Improving Monsters
Each of the monster entries describes a
typical creature of its kind. However, there are several methods
by which extraordinary or unique monsters can be created using a
typical creature as the foundation: by adding character classes,
increasing a monster’s Hit Dice, or by adding a template to
a monster. These methods are not mutually
exclusive—it’s possible for a monster with a template
to be improved by both increasing its Hit Dice and adding
character class levels.
Class Levels: Intelligent creatures that are reasonably
humanoid in shape most commonly advance by adding class levels.
Creatures that fall into this category have an entry of “By
character class” in their Advancement line. When a monster
adds a class level, that level usually represents an increase in
experience and learned skills and capabilities.
Increased Hit Dice: Intelligent creatures that are not
humanoid in shape, and nonintelligent monsters, can advance by
increasing their Hit Dice. Creatures with increased Hit Dice are
usually superior specimens of their race, bigger and more
powerful than their run-of-the-mill fellows.
Templates: Both intelligent and nonintelligent
creatures with an unusual heritage or an inflicted change in
their essential nature may be modified with a template. Templates
usually result in tougher monsters with capabilities that differ
from those of their common kin.
Each of these three methods for improving monsters is
discussed in more detail below.
ABILITY SCORE ARRAYS
Monsters are assumed to have completely
average (or standard) ability scores—a 10 or an 11 in each
ability, as modified by their racial bonuses. However, improved
monsters are individuals and often have better than normal
ability scores, and usually make use of either the elite array or
the nonelite array of ability scores. Monsters who improve by
adding a template, and monsters who improve by increasing their
Hit Dice, may use any of the three arrays (standard, nonelite, or
elite). Any monster unique enough to be improved could easily be
considered elite.
Elite Array: The elite array is 15, 14, 13, 12, 10, 8.
While the monster has one weakness compared to a typical member
of its race, it is significantly better overall. The elite array
is most appropriate for monsters who add levels in a player
character class.
Nonelite Array: The nonelite array is 13, 12, 11, 10,
9, 8. The nonelite array does not necessarily make a monster
better than normal, but it does customize the monster as an
individual with strengths and weaknesses compared to a typical
member of its race. The nonelite array is most appropriate for
monsters who add class levels in a NPC class.
Ability Score Improvement: Treat monster Hit Dice the
same as character level for determining ability score increases.
This only applies to Hit Dice increases, monsters do not gain
ability score increases for levels they “already
reached” with their racial Hit Dice, since these
adjustments are included in their basic ability scores.
MONSTERS AND CLASS LEVELS
If a creature acquires a character class, it
follows the rules for multiclass characters.
The creature’s Hit Dice equal the number of class levels
it has plus its racial Hit Dice. A creature’s
“monster class” is always a favored class, and the
creature never takes XP penalties for having it. Additional Hit
Dice gained from taking levels in a character class never affect
a creature’s size.
Humanoids and Class Levels: Creatures with 1 or less HD
replace their monster levels with their character levels. The
monster loses the attack bonus, saving throw bonuses, skills, and
feats granted by its 1 monster HD and gains the attack bonus,
save bonuses, skills, feats, and other class abilities of a
1st-level character of the appropriate class.
Level Adjustment and Effective Character Level: To
determine the effective character level (ECL) of a monster
character, add its level adjustment to its racial Hit Dice and
character class levels. The monster is considered to have
experience points equal to the minimum needed to be a character
of its ECL.
If you choose to equip a monster with gear, use its ECL as its
character level for purposes of determining how much equipment it
can purchase. Generally, only monsters with an Advancement entry
of “By character class” receive NPC gear; other
creatures adding character levels should be treated as monsters
of the appropriate CR and assigned treasure, not equipment.
Feat Acquisition and Ability Score Increases: A
monster’s total Hit Dice, not its ECL, govern its
acquisition of feats and ability score increases.
INCREASING HIT DICE
As its Hit Dice increase, a creature’s
attack bonuses and saving throw modifiers might improve. It gains
more feats and skills, depending on its type, as shown on Table:
Creature Improvement by Type.
Note that if a creature acquires a character class, it
improves according to its class, not its type.
Table: Creature Improvement by Type
|
Hit Die |
Attack Bonus |
Good Saving Throws |
Skill Points* |
Aberration |
d8 |
HD x3/4 (as cleric) |
Will |
2 + Int mod per HD |
Animal |
d8 |
HD x3/4 (as cleric) |
Fort, Ref (and sometimes Will) |
2 + Int mod per HD |
Construct |
d10 |
HD x3/4 (as cleric) |
— |
2 + Int mod per HD** |
Dragon |
d12 |
HD (as fighter) |
Fort, Ref, Will |
6 + Int mod per HD |
Elemental |
d8 |
HD x3/4 (as cleric) |
Ref (Air, Fire), or Fort (Earth, Water) |
2 + Int mod per HD |
Fey |
d6 |
HD x1/2 (as wizard) |
Ref, Will |
6 + Int mod per HD |
Giant |
d8 |
HD x3/4 (as cleric) |
Fort |
2 + Int mod per HD |
Humanoid |
d8 |
HD x3/4 (as cleric) |
Varies (any one) |
2 + Int mod per HD |
Magical beast |
d10 |
HD (as fighter) |
Fort, Ref |
2 + Int mod per HD |
Monstrous humanoid |
d8 |
HD (as fighter) |
Ref, Will |
2 + Int mod per HD |
Ooze |
d10 |
HD x3/4 (as cleric) |
— |
2 + Int mod per HD** |
Outsider |
d8 |
HD (as fighter) |
Fort, Ref, Will |
8 + Int mod per HD |
Plant |
d8 |
HD x3/4 (as cleric) |
Fort |
2 + Int mod per HD** |
Undead |
d12 |
HD x1/2 (as wizard) |
Will |
4 + Int mod per HD** |
Vermin |
d8 |
HD x3/4 (as cleric) |
Fort |
2 + Int mod per HD** |
All types have a number of feats equal to 1 +
1 per 3 Hit Dice. |
* As long as a creature has an Intelligence of
at least 1, it gains a minimum of 1 skill point per Hit
Die. |
** Creatures with an Intelligence score of
“—” gain no skill points or feats. |
SIZE INCREASES
A creature may become larger when its Hit Dice
are increased (the new size is noted parenthetically in the
monster’s Advancement entry).
A size increase affects any special ability the creature has
that is affected by size. Increased size also affects a
creature’s ability scores, AC, attack bonuses, and damage
values as indicated on the tables below.
Table: Changes to Statistics by Size
Old Size* |
New Size |
Str |
Dex |
Con |
Natural Armor |
AC/Attack |
Fine |
Diminutive |
Same |
–2 |
Same |
Same |
–4 |
Diminutive |
Tiny |
+2 |
–2 |
Same |
Same |
–2 |
Tiny |
Small |
+4 |
–2 |
Same |
Same |
–1 |
Small |
Medium |
+4 |
–2 |
+2 |
Same |
–1 |
Medium |
Large |
+8 |
–2 |
+4 |
+2 |
–1 |
Large |
Huge |
+8 |
–2 |
+4 |
+3 |
–1 |
Huge |
Gargantuan |
+8 |
Same |
+4 |
+4 |
–2 |
Gargantuan |
Colossal |
+8 |
Same |
+4 |
+5 |
–4 |
* Repeat the adjustment if the creature moves
up more than one size. |
Table: Increased Damage By Size
Old Damage (Each)* |
New Damage |
1d2 |
1d3 |
1d3 |
1d4 |
1d4 |
1d6 |
1d6 |
1d8 |
1d8 |
2d6 |
1d10 |
2d8 |
2d6 |
3d6 |
2d8 |
3d8 |
* Repeat the adjustment if the creature moves
up more than one size category. |
TEMPLATES
Certain creatures are created by adding a
template to an existing creature. A templated creature can
represent a freak of nature, the individual creation of a single
experimenter, or the first generation of offspring from parents
of different species.
ACQUIRED AND INHERITED TEMPLATES
Some templates can be added to creatures
anytime. Templates such as these are referred to as acquired
templates, indicating that the creature did not always have the
attributes of the template.
Other templates, known as inherited templates, are part of a
creature from the beginning of its existence. Creatures are born
with these templates.
It’s possible for a certain kind of template to be of
either type.
READING A TEMPLATE
A template’s description provides a set
of instructions for altering an existing creature, known as the
base creature. The changes that a template might cause to each
line of a creature ’s statistics block are discussed below.
Generally, if a template does not cause a change to a certain
statistic, that entry is missing from the template description.
For clarity, the entry for a statistic or attribute that is not
changed is sometimes given as “Same as the base
creature.”
Size and Type: Templates often change a
creature’s type, and may change the creature’s
size.
If a template changes the base creature’s type, the
creature also acquires the augmented subtype unless the template
description indicates otherwise. The augmented subtype is always
paired with the creature’s original type. Unless a template
indicates otherwise, the new creature has the traits of the new
type but the features of the original type.
If a template changes a creature’s size, use Table:
Changes to Statistics by Size to calculate changes to natural
armor, Armor Class, attack rolls, and grapple bonus.
Hit Dice and Hit Points: Most templates do not change
the number of Hit Dice a monster has, but some do. Some templates
change the size of a creature’s Hit Dice (usually by
changing the creature type). A few templates change previously
acquired Hit Dice, and continue to change Hit Dice gained with
class levels, but most templates that change Hit Dice change only
the creature’s original HD and leave class Hit Dice
unchanged.
If the Hit Dice entry in a template description is missing,
Hit Dice and hit points do not change unless the creature’s
Constitution modifier changes.
Initiative: If a template changes the monster’s
Dexterity, or if it adds or removes the Improved Initiative feat,
this entry changes.
Speed: If a template modifies a creature’s speed,
the template states how that happens. More commonly, a template
adds a new movement mode.
Armor Class: If a template changes the creature’s
size, see Table: Changes to Statistics by Size to determine its
new Armor Class and to see whether its natural armor changes. In
some cases the method of determining Armor Class changes
radically; the template description explains how to adjust the
creature’s AC.
Base Attack/Grapple: Templates usually do not change a
creature’s base attack bonus. If a template modifies a
creature’s base attack bonus, the template description
states how that happens. Changes to a creature’s Strength
score can change a creature’s grapple bonus, as can changes
to its size.
Attack and Full Attack: Most templates do not change a
creature’s attack bonus or modes of attack, even when the
creature’s type changes (the creature’s base attack
bonus is the same as a creature of the original type). Of course,
any change in ability scores may affect attack bonuses. If
Strength or Dexterity changes, use the new modifier to determine
attack bonuses. A change in a monster’s size also changes
its attack bonus; see Table: Changes to Statistics by Size.
Damage: Damage changes with Strength. If the creature
uses a two-handed weapon or has a single natural weapon, it adds
1-1/2 times its Strength bonus to the damage. If it has more than
a single attack then it adds its Strength bonus to damage rolls
for the primary attack and 1/2 its Strength bonus to all
secondary attacks.
Space/Reach: A template may change this entry if it
changes the monster’s size. Note that this table does not
take into account special situations such as exceptional
reach.
Special Attacks: A template may add or remove special
attacks. The template description gives the details of any
special attacks a template provides, including how to determine
saving throw DCs, if applicable.
Special Qualities: A template may add or remove special
qualities. The template description gives the details of any
special qualities a template provides, including how to determine
saving throw DCs, if applicable. Even if the special qualities
entry is missing from a template description, the creature still
gains any qualities associated with its new type.
Base Saves: As with attacks, changing a monster’s
type does not always change its base saving throw bonuses. You
only need to adjust them for new modifiers for Constitution,
Dexterity, or Wisdom. A template may, however, state that a
monster has a different “good” saving throw.
Abilities: If a template changes one or more ability
scores, these changes are noted here.
Skills: As with attacks, changing a monster’s
type does not always change its skill points. Most templates
don’t change the number of Hit Dice a creature has, so you
don’t need to adjust skills in that case unless the key
abilities for those skills have changed, or the template gives a
bonus on one or more skills, or unless the template gives a feat
that provides a bonus on a skill check.
Some templates change how skill points are determined, but
this change usually only affects skill points gained after the
template is applied. Treat skills listed in the base
creature’s description as class skills, as well as any new
skills provided by the template.
Feats: Since most templates do not change the number of
Hit Dice a creature has, a template will not change the number of
feats the creature has. Some templates grant one or more bonus
feats.
Environment: Usually the same as the base creature.
Organization: Usually the same as the base
creature.
Challenge Rating: Most templates increase the
creature’s Challenge Rating. A template might provide a
modifier to be added to the base creature’s CR, or it might
specify a range of modifiers depending on the base
creature’s original Hit Dice or CR.
Treasure: Usually the same as the base creature.
Alignment: Usually the same as the base creature,
unless the template is associated with a certain alignment.
Advancement: Usually the same as the base creature.
Level Adjustment: This entry is a modifier to the base
creature’s level adjustment. Any level adjustment is
meaningless unless the creature retains a high enough
Intelligence (minimum 3) to gain class levels after applying the
template.
Adding More Than One Template
In theory, there’s no limit to the
number of templates you can add to a creature. To add more than
one template, just apply each template one at a time. Always
apply inherited templates before applying acquired templates.
Whenever you add multiple templates, pay attention to the
creature’s type—you may add a template that makes the
creature ineligible for other templates you might want to
add.
ADVANCED MONSTER CHALLENGE RATING
When adding class levels to a creature with 1
or less HD, you advance the creature like a character. Otherwise,
use the following guidelines.
ADDING CLASS LEVELS
If you are advancing a monster by adding
player character class levels, decide if the class levels
directly improve the monster’s existing capabilities.
When adding class levels to a creature, you should give it
typical ability scores appropriate for that class. Most creatures
are built using the standard array of ability scores: 11, 11, 11,
10, 10, 10, adjusted by racial modifiers. If you give a creature
a PC class use the elite array of ability scores before racial
adjustments: 15, 14, 13, 12, 10, 8. Creatures with NPC classes
use the nonelite array of 13, 12, 11, 10, 9, 8. T
Associated Class Levels
Class levels that increase a monster’s
existing strengths are known as associated class levels. Each
associated class level a monster has increases its CR by 1.
Barbarian, fighter, paladin, and ranger are associated classes
for a creature that relies on its fighting ability.
Rogue and ranger are associated classes for a creature that
relies on stealth to surprise its foes, or on skill use to give
itself an advantage.
A spellcasting class is an associated class for a creature
that already has the ability to cast spells as a character of the
class in question, since the monster’s levels in the
spellcasting class stack with its innate spellcasting
ability.
Nonassociated Class Levels
If you add a class level that doesn’t
directly play to a creature’s strength the class level is
considered nonassociated, and things get a little more
complicated. Adding a nonassociated class level to a monster
increases its CR by 1/2 per level until one of its nonassociated
class levels equals its original Hit Dice. At that point, each
additional level of the same class or a similar one is considered
associated and increases the monster’s CR by 1.
Levels in NPC classes are always treated as nonassociated.
ADDING HIT DICE
When you improve a monster by adding Hit Dice,
use Table: Improved Monster CR Increase to determine the effect
on the creature’s CR. Keep in mind that many monsters that
advance by adding Hit Dice also increase in size. Do not stack
this CR increase with any increase from class levels. In general,
once you’ve doubled a creature’s CR, you should
closely watch any additional increases in its abilities. Adding
Hit Dice to a creature improves several of its abilities, and
radical increases might not follow this progression indefinitely.
Compare the monster’s improved attack bonus, saving throw
bonuses, and any DCs of its special abilities from the HD
increase to typical characters of the appropriate level and
adjust the CR accordingly.
Table: Improved Monster CR Increase
Creature’s Original Type |
CR Increase |
Aberration, construct, elemental, fey, giant, humanoid, ooze,
plant, undead, vermin |
+1 per 4 HD added |
Animal, magical beast, monstrous humanoid |
+1 per 3 HD added |
Dragon, outsider, nonassociated class levels |
+1 per 2 HD or 2 levels added |
Directly associated class levels |
+1 per level added |
Other Modifiers: |
|
Size increased to Large or larger |
+1 to CR |
Monster’s ability scores based on elite
array* |
+1 to CR |
Monster possesses special attacks or qualities that
significantly improve combat effectiveness |
+2 to CR |
Monster possesses special attacks or qualities that improve
combat effectiveness in a minor way |
+1 to CR |
Template added |
+ template CR modifier |
* Do not apply this increase if you advance a
monster by class levels. (Monsters advanced by class levels are
assumed to use the elite array.) |
INCREASING SIZE
Generally, increasing a monster’s size
increases its combat effectiveness. Large creatures gain
increased Strength, reach, and other benefits. Apply this
modifier if you increase a creature beyond Medium and in
conjunction with any other increases.
Be careful, though. Monsters that benefit from a smaller size
may actually lose effectiveness because of a size increase.
Monsters that don’t benefit from size increases don’t
advance in that manner for this reason.
ADDING SPECIAL ABILITIES
You can add any sort of spell-like,
supernatural, or extraordinary ability to a creature. As with a
class level, you should determine how much, or how little, this
ability adds to the creature’s existing repertoire. A suite
of abilities that work together should be treated as a single
modifier for this purpose. If the ability (or combination of
abilities) significantly increases the monster’s combat
effectiveness, increase its CR by 2. Minor abilities increase the
creature’s CR by 1, and truly trivial abilities may not
increase CR at all. If the special abilities a monster gains are
not tied to a class or Hit Die increase, this CR increase
stacks.
A significant special attack is one that stands a good chance
of incapacitating or crippling a character in one round. A
significant special quality is one that seriously diminishes the
monster’s vulnerability to common attacks. Do not add this
factor twice if a monster has both special attacks and special
qualities.
Make sure to “scale” your evaluation of these
abilities by the monster’s current CR.
|