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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded. 2 Lose an Arm or a Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. ...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] ess you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage. 4 Limp. Your speed on foot i...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] Magical healing removes the limp. 5-7 Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn....
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] rnal Injury above, except that the save DC is 10. 11-13 Horrible Scar. You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) ch...
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[Path: Master of Rules > Dungeon Master's Workshop > Combat Options ] is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] 20 Minor Scar. The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar. . Instead of using the effect described in the table, you can put the responsibility of represen...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] ngering Injuries table as usual, but instead of suffering the effect described for that result, that character gains a new flaw with the same name. It's up to the player to express the lingering injury during play, just like any other flaw, ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] injury affects the character in a meaningful way. MASSIVE DAMAGE This optional rule makes it easier for a creature to be felled by massive damage. When a creature takes damage from a single source equal to or greater than half its hit point...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] must make that Constitution save if it takes 15 damage or more from a single source. SYSTEM SHOCK dlO Effect The creature drops to 0 hit points. 2-3 The creature drops to 0 hit points but is stable. 4-5 The creature is stunned until the...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] 8-10 The creature can't take reactions unti l the end of its next turn. MORALE Some combatants might run away when a fight turns against them. You can use this optional rule to help determine when monsters and NPCs flee. A creature might ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] eature is reduced to half its hit points or fewer for the first time in the battle. The creature has no way to harm the opposing side on its turn. A group of creatures might flee under any of the following circumstances: All the creatures ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] ints, incapacitated, taken prisoner, or removed from battle. • The group is reduced to half its original size with no losses on the opposing side. To determine whether a creature or group of creatures flees, make a DC 10 Wisdom saving throw...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] an't make the saving throw for whatever reason, have the creature in the group with the next highest Charisma score make the saving throw instead. On a failed save, the affectedereature or group flees by the most expeditious route. If escap...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] resume, and it's unlikely that further attempts to flee or surrender will be made. A failed saving throw isn't always to the adventurers' benefit. For example, an ogre that flees from combat might put the rest of the dungeon on alert or run ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] er. CREATING A MONSTER The Monster Manual contains hundreds of ready-to-play monSters, but it doesn't include every monster that you can imagine. Part of the D&D experience is the simple joy of creating new monsters and customizing existing...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] and delight your players with something they've never faced before. The first step in the process is coming up with the concept for your monster. What makes it unique? Where does it live? What role do you want it to serve in your adventure,...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] ng out how to represent your monster in the game. MODIFYING A MONSTER Once you have an idea for a monster, you'll need statistics to represent it. The first question you should ask yourself is: Can I use statistics that already exist? A sta...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] l predator that hunts elves. There is no such monster in the Monster Manual, but the quaggoth is a savage humanoid predator with a climbing speed. You could borrow the quaggoth stat block for your new monster, changing nothing but the creat...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] Elvish or Sylvan. Need a fiery phoenix? Take the giant eagle or roc, give it immunity to fire, and allow it to deal fire damage with its attacks. Need a flying monkey? Consider a baboon with wings and a flying speed. Almost any monster you ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] e to an existing monster that have no effect on its challenge rating, such as swapping languages, changing its alignment, or adding special senses. However, once you change the creature's offensive or defensive ability, such as its hit point...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] For example, you could replace a hobgoblin's longsword with a halberd. Don't forget to change the damage and the attack's reach where appropriate. Also be aware of the CHAPTER 9 I DUNGEON MASTER'S WORKSHOP 273 . consequences of switching f...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] elding a halberd (a two-handed weapon) "Creating a Monster Stat Block" section. loses the benefit of its shield, so its AC decreases by 2. STEP 1. EXPECTED CHALLENGE RATING ADDING A SPECIAL TRAIT Pick the expected challenge rating (CR) for ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] help you figure out the monster's proficiency devising or pick up a special trait from one of the many bonus and other important combat statistics. Don't creatures in the Monster Manual. For example, you can worry about getting the challenge...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] bout getting the challenge rating exactly right; create a goblin-spider hybrid by giving the normal goblin you can make adjustments in later steps. the Spider Climb special trait, turn an ordinary troll into A single monster with a challenge...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] or turn an owlbear into a flying owlbear by giving it group of four characters. If the monster is meant to be wings and a giant owl's flying speed. fought in pairs or groups, its expected challenge rating CREATING UICK MONSTER STATS should...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] t have a challenge rating equal to the level of the particular challenge rating, follow the steps here. If you characters to be a worthy challenge. Keep in mind that monsters with a lower challenge rating can be a threat MONSTER STATISTICS B...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] R STATISTICS BY CHALLENGE RATING to higher-level characters when encountered in groups. -Defensive- ---Offensive--- STEP 2. BASIC STATISTICS Prof. Armor Hit Attack Damage/ Save Use the Monster Statistics by Challenge Rating table to CR ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] damage output per round based on the 1/8 +2 13 7-35 +3 2-3 13 challenge rating you chose in step 1. lf4 +2 13 36-49 +3 4-5 13 STEP 3. ADJUST STATISTICS 1/2 +2 13 50-70 +3 6-8 13 +2 13 71-85 +3 9-14 13 Raise or lower...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] 1-115 +4 21-26 13 for the monster. For example, if you need a well-armored 4 +2 14 116-130 +5 27-32 14 monster, increase its Armor Class. 5 +3 15 131-145 +6 33-38 15 Once you've made the desired adjustments, record 6 +3 15...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] s. 5 +3 15 131-145 +6 33-38 15 Once you've made the desired adjustments, record 6 +3 15 146-160 +6 39-44 15 the monster's statistics. If there are any other statistics 7 +3 15 161-175 +6 45-50 15 you think the monster nee...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] follow the appropriate steps under "Creating a Monster 9 +4 16 191-205 +7 57-62 16 Stat Block." 10 +4 17 206-220 +7 63-68 16 STEP 4. FINAL CHALLENGE RATING 11 +4 17 221-235 +8 69-74 17 Calculate the monster's final challe...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] +4 17 236-250 +8 75-80 17 accounting for the adjustments you made in step 3. 13 +5 18 251-265 +8 81-86 18 Defensive Challenge Rating. Read down the Hit 14 +5 18 266-280 +8 87-92 18 Points column of the Monster Statistics by...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] +9 99-104 18 Then look across and note the challenge rating 17 +6 19 311-325 +10 105-110 19 suggested for a monster with those hit points. 18 +6 19 326-340 +10 lll-116 19 Now look at the Armor Class suggested for a monster 19...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] 19 326-340 +10 lll-116 19 Now look at the Armor Class suggested for a monster 19 +6 19 341-355 +10 117- 122 19 of that challenge rating. If your monster's AC is at least 20 +6 19 356-400 +10 123-140 19 two points higher or l...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] wn 22 +7 19 446-490 +11 159-176 20 by 1 for every 2 points of difference. 23 +7 19 491-535 +11 177-194 20 Offensive Challenge Rating. Read down the Damage 24 +7 19 536-580 +12 195-212 21 Round column of the Monster Statis...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] 26 +8 19 626-670 +12 231-248 21 challenge rating suggested for a monster that deals that 27 +8 19 671-715 +13 249-266 22 much damage. 28 +8 19 716-760 +13 267-284 22 Now look at the attack bonus suggested for a monster 29...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] APTER 9 I DUNGEON MASTER' S WORKSHOP . adjust the challenge rating uggesred by its damage output up or down by 1 for e\·ery 2 points of difference. If the monster relies more on effects with saving throws than on attacks, use the monster's s...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] up the most often. Average Challenge Rating. The monster's final challenge rating is the average of its defensive and offensive challenge ratings. Round the average up or down to the nearest challenge rating to determine your monster's fina...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] g is 3. With the final challenge rating, you can determine the monster's proficiency bonus using the Monster Statistics by Challenge Rating table. Use the Experience Points by Challenge Rating table to determine how much XP the monster is w...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] nching exercise. The guidelines in this chapter can help you create monsters, but the only way to know whether a monster is fun is to playtest it. After seeing your monster in action, you might want to adjust the challenge rating up or down...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] is fun is to playtest it. After seeing your monster in action, you might want to adjust the challenge rating up or down based on your experiences. EXPERIENCE POINTS BY CHALLENGE RAT I NG CR XP CR XP 0 0 or 10 14 11 ,500 1/8 25 15 ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] 13 10,000 30 155,000 CREATING A MONSTER STAT BLOCK If you want a full monster stat block, use the following method to create your new monster. The introduction to the Monster Manual explains all the components of a monster's stat block. ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] le to make a decision, let the examples in the Monster Manual guide you. Once you have a monster concept in mind, follow the steps below. STEP 1. N A ME A monster's name should be given as much consideration as any other aspect of the mons...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] f the monster, if not more. Your monster might be based on a real-world creature or a monster from myth, in which case its name might be obvious. If you need to invent a name, keep in mind that the best names either reflect the monster's a...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] ze you want: Tiny, Small, Medium, Large, Huge, or Gargantuan. A monster's size determines which die is used to calculate its hit points in step 8. Size also determines how much space the monster occupies, as discussed in the Player's Handbo...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] type. Choose the type that best fits your concept for the monster. STEP 4. ALIGNMENT If your monster has no concept of morals, it is unaligned. Otherwise, it has an alignment appropriate to its nature and moral outlook, as discussed in the ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] ty. A monster's score in any ability determines its ability modifier, as shown in the Ability Scores and Modifiers table in the Player's Handbook. If you can't decide what a monster's ability scores should be, look for comparable monsters i...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] it's as strong as an ogre, give it a Strength of 19 (+4 modifier). STEP 6. EXPECTED CHALLENGE R ATING Choose a challenge rating for your monster. See step 1 under "Creating Quick Monster Stats" for more information. You will use the profici...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] lass has a direct bearing on its challenge rating, and vice versa. You can determine your monster's Armor Class in one of two ways. Use the Table. You can choose an appropriate AC based on the monster's expected challenge rating, as shown i...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] cific challenge rating. Feel free to adjust the AC as you see fit. For example, the baseline AC for a CHAPTER 9 I DUNGEON MASTER'S WORKSHOP ~75 . CHAPTER 9 I DUNGEON MASTER'S WORKSHOP challenge rating 1 monster is 13, but if your monster is...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] ted challenge rating for the monster. Other factors can affec· a monster's challenge rating, as shown in later steps. Determine an Appropriate AC. Alternatively, you car: determine an appropriate AC based on the type of arm - the monster wea...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] monster. If your monster wears manufactured armor, its Armor Class is based on the type of armor worn (see the Player's Handbook for armor types). If the monster carries a shield, apply the shield bonus to its AC as normal. A monster that ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] hide generally has a natural armor bonu of +1 to +3. The bonus can be higher if the creature is exceptionally well armored. A gorgon, for example. is covered in steely plates and has a natural armor bonus of+9. STEP 8. HIT POINTS A monster...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] the monster's expected challenge rating and use the Monster Statistics by Challenge Rating table to determine an appropriate number of hit points. The table presents a range of hit points for each challenge rating. Assign Hit Dice. Alternat...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] r factors can affect a monster's challenge rating, as shown in later steps, and you can always adjust a monster's Hit Dice and hit points later on. A monster can have as many Hit Dice as you want. but the size of the die used to calculate it...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] er with 5 Hit Dice ru::- a Constitution of 13 (+1 modifier) has 5d8 +5 hit poin-" A monster typically has average hit points based on ·-~ Hit Dice. For example, a creature with 5d8 + 5 hit poi has an average of 27 hit points (5 x 4.5 + 5). H...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] 31/2 Medium d8 41/2 Large dlO 5112 Huge dl2 61/2 Gargantuan d20 101/2 . STEP 9. DAMAGE VuL "ER..'\BILITIES , RESISTANCES, AND hnn ; . "ITIE Decide whether your mon ter ha \·ulnerability, resistance, or immunity to one or more typ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] e, or immunity to a mon ter only when it's intuitive. For example, it make en e for a monster made of molten lava to have immunity to fire damage. Giving a monster resistances and immunities to three or more damage types (especially bludgeo...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] re resources at higher levels to counteract such defense . making resistances and immunities less relevant at higher levels. Effective Hit Points. If a monster has resistance or immunity to several damage types- especially bludgeoning, pier...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] at resistance or immunity, you need to take these defenses into account when comparing your monster's hit points to its expected challenge rating. Using the Effective Hit Points Based on Resistances and Immunities table, apply the appropria...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] the appropriate multiplier to the monster's hit points to determine its effective hit points for the purpose of gauging its final challenge rating. (The monster's actual hit points shouldn't change.) For example, a monster with an expected ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] tances) for the purpose of gauging its final challenge rating. Monsters don't normally have vulnerability to more than one or two types of damage. Vulnerabilities don't significantly affect a monster's challenge rating, unless a monster has...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] nge monster, reduce its effective hit points by half. Or even better, eliminate the vulnerabilities and give the brittle monster fewer hit points. EFFECTIVE HIT POINTS BASED ON RESISTANCES AND IMMUNITIES Expected HP Multiplier for HP Mul...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] ses have a direct bearing on its challenge rating, and vice versa. You can determine a monster's attack bonuses in one of two ways. Use the Table. You can start with the monster's expected challenge rating and use the Monster Statistics by ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] he baseline attack bonus for each challenge rating. Feel free to adjust the attack bonus as you see fit to match whatever concept you have in mind. For example, the baseline attack bonus for a challenge rating 1 monster is +3, but if your mo...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] pected challenge rating for the monster. Other factors can affect a monster's challenge rating, as shown in later steps. Calculate Attack Bonuses. Alternatively, you can calculate a monster's attack bonuses the same way players calculate th...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] Wpen a monster has an action that requires an attack roll, its attack bonus is equal to its proficiency bonus+ its Strength or Dexterity modifier. A monster usually applies its Strength modifier to melee attacks and its Dexterity modifier to...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] k bonuses aren't matching up with the expected challenge rating for the monster. You can always adjust a monster's attack bonuses later. STEP 11. DAMAGE A monster's damage output- the amount of damage it deals every round-has a direct bear...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] xpected challenge rating and use the Monster Statistics by Challenge Rating table to determine how much damage the monster should deal every round. The table presents a range at each challenge rating. It doesn't matter how this damage is app...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] ge could be split among multiple attacks against one or more foes. Choose the type of damage based on how you imagine the damage being delivered. For example, if the monster is attacking with razor-sharp claws, the damage it deals is proba...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] ge it deals is probably slashing damage. If its claws are poisonous, some portion of the damage might be poison damage instead of slashing damage. If you want the damage output to vary slightly from round to round, you can translate the dam...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] ttack) or multiple die expressions (for a monster with multiple attacks). For example, a challenge rating 2 monster deals 15- 20 damage per round. If you imagine the creature having a Strength of 18 (+4 modifier), you could give it one mele...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] verage 9) damage each; or use any other combination where the average damage output falls within the desired range. Base the Damage on the Weapon. Alternatively, you can use a die expression to represent the damage that a monster deals with...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] CHAPTER 9 I DUNGEON MASTER'S WORKSHOP . I, Don't worry if the damage output isn't matching up with the expected challenge rating for the monster. Other factors can affect a monster's challenge rating, as will be discussed in later steps, an...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] er has natural weapons, you decide how much damage it deals with those attacks, as well as the type of damage. See the Monster Manual for examples. If a monster wields a manufactured weapon, it deals damage appropriate to the weapon. For exa...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] monster's Strength modifier, as is normal for that weapon. Big monsters typically wield oversized weapons that deal extra dice of damage on a hit. Double the weapon dice if the creature is Large, triple the weapon dice if it's Huge, and qua...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] lus its Strength bonus), instead of the normalldl2. A creature has disadvantage on attack rolls with a weapon that is sized for a larger attacker. You can rule that a weapon sized for an attacker two or more sizes larger is too big for the ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] a round and add them together. If a monster has different attack options, use the monster's most effective attacks to determine its damage output. For example, a fire giant can make two greatsword attacks or one rock attack in a round. The ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] ster's damage output varies from round to round, calculate its damage output each round for the first three rounds of combat, and take the average. For example, a young white dragon has a multiattack routine (one bite attack and two claw att...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] at deals an average of 37 damage each round, as well as a breath weapon that deals 45 damage, or 90 if it hits two targets (and it probably will). In the first three rounds of combat, the dragon will probably get to use its breath weapon on...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] nd its multiattack routine twice, so its average damage output for the first three rounds would be (90 + 37 + 37) + 3, or 54 damage (rounded down). When calculating a monster's damage output, also account for special off-turn damage-dealing ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] age-dealing features, such as auras, reactions, legendary actions, or lair ATTACK RIDERS Many monsters have attacks that do more than deal damage. Some effects that can be added to an attack to give it a flavorful twist include: • Adding d...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] a hit • Imposing a condition on the target if the attack hits and the target fails a saving throw CHAPTER 9 I DUNGEON MASTER'S WORKSHOP actions. For example, a balor's Fire Aura deals 10 fire damage to any creature that hits the balor with ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] 5 feet of the balor at all times, hittir::; it with a melee weapon every round, then the balor's damage output per round increases by 20. STEP 12. SAVE DCs A monster might have an attack or some other trait that requires a target to make a ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] uch effects have a direct bearing on the monster's challenge rating, and vice versa. You can determine save DCs in one of two ways. Use the Table. You can start with the monster's expected challenge rating and use the Monster Statistics by ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] ter's save DCs as follows: 8 + the monster's proficiency bonus + the monster's relevant ability modifier. You choose the ability that best applies. For example, if the effect is a poison, the relevant ability is probably the monster's Consti...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] he monster's Intelligence, Wisdom, or Charisma. Don't worry if the save DCs aren't matching up with the expected challenge rating for the monster. Other factors can affect a monster's challenge rating, as shown in later steps, and you can a...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] nvisibility), and special reactions (such as Parry) can improve a monster's combat effectiveness and potentially increase its challenge rating. . The Monster Features table list \·arious features that you can plunder from the Monster j\tfan...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] eatures increase a monster's effective Armor Class, hit points, attack bonus. or damage output for the purpose of determining its challenge rating. (The features don't actually change the monster's statistics-) Features that have no effect o...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] that not all monsters need them. The more you add, the more complex (and harder to run) the monster becomes. Innate Spellcasting and Spellcasting. The impact that the Innate Spellcasting and Spellcasting special traits have on a monster's c...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] ck routine and spells that increase the monster's AC or hit points need to be accounted for when determining the monster's final challenge rating. See the "Special Traits" section in the introduction of the Monster Manual for more informati...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] to its walking speed, a monster might have one or more other speeds, including a burrowing, climbing, flying, or swimming speed. Flying Monster. Increase the monster's effective Armor Class by 2 (not its actual A C) if it can fly and deal ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] If you want a monster to be unusually resistant to certain kinds of effects, you can give it a bonus to saving throws tied to a particular ability. A saving throw bonus is best used to counteract a low ability score. For example, an undead m...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] or turn than its Wisdom would indicate. A saving throw bonus is equal to the monster's proficiency bonus+ the monster's relevant ability modifier. A monster with three or more saving throw bonuses has a significant defensive advantage, so i...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] rating. If it has three or four bonuses, increase its effective AC by 2. If it has five or more bonuses, increase its effective AC by 4. STEP 16. FINAL CHALLENGE RATING At this point, you have all the statistical information you need to cal...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] ate the monster's defensive challenge rating and its offensive challenge rating, then take the average to get its final challenge rating. STEP 17. SKILL BONUSES If you want a monster to be proficient in a skill, you can give it a bonus equa...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] e a duplicitous monster might have a bonus on Charisma (Deception) checks. You can double the proficiency bonus to account for heightened mastery. For example, a doppelganger is so good at deceiving others that its bonus on Charisma (Decept...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] CONDITION IMMUNITIES A monster can be immune to one or more debilitating conditions, and these immunities have no bearing on its challenge rating. For descriptions of the various conditions, see appendix A of the Player's Handbook. As with ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] al. For example, it makes sense that a stone golem can't be poisoned, since it's a construct without a nervous system or internal organs. STEP 19. SENSES A monster might have one or more of the following special senses, which are described ...
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[Path: Master of Rules > Dungeon Master's Workshop > Creating a Monster ] monsters have a passive Wisdom (Perception) score, which is most often used to determine whether a monster detects approaching or hidden enemies. A monster's passive Wisdom (Perception) score is 10 + its Wisdom modifier. If the monster has ...