its defenses. A given defense based on an average ability score is equal to 12 + the monster's level. For every 2 points the ability score varies from the average, adjust the defense by +1 (if higher) or -1 (if lower). 7. Choose Powers and Traits. The most complex part of monster creation is creating powers and traits for the monster. For inspiration, check the powers for creatures in the Monster Vault. That book has a list of monsters by level and role, so you can quickly look up other creatures that are similar to your new monster. Then either choose some powers that seem right, modifying them as needed, or create new ones of comparable effect. MONSTER STATISTICS BY ROLE Skirmisher Brute Soldier Lurker Controller Artillery Initiative Bonus +2 -- +2 +4 -- -- Hit Points 8 + Con + (level x 8) 10 + Con + (level x 10) 8 + Con + (level x 8) 6 + Con + (level x 6) 8 + Con + (level x 8) 6 + Con + (level x 6) AC Level + 14 Level + 12 Level + 16 Level + 14 Level + 14 Level + 12 Other defenses Level + 12 Level + 12 Level + 12 Level + 12 Level + 12 Level + 12 Attack vs. AC Level + 5 Level + 5 Level + 5 Level + 5 Level + 5 Level + 5* Attack vs. other defenses Level + 3 Level + 3 Level + 5 Level + 3 Level + 3 Level + 3* * Increase accuracy by 1 or 2 for ranged or area attacks

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Page 1: CREATING MONSTERS - · PDF fileCREATING MONSTERS The information on customizing monsters (DMG 174) and the creatures provided in the Monster Vault and other volumes should handle most

CREATING MONSTERSThe information on customizing monsters (DMG 174) and the creatures provided in the Monster Vault and other volumes should handle most of your needs for monsters. When you really need to create something from scratch, the guidelines here will help you with the process.

Monster Design StepsFollowing these steps won't result in a fully designed and developed monster, but they'll provide a good approximation.

1. Choose Level. The level of the monster determines its key statistics, including defenses, attack bonuses, and hit points.

2. Choose Role. A monster's role suggests the kinds of powers it uses in combat. Chapter 4 describes monster roles more fully, and the Monster Statistics by Role table on this page shows how a monster's role influences the statistics and powers yo ugive it.

3. Determine Ability Scores. It's helpful to think of a ability scores in pairs, each pair corresponding to one of the three defenses (Fortitude, Reflex, and Will). Ability scores also help determine the monster's attack bonuses, ability and skill checks, and defenses.

On average, the highest ability score of a pair is equal to 13 + one-half the monster's level. For example, the target score for an 8th-level monster is 17 (13 + 4). However, set the ability that governs the monster's primary attacks to be 3 higher, or 16 + one-half the monster's level. An 8th-level monster that relies on melee attacks should have a Strength score of 20.

4. Determine Hit Points: Level and role determine hit points. The monster gains a flat number of hit points at each level, just as characters do. Use the Monster Statistics by Role table to set hit points.

5. Calculate Armor Class. A monster's Armor Class is based on its level and role. Average AC is equal to 14 + the monster's level, but some roles alter this target number, as shown in the table.

6. Calculate Other Defenses. A monster's level determines its defenses. A given defense based on an average ability score is equal to 12 + the monster's level.

For every 2 points the ability score varies from the average, adjust the defense by +1 (if higher) or -1 (if lower).

7. Choose Powers and Traits. The most complex part of monster creation is creating powers and traits for the monster. For inspiration, check the powers for creatures in the Monster Vault. That book has a list of monsters by level and role, so you can quickly look up other creatures that are similar to your new monster. Then either choose some powers that seem right, modifying them as needed, or create new ones of comparable effect.

MONSTER STATISTICS BY ROLESkirmisher Brute Soldier Lurker Controller Artillery

Initiative Bonus +2 -- +2 +4 -- --Hit Points 8 + Con +

(level x 8)10 + Con + (level x 10)

8 + Con + (level x 8)

6 + Con + (level x 6)

8 + Con + (level x 8)

6 + Con + (level x 6)

AC Level + 14 Level + 12 Level + 16 Level + 14 Level + 14 Level + 12Other defenses Level + 12 Level + 12 Level + 12 Level + 12 Level + 12 Level + 12Attack vs. AC Level + 5 Level + 5 Level + 5 Level + 5 Level + 5 Level + 5*Attack vs. other defenses Level + 3 Level + 3 Level + 5 Level + 3 Level + 3 Level + 3** Increase accuracy by 1 or 2 for ranged or area attacks

Page 2: CREATING MONSTERS - · PDF fileCREATING MONSTERS The information on customizing monsters (DMG 174) and the creatures provided in the Monster Vault and other volumes should handle most

DAMAGE BY LEVELCharacter Level Single

TargetTwo or More Targets

Character Level

Single Target Two or More Targets

1 1d8 + 4 1d6 + 3 16 3d8 + 11 3d6 + 82 1d8 + 5 1d6 + 4 17 3d8 + 12 3d6 + 93 1d8 + 6 1d6 + 5 18 3d8 + 13 3d6 + 94 2d6 + 5 1d8 + 5 19 3d8 + 14 3d6 + 105 2d6 + 6 1d8 + 6 20 3d8 + 15 3d6 + 116 2d6 + 7 1d8 + 6 21 4d6 + 15 3d8 + 97 2d8 + 6 2d6 + 4 22 4d6 + 16 3d8 + 98 2d8 + 7 2d6 + 5 23 4d6 + 17 3d8 + 109 2d8 + 8 2d6 + 6 24 4d6 + 18 3d8 + 1110 2d8 + 9 2d6 + 6 25 4d6 + 19 3d8 + 1211 3d6 + 9 2d6 + 7 26 4d8 + 16 4d6 + 1112 3d6 + 10 2d8 + 6 27 4d8 + 17 4d6 + 1213 3d6 + 11 2d8 + 7 28 4d8 + 18 4d6 + 1314 3d6 + 12 2d8 + 7 29 4d8 + 19 4d6 + 1415 3d6 + 13 2d8 + 8 30 4d8 + 20 4d6 + 15

A monster needs a basic attack, which can be melee or ranged and is usable at will; some kinds of monsters might have a second basic attack. Then add one heroic power or rechargeable power per tier (one at heroic, two at paragon, three at epic).

8. Calculate Attack Bonus. The monster's attack bonus is a function of its level and role. Powers that target AC typically have a higher attack bonus than those that target other defenses.

9. Set Damage for Attacks. Use the Damage by Level table to set damage for monster's attacks. Use the first column for an effect that hurts one creature at a time, and the second column for an effect that harms multiple creatures.

For brutes, the damage should be 25 percent higher. For limited damage, such as damage from encounter powers or recharge powers, increase the value by 25 to 50 percent.

10. Additional Details. Monster design doesn't stop once you've done all the math. Add flavor, appearance, and tactics to round out your creation.

Elite and Solo MonstersElite and solo monsters represent the toughest foes the character can face; Chapter 5 of the Dungeon Master's Book has more about these role enhancements. They make great villains, stars of a campaign, or intimidating “boss” monsters at the climax of an adventure.

Iconic D&D villains, such as the vampire Count Strahd von Zarovich or the demilich Acererak, are solo monsters. Such enemies are powerful enough by themselves to take on an entire party of adventurers. Elite monsters are tough enough to fight a lower-level party on their own, but normally they have a few allies on hand. Lareth the Beautiful, an evil cleric of Lolth, is a good example. Although powerful, he never enters battle without bandits, gnolls, or ghouls at his side.

Page 3: CREATING MONSTERS - · PDF fileCREATING MONSTERS The information on customizing monsters (DMG 174) and the creatures provided in the Monster Vault and other volumes should handle most

Creating New ElitesAn easy way to create a memorable villain is to convert an existing monster into an elite version. In a goblin-infested dungeon, for example, an elite bugbear warrior makes a natural chieftain. Adding a template is an easy way to “upgrade” a monster, whether it's one in the Monster Vault or a new creation of your own.

You can also follow these guidelines to advance a monster to elite status.1. Adjust Role. The monster's level and role remain the same, but it is now an elite

version.2. Adjust Hit Points. An elite monster has hit points equal to twice the hit points of

the standard monster.3. Adjust Saving Throws. All elite monsters have a +2 bonus to saving throws.4. Add 1 Action Point. All elite monsters have 1 action point.5. Adjust Powers and Abilities. Although your elite creature represents two monsters

in combat, it still only has one set of actions each turn. In effect, you're trading two sets of actions for one. Thus, an elite monster needs additional opportunities to attack, hinder, or otherwise react to the characters.

Page 4: CREATING MONSTERS - · PDF fileCREATING MONSTERS The information on customizing monsters (DMG 174) and the creatures provided in the Monster Vault and other volumes should handle most

EXPERIENCE POINT REWARDSMonsterLevel

StandardMonster

Minion Elite Solo MonsterLevel

StandardMonster

Minion Elite Solo

1 100 25 200 500 16 1,400 350 2,800 7,0002 125 31 250 625 17 1,600 400 3,200 8,0003 150 38 300 750 18 2,000 500 4,000 10,0004 175 44 350 875 19 2,400 600 4,800 12,0005 200 50 400 1,000 20 2,800 700 5,600 14,0006 250 63 500 1,250 21 3,200 800 6,400 16,0007 300 75 600 1,500 22 4,150 1,038 8,300 20,7508 350 88 700 1,750 23 5,100 1,275 10,200 25,5009 400 100 800 2,000 24 6,050 1,513 12,100 30,25010 500 125 1,000 2,500 25 7,000 1,750 14,000 35,00011 600 150 1,200 3,000 26 9,000 2,250 18,000 45,00012 700 175 1,400 3,500 27 11,000 2,750 22,000 55,00013 800 200 1,600 4,000 28 13,000 3,250 26,000 65,00014 1,000 250 2,000 5,000 29 15,000 3,750 30,000 75,00015 1,200 300 2,400 6,000 30 19,000 4,750 38,000 95,000

Recharge When First Bloodied: As a rule, elite monsters are more dangerous when the chips are down. To reflect this, select one of the creature's encounter powers. It gains another use of this power when it becomes bloodied for the first time in an encounter.

Immediate Actions. An elite monster typically has some way to interfere with or respond to the characters' actions. Many of the templates described in the Dungeon Master's Guide include powers that grant an immediate action, whether interrupt or reaction, to counter or respond to an opponent's attack or movement.

Additional Attacks. As an alternative to immediate actions, allow an elite creature to make an additional attack on its turn. This might be a special attack it can use as a minor action once during its turn, or simply a double attack using a standard action.

Creating New SolosYou can turn a basic creature into a terrifying solo monster as a high point of an adventure.

You can make a “quick and dirty” solo monster by applying two templates (or one, if the monster is already elite), as described in the “Templates” section of the Dungeon Master's Guide. Alternatively, you can create a new solo form scratch.

1. Adjust Role. The monster's level and role remain the same, but it is now a solo version.

2. Adjust Hit Points. A solo has hit points equal to 8 times its level + 1, plus its Constitution score. Multiply that result by 4.

3. Adjust Saving Throws. All solo monsters have a +5 bonus to saving throws.4. Add 2 Action Points. All solo monsters have 2 action points.5. Adjust Powers and Abilities. A solo creature represents five monsters in combat,

so it needs a number of ways to take additional actions. It also needs more ways to use powers on its own turn and to interfere with the characters.

More At-Will Powers. Select one of the creature's encounter powers. It can now use that power at will.

Additional Standard Action. The easiest way to let a solo take on an entire party at once is to give it an additional standard action on each of its turns. Thus, it can always make at least tow attacks on its turn, and can make a third when necessary by using an action point.

Page 5: CREATING MONSTERS - · PDF fileCREATING MONSTERS The information on customizing monsters (DMG 174) and the creatures provided in the Monster Vault and other volumes should handle most

6. Better When Bloodied. When a solo monster is bloodied, it should become more dangerous and more mobile. Add a couple of abilities from the following list to reflect this advantage.

Free Recharge. Recharge one or more limited powers, and possibly use it right away.Increased Damage. Gain an at-will attack that deals more damage, or deal more

damage with all attacks while bloodied.Extra Attack: Gain an extra attack per round (as a minor action, part of a multiple

attack power, or a larger area or close power).Aura: Gain a damaging aura.Movement: Move after becoming bloodied, or gain a new movement power.

Movement might include shifting, teleporting, flight, or phasing--anything to keep the fight from becoming static.

7. Action Recovery. All solo monsters should have some sort of way to act when stunned, dazed, or dominated, whether it's triggered attacks that activate even when so afflicted, or the ability to shake off the condition before its turn.

Creating New MinionsExpendable fodder, minions appear in big groups with the sole purpose of dying quickly and making the PCs feel cool. They should have simple mechanics to match, and they also have roles to make it easier to determine the types of combat tactics they use.

You can create a new minion from scratch, or remove abilities from a standard monster to make a simpler minion. Most steps in creating a minion are the same as for a standard monster, with the following exceptions.

1. Adjust Hit Points. All minions have 1 hit point, and a missed attack never damages a minion.

2. Keep It Simple. Minion abilities shouldn't require record-keeping. For instance, a minion's attack shouldn't have an effect that a save can end, nor should it have recharge abilities (and probably not encounter abilties). Immediate action powers are also rare.

3. Set Damage for Attacks. Take the typical average damage of a normal monster of the minion's level and role, and halve it. Remember that minions don't use dice for damage, just flat values.