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5e_Monster_Builder.json
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5e_Monster_Builder.json
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{
"version": "2.0.0",
"sections": [
{
"id": "bossesandminions",
"title": "Bosses and Minions",
"intro": "When creating a boss battle, thinking about which bosses pair well with which minions can be a great starting point. You can use the table below to match up minions and bosses in a number of classic adventure environments.",
"subsections": [
{
"id": "default",
"title": "",
"content": [
{
"type": "table",
"order": 0,
"headers": {
"boss_cr": "Boss CR",
"boss": "Boss",
"environments": "Environments",
"minions": "Minions"
},
"data": [
{
"boss_cr": "1",
"boss": "Goblin boss",
"environments": "Caves, mountains",
"minions": "Goblins, worgs"
},
{
"boss_cr": "2",
"boss": "Bandit captain",
"environments": "Cities, sewers, ruins",
"minions": "Bandits, spies, thugs, berserkers, gladiators"
},
{
"boss_cr": "2",
"boss": "Cult fanatic",
"environments": "Cities, ruins",
"minions": "Cultists, bandits, thugs, dretches"
},
{
"boss_cr": "2",
"boss": "Ettercap",
"environments": "Caves, ruins",
"minions": "Giant spiders"
},
{
"boss_cr": "2",
"boss": "Ghast",
"environments": "Ruins, crypts, cities, sewers",
"minions": "Ghouls, zombies"
},
{
"boss_cr": "2",
"boss": "Gnoll pack lord",
"environments": "Plains, caves, ruins",
"minions": "Gnolls, hyenas"
},
{
"boss_cr": "2",
"boss": "Ogre",
"environments": "Ruins, caves",
"minions": "Orcs, goblins"
},
{
"boss_cr": "2",
"boss": "Sea hag",
"environments": "Coves, swamps, grottos",
"minions": "Giant constrictor snakes, crocodiles"
},
{
"boss_cr": "3",
"boss": "Bugbear chief",
"environments": "Keeps, fortresses, ruins, caves",
"minions": "Bugbears, goblins, worgs"
},
{
"boss_cr": "3",
"boss": "Green hag",
"environments": "Forests, swamps",
"minions": "Bullywugs, giant toads, giant constrictor snakes, imps, quasits"
},
{
"boss_cr": "3",
"boss": "Winter wolf",
"environments": "Frozen mountains, frozen ruins",
"minions": "Dire wolves, ice mephits"
},
{
"boss_cr": "4",
"boss": "Banshee",
"environments": "Ruins, crypts",
"minions": "Specters, skeletons"
},
{
"boss_cr": "4",
"boss": "Bone naga",
"environments": "Ruins, crypts",
"minions": "Skeletons, specters, wights"
},
{
"boss_cr": "4",
"boss": "Ettin",
"environments": "Mountains, ruins, caves",
"minions": "Ogres, orcs"
},
{
"boss_cr": "4",
"boss": "Lamia",
"environments": "Ruins, towers, caves",
"minions": "Jackalweres"
},
{
"boss_cr": "4",
"boss": "Lizard king/queen",
"environments": "Swamps, sunken grottos",
"minions": "Lizardfolk shamans, lizardfolk, monitor lizards"
},
{
"boss_cr": "5",
"boss": "Hill giant",
"environments": "Mountains, ruins, caves",
"minions": "Ogres, orcs, bugbears, goblins, cave bears"
},
{
"boss_cr": "5",
"boss": "Night hag",
"environments": "Ruins, crypts, Lower Planes",
"minions": "Hell hounds, quasits, manes, shadow demons"
},
{
"boss_cr": "5",
"boss": "Sahuagin baron",
"environments": "Coves, grottos, underwater ruins",
"minions": "Sahuagin priestesses, sahuagin, reef sharks, giant octopuses, krakens"
},
{
"boss_cr": "5",
"boss": "Wraith",
"environments": "Ruins, crypts",
"minions": "Flameskulls, specters, wights"
},
{
"boss_cr": "6",
"boss": "Hobgoblin warlord",
"environments": "Ruins, keeps, fortresses",
"minions": "Hobgoblin captains, hobgoblins, bugbears, goblins, worgs"
},
{
"boss_cr": "6",
"boss": "Mage",
"environments": "Towers, cities",
"minions": "Animated armor, imps, acolytes, flesh golems, veterans"
},
{
"boss_cr": "6",
"boss": "Medusa",
"environments": "Ruins, caves",
"minions": "Basilisks, giant constrictor snakes, death dogs"
},
{
"boss_cr": "7",
"boss": "Oni",
"environments": "Ruins, caves, cities",
"minions": "Hobgoblins, orcs"
},
{
"boss_cr": "8",
"boss": "Frost giant",
"environments": "Frozen mountains, frozen ruins",
"minions": "Yetis, young white dragons, polar bears, winter wolves"
},
{
"boss_cr": "9",
"boss": "Fire giant",
"environments": "Volcanoes, caverns",
"minions": "Hell hounds, young red dragons, salamanders, azers, fire mephits"
},
{
"boss_cr": "9",
"boss": "Glabrezu",
"environments": "Lower Planes, ruins, towers",
"minions": "Barlguras, chasmes"
},
{
"boss_cr": "10",
"boss": "Aboleth",
"environments": "Caverns, coves, lakes",
"minions": "Chuuls, cult fanatics, hydras, NPCs (enthralled), sea hags"
},
{
"boss_cr": "11",
"boss": "Efreeti",
"environments": "Ruins, volcanoes, cities, deserts",
"minions": "Fire elementals, salamanders, fire snakes"
},
{
"boss_cr": "11",
"boss": "Horned devil",
"environments": "Lower Planes, ruins, towers",
"minions": "Barbed devils, bearded devils, spined devils"
},
{
"boss_cr": "12",
"boss": "Archmage",
"environments": "Towers, cities",
"minions": "Animated armor, imps, cambions, demons (any), elementals, golems"
},
{
"boss_cr": "13",
"boss": "Adult white dragon",
"environments": "Frozen mountains, frozen ruins",
"minions": "Yetis"
},
{
"boss_cr": "13",
"boss": "Vampire",
"environments": "Ruins, crypts",
"minions": "Vampire spawn, giant bats, dire wolves, specters, wights"
},
{
"boss_cr": "14",
"boss": "Adult black dragon",
"environments": "Swamps, sunken grottos",
"minions": "Giant crocodiles, trolls, bullywugs, lizardfolk, kuo-toa"
},
{
"boss_cr": "15",
"boss": "Adult green dragon",
"environments": "Forests, ruins, caverns",
"minions": "Treants, elves"
},
{
"boss_cr": "15",
"boss": "Mummy lord",
"environments": "Ruins, crypts",
"minions": "Mummies, skeletons, wights, cult fanatics"
},
{
"boss_cr": "16",
"boss": "Adult blue dragon",
"environments": "Deserts, ruins, towers",
"minions": "Air elementals, mages"
},
{
"boss_cr": "16",
"boss": "Marilith",
"environments": "Lower Planes, ruins, towers",
"minions": "Hezrous, vrocks"
},
{
"boss_cr": "17",
"boss": "Adult red dragon",
"environments": "Mountains, volcanoes, ruins, caverns",
"minions": "Fire elementals, kobolds"
},
{
"boss_cr": "17",
"boss": "Death knight",
"environments": "Crypts, ruins, Lower Planes",
"minions": "Wights, wraiths, liches, flameskulls, nightmares, revenants"
},
{
"boss_cr": "19",
"boss": "Balor",
"environments": "Lower planes, ruins",
"minions": "Mariliths, glabrezus, goristros, cambions, cult fanatics"
},
{
"boss_cr": "20",
"boss": "Ancient white dragon",
"environments": "Frozen mountains, frozen ruins",
"minions": "Abominable yetis"
},
{
"boss_cr": "20",
"boss": "Pit fiend",
"environments": "Lower planes, ruins, towers",
"minions": "Horned devils, bone devils, erinyes"
},
{
"boss_cr": "21",
"boss": "Ancient black dragon",
"environments": "Swamps, sunken grottos",
"minions": "Giant crocodiles, trolls, bullywugs, lizardfolk"
},
{
"boss_cr": "21",
"boss": "Lich",
"environments": "Ruins, towers, crypts, caves",
"minions": "Death knights, iron golems, wraiths, mages"
},
{
"boss_cr": "22",
"boss": "Ancient green dragon",
"environments": "Forests, ruins, caverns",
"minions": "Treants, elves"
},
{
"boss_cr": "23",
"boss": "Ancient blue dragon",
"environments": "Deserts, ruins, towers",
"minions": "Air elementals, mages"
},
{
"boss_cr": "24",
"boss": "Ancient red dragon",
"environments": "Mountains, volcanoes, ruins, caverns",
"minions": "Fire giants, fire elementals, kobolds"
}
]
}
],
"order": 0
}
]
},
{
"id": "buildingaquickmonster",
"title": "Building a Quick Monster",
"intro": "Sometimes you need a monster right now but you don't have the right one handy. Maybe the creature you're imagining doesn't exist in any given book of published monsters, or you simply don't have the time to look it up. Maybe you're in the middle of your game and want some quick statistics for a creature you didn't think you'd need. For all these problems, this section offers solutions.\n\nThe core tool for building a quick monster for a 5e game is the Monster Statistics by Challenge Rating table, which offers you a set of statistics that can be used to build and run a quick monster of any challenge rating (CR). You then have two paths for customizing a monster built from these baseline statistics—with flavor and description during the game, or with a refinement of the creature's mechanics.\n\nIt's worth your time to review and understand how this table works before you start using it in your game. Read the column descriptions. Understand the relationship between a monster's challenge rating and equivalent character level. Once you've internalized how this table works, you can use it in seconds to build a monster and throw that foe into your game.",
"subsections": [
{
"id": "columndescriptions",
"title": "Column Descriptions",
"content": [
{
"type": "paragraph",
"order": 0,
"markdown": "The table includes the following columns, which will become more familiar to you as you build your monsters.\n\n***Monster CR.*** The challenge ratings presented in the CR column are the baseline measure to determine the relative difficulty of a monster in combat. You'll almost always reference this column first when building a quick monster.\n\n***Equivalent Character Level.*** This column describes the roughly equivalent level of a single character facing a single monster of this challenge rating in a hard encounter. This gives you a quick way to determine how difficult this monster will be when facing characters of a particular level.\n\nAs you can see from the table, matching character level to challenge rating isn't a simple mathematical process. There are a number of character levels missing from the table where certain challenge ratings represent a large jump in how tough a monster is.\n\n***AC/DC.*** This column indicates the typical Armor Class of a monster of the indicated challenge rating. It also describes the typical Difficulty Class if this monster uses a DC for any of their attacks or other features.\n\n***Hit Points.*** This column offers the baseline hit points of a monster of a given challenge rating. Feel free to add or subtract hit points within the suggested range based on the monster's in-world features or physiology, or the pacing you want to maintain during a battle.\n\n***Proficient Ability Bonus.*** This column gives the expected bonus for abilities with which the monster is proficient, adding the monster's ability score modifier and proficiency bonus together. This number can be used as an attack bonus, or as a bonus for proficient saving throws and ability checks. (Ability-based modifiers without proficiency are fixed values between −2 and +4, based on the monster's story.)\n\n***Damage per Round.*** This column contains the total expected damage that a monster can deal in a round. Higher-CR monsters typically split this total damage among a number of attacks, instead of doing one big attack that either deals a tremendous amount of damage or misses completely. If a single effect targets two or more characters, such as a fiery breath weapon, the damage for that effect should be half the indicated number.\n\n***Number of Attacks.*** This column notes the number of attacks a monster of a particular challenge rating typically makes per round. The damage per round from the previous column is divided among these multiple attacks in the following column.\n\n***Damage per Attack.*** This column shows the baseline amount of damage a monster deals per attack when using the default number of attacks in the previous column. It includes both average damage and a dice equation.\n\n***Example Monsters.*** This column offers example monsters for each challenge rating. This can help you gauge where your monster fits among a sampling of existing 5e monsters."
}
],
"order": 0
},
{
"id": "buildingamonster",
"title": "Building a Monster",
"content": [
{
"type": "paragraph",
"order": 0,
"markdown": "With the Monster Statistics by Challenge Rating table at hand, you can use the following quick steps to build a custom monster from scratch. The first four steps alone let you easily create a monster ready to run in your game. The optional steps that follow then let you fill out the monster's details and custom mechanics as desired.\n\n### Step 1: Determine Challenge Rating\n\nBegin by determining the challenge rating for your quick monster based on that creature's fiction in the world. When considering the challenge rating of a custom monster, you might compare them to existing creatures on the table. If the in-world power of your monster compares well to a skeleton, the monster might have a challenge rating of 1/4. If they're more like a fire giant, they might have a challenge rating of 9. Look at the list of example monsters and ask yourself which monster makes the best comparison to yours. Then assign your creature that monster's challenge rating.\n\n### Alternatively, What Challenge Rating Do You Need?\n\nYou might also want to choose a challenge rating based on the level of the characters, using the Equivalent Character Level column of the table. If you want an encounter with four monsters who are roughly equal in power to four characters, this column lets you figure out those monsters' statistics. It also helps you build NPCs—knights, mages, thieves, and so forth—intended to be a match for characters of a particular level.\n\n### Step 2: Write Down the Baseline Statistics\n\nOnce you've determined a challenge rating for your monster, write down their statistics. You might jot them on an index card, in a text editor on your computer, or wherever you keep notes for your adventures and campaigns. You might end up customizing those statistics, though, so be ready to change them.\n\n### Step 3: Determine Proficient Abilities\n\nNext, determine which abilities—Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma—a monster is proficient in, using the Proficient Ability Bonus column on the table. This sets up the bonus a monster has when using any ability with which they're proficient, and is largely based on the monster's story. A big, beefy monster might be proficient in skills or saving throws involving Strength and Constitution. A mastermind monster might be proficient in Wisdom- and Intelligence-based skills and saving throws. A fast monster might be proficient in Dexterity (Acrobatics) checks and Dexterity saving throws, while an otherworldly monster might be proficient in Charisma-based skills and saves.\n\nThe bonus indicated in the table is what the monster uses to make saving throws and ability checks with those proficient abilities. Just remember that the number on the table already includes a monster's proficiency bonus, in addition to their ability score modifier.\n\n### Step 4: Determine Remaining Abilities\n\nNext, you can determine the modifier (either a penalty or a bonus) that a monster uses for their nonproficient abilities. This is for all the ability checks and saving throws a monster isn't great at, and can be determined by asking yourself how strong a monster feels in those abilities. The bonus can range anywhere from −2 to +4, and is independent of a monster's challenge rating. Even a high-challenge monster might have a lousy Dexterity saving throw. When in doubt, or to speed things up, use a modifier of +0 for these nonproficient abilities. You can always change this during the game if a higher or lower number makes sense.\n\nA creature's Dexterity modifier is also used to determine their initiative modifier. Or you can skip your improvised creature's initiative roll and use a static initiative of 12.\n\n### You're Ready to Go\n\nAt this point, you have enough information on hand to run your monster in a game, with little else needed. However, you can also continue with a few more quick steps to further customize your monster, making them more distinct."
}
],
"order": 1
},
{
"id": "monsterstatisticsbychallengerating",
"title": "Monster Statistics by Challenge Rating",
"content": [
{
"type": "table",
"order": 0,
"headers": {
"cr": "CR",
"eqv_char_lvl": "Eqv Char Lvl",
"acdc": "AC/DC",
"hp": "HP",
"prof_bonus": "Prof Bonus",
"damage_per_round": "Damage per Round",
"num_attacks": "# Attacks",
"damage": "Damage",
"example_monster": "Example Monster"
},
"data": [
{
"cr": "0",
"eqv_char_lvl": "< 1",
"acdc": "10",
"hp": "3 (2-4)",
"prof_bonus": "+2",
"damage_per_round": "2",
"num_attacks": "1",
"damage": "2 (1d4)",
"example_monster": "Commoner, rat, spider"
},
{
"cr": "1/8",
"eqv_char_lvl": "< 1",
"acdc": "11",
"hp": "9 (7-11)",
"prof_bonus": "+3",
"damage_per_round": "3",
"num_attacks": "1",
"damage": "4 (1d6 + 1)",
"example_monster": "Bandit, cultist, giant rat"
},
{
"cr": "1/4",
"eqv_char_lvl": "1",
"acdc": "11",
"hp": "13 (10-16)",
"prof_bonus": "+3",
"damage_per_round": "5",
"num_attacks": "1",
"damage": "5 (1d6 + 2)",
"example_monster": "Acolyte, skeleton, wolf"
},
{
"cr": "1/2",
"eqv_char_lvl": "2",
"acdc": "12",
"hp": "22 (17-28)",
"prof_bonus": "+4",
"damage_per_round": "8",
"num_attacks": "2",
"damage": "4 (1d4 + 2)",
"example_monster": "Black bear, scout, shadow"
},
{
"cr": "1",
"eqv_char_lvl": "3",
"acdc": "12",
"hp": "33 (25-41)",
"prof_bonus": "+5",
"damage_per_round": "12",
"num_attacks": "2",
"damage": "6 (1d8 + 2)",
"example_monster": "Dire wolf, specter, spy"
},
{
"cr": "2",
"eqv_char_lvl": "5",
"acdc": "13",
"hp": "45 (34-56)",
"prof_bonus": "+5",
"damage_per_round": "17",
"num_attacks": "2",
"damage": "9 (2d6 + 2)",
"example_monster": "Ghast, ogre, priest"
},
{
"cr": "3",
"eqv_char_lvl": "7",
"acdc": "13",
"hp": "65 (49-81)",
"prof_bonus": "+5",
"damage_per_round": "23",
"num_attacks": "2",
"damage": "12 (2d8 + 3)",
"example_monster": "Knight, mummy, werewolf"
},
{
"cr": "4",
"eqv_char_lvl": "9",
"acdc": "14",
"hp": "84 (64-106)",
"prof_bonus": "+6",
"damage_per_round": "28",
"num_attacks": "2",
"damage": "14 (3d8 + 1)",
"example_monster": "Ettin, ghost"
},
{
"cr": "5",
"eqv_char_lvl": "10",
"acdc": "15",
"hp": "95 (71-119)",
"prof_bonus": "+7",
"damage_per_round": "35",
"num_attacks": "3",
"damage": "12 (3d6 + 2)",
"example_monster": "Elemental, gladiator, vampire spawn"
},
{
"cr": "6",
"eqv_char_lvl": "11",
"acdc": "15",
"hp": "112 (84-140)",
"prof_bonus": "+7",
"damage_per_round": "41",
"num_attacks": "3",
"damage": "14 (3d6 + 4)",
"example_monster": "Mage, medusa, wyvern"
},
{
"cr": "7",
"eqv_char_lvl": "12",
"acdc": "15",
"hp": "130 (98-162)",
"prof_bonus": "+7",
"damage_per_round": "47",
"num_attacks": "3",
"damage": "16 (3d8 + 3)",
"example_monster": "Stone giant, young black dragon"
},
{
"cr": "8",
"eqv_char_lvl": "13",
"acdc": "15",
"hp": "136 (102-170)",
"prof_bonus": "+7",
"damage_per_round": "53",
"num_attacks": "3",
"damage": "18 (3d10 + 2)",
"example_monster": "Assassin, frost giant"
},
{
"cr": "9",
"eqv_char_lvl": "15",
"acdc": "16",
"hp": "145 (109-181)",
"prof_bonus": "+8",
"damage_per_round": "59",
"num_attacks": "3",
"damage": "22 (3d12 + 3)",
"example_monster": "Bone devil, fire giant, young blue dragon"
},
{
"cr": "10",
"eqv_char_lvl": "16",
"acdc": "17",
"hp": "155 (116-194)",
"prof_bonus": "+9",
"damage_per_round": "65",
"num_attacks": "4",
"damage": "16 (3d8 + 3)",
"example_monster": "Stone golem, young red dragon"
},
{
"cr": "11",
"eqv_char_lvl": "17",
"acdc": "17",
"hp": "165 (124-206)",
"prof_bonus": "+9",
"damage_per_round": "71",
"num_attacks": "4",
"damage": "18 (3d10 + 2)",
"example_monster": "Djinni, efreeti, horned devil"
},
{
"cr": "12",
"eqv_char_lvl": "18",
"acdc": "17",
"hp": "175 (131-219)",
"prof_bonus": "+9",
"damage_per_round": "77",
"num_attacks": "4",
"damage": "19 (3d10 + 3)",
"example_monster": "Archmage, erinyes"
},
{
"cr": "13",
"eqv_char_lvl": "19",
"acdc": "18",
"hp": "184 (138-230)",
"prof_bonus": "+10",
"damage_per_round": "83",
"num_attacks": "4",
"damage": "21 (4d8 + 3)",
"example_monster": "Adult white dragon, storm giant, vampire"
},
{
"cr": "14",
"eqv_char_lvl": "20",
"acdc": "19",
"hp": "196 (147-245)",
"prof_bonus": "+11",
"damage_per_round": "89",
"num_attacks": "4",
"damage": "22 (4d10)",
"example_monster": "Adult black dragon, ice devil"
},
{
"cr": "15",
"eqv_char_lvl": "> 20",
"acdc": "19",
"hp": "210 (158-263)",
"prof_bonus": "+11",
"damage_per_round": "95",
"num_attacks": "5",
"damage": "19 (3d10 + 3)",
"example_monster": "Adult green dragon, mummy lord, purple worm"
},
{
"cr": "16",
"eqv_char_lvl": "> 20",
"acdc": "19",
"hp": "229 (172-286)",
"prof_bonus": "+11",
"damage_per_round": "101",
"num_attacks": "5",
"damage": "21 (4d8 + 3)",
"example_monster": "Adult blue dragon, iron golem, marilith"
},
{
"cr": "17",
"eqv_char_lvl": "> 20",
"acdc": "20",
"hp": "246 (185-308)",
"prof_bonus": "+12",
"damage_per_round": "107",
"num_attacks": "5",
"damage": "22 (3d12 + 3)",
"example_monster": "Adult red dragon"
},
{
"cr": "18",
"eqv_char_lvl": "> 20",
"acdc": "21",
"hp": "266 (200-333)",
"prof_bonus": "+13",
"damage_per_round": "113",
"num_attacks": "5",
"damage": "23 (4d10 + 1)",
"example_monster": "Demilich"
},
{
"cr": "19",
"eqv_char_lvl": "> 20",
"acdc": "21",
"hp": "285 (214-356)",
"prof_bonus": "+13",
"damage_per_round": "119",
"num_attacks": "5",
"damage": "24 (4d10 + 2)",
"example_monster": "Balor"
},
{
"cr": "20",
"eqv_char_lvl": "> 20",
"acdc": "21",
"hp": "300 (225-375)",
"prof_bonus": "+13",
"damage_per_round": "132",
"num_attacks": "5",
"damage": "26 (4d12)",
"example_monster": "Ancient white dragon, pit fiend"
},
{
"cr": "21",
"eqv_char_lvl": "> 20",
"acdc": "22",
"hp": "325 (244-406)",
"prof_bonus": "+14",
"damage_per_round": "150",
"num_attacks": "5",
"damage": "30 (4d12 + 4)",
"example_monster": "Ancient black dragon, lich, solar"
},
{
"cr": "22",
"eqv_char_lvl": "> 20",
"acdc": "23",
"hp": "350 (263-438)",
"prof_bonus": "+15",
"damage_per_round": "168",
"num_attacks": "5",
"damage": "34 (4d12 + 8)",
"example_monster": "Ancient green dragon"
},
{
"cr": "23",
"eqv_char_lvl": "> 20",
"acdc": "23",
"hp": "375 (281-469)",
"prof_bonus": "+15",
"damage_per_round": "186",
"num_attacks": "5",
"damage": "37 (6d10 + 4)",
"example_monster": "Ancient blue dragon, kraken"
},
{
"cr": "24",
"eqv_char_lvl": "> 20",
"acdc": "23",
"hp": "400 (300-500)",
"prof_bonus": "+15",
"damage_per_round": "204",
"num_attacks": "5",
"damage": "41 (6d10 + 8)",
"example_monster": "Ancient red dragon"
},
{
"cr": "25",
"eqv_char_lvl": "> 20",
"acdc": "24",
"hp": "430 (323-538)",
"prof_bonus": "+16",
"damage_per_round": "222",
"num_attacks": "5",
"damage": "44 (6d10 + 11)",
"example_monster": ""
},
{
"cr": "26",
"eqv_char_lvl": "> 20",
"acdc": "25",
"hp": "460 (345-575)",
"prof_bonus": "+17",
"damage_per_round": "240",
"num_attacks": "5",
"damage": "48 (6d10 + 15)",
"example_monster": ""
},
{
"cr": "27",
"eqv_char_lvl": "> 20",
"acdc": "25",
"hp": "490 (368-613)",
"prof_bonus": "+17",
"damage_per_round": "258",
"num_attacks": "5",
"damage": "52 (6d10 + 19)",
"example_monster": ""
},
{
"cr": "28",
"eqv_char_lvl": "> 20",
"acdc": "25",
"hp": "540 (405-675)",
"prof_bonus": "+17",
"damage_per_round": "276",
"num_attacks": "5",
"damage": "55 (6d10 + 22)",
"example_monster": ""
},
{
"cr": "29",
"eqv_char_lvl": "> 20",
"acdc": "26",
"hp": "600 (450-750)",
"prof_bonus": "+18",
"damage_per_round": "294",
"num_attacks": "5",
"damage": "59 (6d10 + 26)",
"example_monster": ""
},
{
"cr": "30",
"eqv_char_lvl": "> 20",
"acdc": "27",
"hp": "666 (500-833)",
"prof_bonus": "+19",
"damage_per_round": "312",
"num_attacks": "5",
"damage": "62 (6d10 + 29)",
"example_monster": "Tarrasque"
}
]
},
{
"type": "paragraph",
"order": 0,
"markdown": "### Optional Step: Consider Armor Class\n\nThough the Monster Statistics by Challenge Rating table offers a value for Armor Class that increases with challenge rating, you can modify a monster's Armor Class further based on their story. A big beefy titan set up as a CR 16 monster might still be easy to hit—maybe with an Armor Class of 14.\n\nIt's easiest to think of Armor Class on a scale of 10 to 20, with 10 being the equivalent of an unarmored opponent with no Dexterity bonus, and 20 being an opponent wearing plate armor with a shield. (Armor Class can go above 20 or below 10, though.)\n\nKeep in mind that missing an opponent isn't much fun for a player. Lower-AC opponents, even those with more hit points, are often more fun to fight than high-AC opponents with fewer hit points.\n\n### Optional Step: Customize Attacks\n\nThe table includes a recommended number of attacks for a monster, an attack bonus, and the amount of damage those attacks should deal. If desired, tailor this damage to fit the monster's story. Choose a creature's damage type, such as fire for a flaming Greatsword attack, or necrotic for a Death Blast attack. You can also mix up multiple damage types, so that a CR 10 hell knight might have a Longsword attack dealing both slashing and fire damage.\n\nConsider the ranged attacks a monster might have as well. You can use the same attack bonus, number of attacks, and damage. Or you could give a creature weaker ranged attacks (attacking once instead of twice, for example). Depending on the creature's story, the flavor of those attacks might be physical (hurling javelins or rocks) or arcane (firing energy blasts).\n\nTo further customize a monster, you can divide up their total damage per round into a different number of attacks than indicated on the table, if that makes sense for the monster's story. (As noted above, for attacks that target two or more opponents, use half the indicated damage.)\n\n### Optional Step: Further Modify Statistics\n\nDepending on the story of your monster, you can make general adjustments to their baseline statistics however you see fit. For example, you might lower a monster's hit points and increase the damage they deal to create a dangerous foe who drops out of the fight quickly. However, always consider whether such changes make a combat encounter more fun to play. It might make sense to create a monster with high hit points and a higher Armor Class who deals less damage, thinking that those two things balance out. But fighting such a monster can easily become a slog. Likewise, a monster with significantly fewer hit points that deals high damage might end up being inadvertently deadly if too many characters roll low on attacks, or could feel pointless if the monster is killed too quickly.\n\n### Optional Step: Add Monster Types and Features\n\nTo further flesh out your monster, add monster types and features found for monsters similar to the one you're building such as extra weapon damage types, breath weapons, auras, damage shields, and other traits and features that better define your monster in the story and situation."
}
],
"order": 2
},
{
"id": "usingthetablewithpublishedmonsters",
"title": "Using the Table with Published Monsters",
"content": [
{
"type": "paragraph",
"order": 0,
"markdown": "While the Monster Statistics by Challenge Rating table is intended to let you build monsters from scratch, it can easily be used as a reference to better understand how a published monster might act in combat. If a published CR 4 monster has 30 hit points but deals 35 damage per round, you can see from the table that their hit points are low but their damage is high compared to the creature's baseline challenge rating. Such a monster hits hard for their challenge rating, but when they're hit in turn, they go down fast."
}
],
"order": 3
}
]
},
{
"id": "combatencounterchecklist",
"title": "The Combat Encounter Checklist",
"intro": "Sometimes all a game needs is an interesting location and some cool monsters to fight, setting up a combat encounter that a GM might build right at the table. The characters go somewhere, everyone decides it's time for a fun fight, and you whip something up. Or you determine that, given the circumstances going on in the story, it's time for the characters to run into some opposition, and you're off to the races.\n\nSometimes we need more, though, particularly for big set-piece battles or boss fights. When it's time to build an interesting and dynamic encounter, the following checklist can help determine what options a big combat might need:",
"subsections": [
{
"id": "default",
"title": "",
"content": [
{
"type": "table",
"order": 0,
"data": [
{
"item": "Interesting monsters"
},
{
"item": "A fantastic location"
},
{
"item": "Zone-wide effects"
},
{
"item": "Traps and hazards"
},
{
"item": "Advantageous positions"
},
{
"item": "Interactive objects"
},
{
"item": "Cover"
},
{
"item": "Difficult or fantastic terrain"
},
{
"item": "A goal"
}
]
},
{
"type": "paragraph",
"order": 0,
"markdown": "No battle needs all these things, but it's worth running through the list to see which options fit the sort of combat scenario you're putting together."
}
],
"order": 0
},
{
"id": "interestingmonsters",
"title": "Interesting Monsters",
"content": [
{
"type": "paragraph",
"order": 0,
"markdown": "For a big, self-contained combat encounter, a single monster usually won't do it. Even several monsters of the same type might not prove interesting enough for a big fight. Complex, climactic battles often work best with two or three creature types that work well together—big bruisers up front and powerful artillery in the back, for example.However, having more than three types of creatures in any one battle is going to be hard to manage. As such, designing a big set-piece battle is also a great time to think about waves of monsters."
}
],
"order": 1
},
{
"id": "afantasticlocation",
"title": "A Fantastic Location",
"content": [
{
"type": "paragraph",
"order": 0,
"markdown": "An empty, 50-foot-square room doesn't lend itself to an interesting set-piece battle. We want fantastic rooms with interesting shapes, lots of room to move around, and a cool environment for the characters to spend time in. Great self-contained fights are like theme parks where the characters can climb up big statues, swing from chandeliers, and dance across elevated platforms. Whether you're playing online or in person, you can purchase battle maps showing off interesting locations, or might find maps that cartographers have released for free. Build a library of cool maps that inspire your players to enjoy the scenery while they're kicking ass.\n\nHowever, you want to ensure that your fantastic location isn't too big. It's no fun to have a character spend multiple rounds running to the far side of an arena—only to arrive just in time to watch the other characters drop the big bad to the mat. Let all the characters get to the meaty part of a location in two moves at most."
}
],
"order": 2
},
{
"id": "zone-wideeffects",
"title": "Zone-Wide Effects",
"content": [
{
"type": "paragraph",
"order": 0,
"markdown": "Sometimes a combat environment has a big ongoing effect—something that impacts all the creatures in the area, no matter where they are. Such zone-wide effects can make a fight more interesting, as with any of the following examples:\n\nAvoid zone-wide effects that are just plain annoying. Having creatures fall down a lot because of icy floors sounds fun—until all the characters are lying on their backs and the players are wishing they'd never entered the fight in the first place.\n\nLikewise, certain effects hurt some classes more than others. Disadvantage on attack rolls hurts martial combatants more than spellcasters. Limiting movement hurts melee attackers, while limiting visibility hurts ranged attackers. Be aware of when a zone-wide effect affects some characters more than others, so that you can change it up if needed."
},
{
"type": "table",
"order": 1,
"data": [
{
"item": "Unholy energy in a crypt makes healing magic only half as effective as normal."
},
{
"item": "Supernatural fire negates any creature's resistance to fire, and turns immunity to fire into resistance."
},
{
"item": "Psychic wailing forces each character to succeed on a DC 10 Constitution check to successfully cast a spell."
},
{
"item": "Periodic bolts of lightning strike, with each creature in combat having a 1-in-4 chance of being struck at the start of their turn."
},
{
"item": "An arcane rift causes each damaging spell cast in a fight to deal an extra 2d6 force damage."
},
{
"item": "An aura of bloody rage fills the area, granting each combatant advantage on attack rolls."
},
{
"item": "A rift to a realm of chaos causes all spells to trigger a wild magic surge."
},
{
"item": "The god of blood infuses all melee attacks with an extra die of damage."
},
{
"item": "A rift in space-time lets a creature swap places with an enemy within 60 feet if that enemy fails a DC 12 Wisdom saving throw."
},
{
"item": "A thick fog makes it impossible to see creatures more than 30 feet away."
}
]
}
],
"order": 3
},
{
"id": "trapsandhazards",
"title": "Traps and Hazards",
"content": [
{
"type": "paragraph",
"order": 0,
"markdown": "Certain parts of a battlefield might contain traps or hazards. Some of these might be easily seen, such as bladed pillars or spike-lined pits. Others might come as a surprise, such as a trap door over an acid pool.\n\nCharacters with high passive Wisdom (Perception) scores might notice hidden traps automatically, or you might give each character a chance to make a Wisdom (Perception) check requiring no action—maybe even rolling on their behalf—to detect a trap before stumbling into it.\n\nMake sure these traps matter if you're going to put them in an encounter. Traps that are too far out of the way might never come into play. Likewise, it can be fun for players to spring traps on their opponents, so don't use them only as a threat against the characters."
}
],
"order": 4
},
{
"id": "advantageouspositions",
"title": "Advantageous Positions",
"content": [
{
"type": "paragraph",
"order": 0,
"markdown": "Getting the characters to enter an arena (literal or metaphorical) and move around can be hard. Advantageous positions give them a reason to do so. Areas of high ground where they can gain cover against their foes—and perhaps advantage on attacks—are highly sought after by ranged attackers. Arcane circles that infuse a spellcaster's magic with greater power might draw wizards into a room. This approach can turn a whole encounter into a fun game of \"king of the hill\" as the characters and their enemies fight for superior position."
}
],
"order": 5
},
{
"id": "interactiveobjects",
"title": "Interactive Objects",
"content": [
{
"type": "paragraph",
"order": 0,
"markdown": "Make sure that the battlefield features some interactive objects. This can include any physical features the characters can manipulate and use to their advantage in a fight, including things like the following:"
},
{
"type": "table",
"order": 1,
"data": [
{
"item": "Crumbling statues that can be easily toppled"
},
{
"item": "Pillars that collapse part of the ceiling"
},
{
"item": "Chandeliers upon which to swing"
},
{
"item": "Ballistas the characters can use to fire upon their foes"
},
{
"item": "Obelisks infusing the villain with power until they're destroyed"
},
{
"item": "Levers that physically or magically transform parts of the battlefield"
},
{
"item": "Catapults that can hurl allies to the far side of the fight"
},
{
"item": "Cranes lifting heavy objects that can be dropped onto foes"
},
{
"item": "Fiery cauldrons or braziers ready to tip over"
},
{
"item": "Deep wells into which enemies can be dumped"
}
]
}
],
"order": 6
},
{
"id": "cover",
"title": "Cover",
"content": [
{
"type": "paragraph",
"order": 0,
"markdown": "Shattered pillars, crumbling statues, destroyed furniture, fallen trees, and other forms of cover can help break up the otherwise open terrain of a big battleground. When you drop in these elements of cover, be sure that the players understand the advantages of hiding behind them.\n\nFor bonus points, tie the history of the location and other secrets and clues to these elements of cover. It's not just a statue—it's a statue of the forgotten god Gan, lost in history and now seeking just one follower to pull their spark of divinity from the edges of infinite darkness."
}
],
"order": 7
},
{
"id": "difficultorfantasticterrain",
"title": "Difficult or Fantastic Terrain",
"content": [
{
"type": "paragraph",
"order": 0,
"markdown": "Different areas of a location might have some sort of terrain feature that can impact the fight. Difficult terrain is the easiest option, making it challenging but not impossible to take certain routes across the battlefield. But other areas of interesting terrain can also shake up a physical encounter. Icy floors where the characters might slip don't work well as a zone-wide effect. But they can be great in specific areas, forcing the characters to avoid those areas as they move.\n\nAny of the following terrain features can make a big battle location more interesting:"
},
{
"type": "table",
"order": 1,
"data": [
{
"item": "A crumbling bridge over a deep crevasse"
},
{
"item": "Spikes of sharp glass that cut creatures when they fall or are forced to move through them"
},
{
"item": "Jets of flame that randomly erupt"
},
{
"item": "Swampy land that belches forth poisonous gas when crossed"
},
{
"item": "Oiled surfaces that cause creatures to slide across them uncontrollably."
},
{
"item": "Electrified floors that deal damage to creatures at the start of each turn"
},