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5e Monster-Making Toolkit

Define monster concept and target CR. CR Prof. Defensive CR Offensive CR


Choose appropriate monster abilities, and note effect on Bonus AC HP Attack Damage Save DC
Defensive & Offensive CR. Bonus / Round
Define Defensive CR: 0 +2 13 1-6 +3 0-1 13
o Choose HP range. Check listed AC. 1/8 +2 13 7-35 +3 2-3 13
o Choose AC. If it is different than listed AC, shift dCR by 1 1/4 +2 13 36-49 +3 4-5 13
per 2 points of difference. 1/2 +2 13 50-70 +3 6-8 13
Define Offensive CR: 1 +2 13 71-85 +3 9-14 13
o Choose damage range. Assume the monster hits every round, 2 +2 13 86-100 +3 15-20 13
area effects hit 2 targets, all targets fail their saving throws, 3 +2 13 101-115 +3 21-26 13
etc. 4 +2 14 116-130 +4 27-32 14
o Check listed Attack Bonus (use Save DC if more relevant). 5 +3 15 131-145 +5 33-38 15
o Choose AB. If it is different than listed AB, shift oCR by 1 6 +3 15 146-160 +6 39-44 15
per 2 points of difference. 7 +3 15 161-175 +6 45-50 15
Calculate final CR by averaging dCR and oCR, and rounding 8 +3 16 176-190 +6 51-56 16
up. If it is different from target CR, adjust numbers until it 9 +4 16 191-205 +7 57-62 16
matches. 10 +4 17 206-220 +7 63-68 16
Derive the 6 attributes, Hit Dice, damage dice, etc. 11 +4 17 221-235 +7 69-74 17
12 +4 17 236-250 +8 75-80 17
Add any skill proficiencies, senses, languages, etc.
13 +5 18 251-265 +8 81-86 18
Target CR HP x for Resistances HP x for Immunities 14 +5 18 266-280 +8 87-92 18
1-4 x2 x2 15 +5 18 281-295 +8 93-98 18
5-10 x1.5 x2 16 +5 18 296-310 +8 99-104 18
11-16 x1.25 x1.5 17 +6 19 311-325 +10 105-110 19
17+ x1 x1.25 18 +6 19 326-340 +10 111-116 19
Feature Text Effect on CR
Aggressive Bonus: monster moves speed towards visible hostile creature. +2 dpr
Ambusher Advantage on attack rolls vs. surprised creatures AB +1
Avoidance Half damage on failed save, none on successful save +1 AC
Blood Frenzy Advantage to hit creatures without full HP AB +4
Constrict Single-target grapple that restrains creature. +1 AC
Damage Transfer Damage dealt to monster is also dealt to grappled creature(s) HP x2, add 1/3 or HP to dpr
Flight Monster can fly and deal damage at range, and tCR 10 +2 AC
Frightful Presence Any creatures make WIS saves, or are frightened. Save each round. HP +25% if facing PCs 10th level
Legendary Resistance Creature can succeed failed saving throw. 1/day each. CR 1-4: HP+10, 5-10: HP+20, 11+: HP+30
Magic Resistance Advantage on saving throws against magical effects. +2 AC
Nimble Escape Bonus: Hide or Disengage +2 AC, AB +2 (hides half the time)
Pack Tactics Advantage on attack rolls when in melee with allies. AB +1
Parry Reaction: add proficiency to AC vs. triggering attack. +1 AC
Possession Take control of humanoids (CHA save, recharge 6) HP x2
Rampage Bonus: move speed & bite after dropping a foe +2 dpr
Regeneration Regenerate X points at the start of each turn, unless countered. Add 3x[regen] to HP
Relentless 1/rest: if monster takes damage 14 that would reduce it to 0hp, it CR 1-4: HP+7, 5-10: HP+14, 11-16: HP+21,
drops to 1hp instead. 16+: HP+28
Saving Throws Proficiency in 3-4 saving throws +2 AC
Proficiency in 5-6 saving throws +4 AC
Shadow Stealth Bonus: Hide while in dim light or darkness +4 AC
Stench All adjacent creatures make CON saves or are poisoned for 1 round +1 AC
Superior Invisibility Bonus: turn invisible until concentration is lost +2 AC
Swallow Bite attack against grappled creature, acid damage per round Swallows 1 target, deals 2 rounds acid
Undead Fortitude If damage would reduce the creature to 0hp, it can make a CON CR 1-4: HP+7, 5-10: HP+14, 11-16: HP+21,
save, DC 5+dmg, to stay on 1hp. (Not radiant or crits) 16+: HP+28
For any attack that deals bonus damage, but is only usable under certain circumstances, divide the bonus damage by 3. This assumes the monster
uses it roughly one third of the time. Examples: Death Burst, Dive, Pounce, Charge, Surprise Attack, Wounded Fury.
Amorphous shapeless, can move through any gap Illusory Appearance wear glamer (not physical) Redirect Attack react to send attack to ally
Amphibious breaths in water and in air Immutable Form shape cant be changed Reel pull grappled creature closer by 25
Blind Senses cant sense while deaf/cant smell Incorporeal Movement can move through objects Rejuvenation return to life after being killed
Chameleon Skin adv. to hide Inscrutable mind cant be read, disadv. to Insight Siege Monster deal 2 damage to buildings
Change Shape polymorph self as an action. Invisibility invisible until attacking action Slippery adv. to escape grapple
Charm target saves or is charmed Keen Senses adv. on Perception checks Spider Climb climb at full speed on all surfaces
Damage Absorption heal from a damage type Leadership 1 min, give +1d4 to allies Standing Leap leap without running start
Echolocation cant use blindsight when deafened Life Drain deal perm. damage. Steadfast cant be frightened if allies are w/in 30
Etherealness action to move to/from Ethereal Light Sensitivity disadv. Perception + range in Sunlight Sensitivity disadv. Perception or ranged
sun
Fey Ancestry adv. vs charm, ignore sleep Mimicry can mimic sounds & voices perfectly Sure-footed adv. to avoid being knocked prone
magic
Flyby no provoke Op Attack from movement Otherworldly Perception sense invisible Teleport teleport as an action
Grappler adv. to attack grappled creatures Reactive - +1 reaction per turn Tunneler move through earth or rock
Hold Breath hold breath for up to 15 minutes Read Thoughts Two Heads adv. Perception, vs. blind, charm, etc.
Illumination sheds light Reckless adv. to attack and be attacked Web Sense/Walker sense & move on web

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