A Magical Society Guide To Monster Statistics
A Magical Society Guide To Monster Statistics
A Magical Society Guide To Monster Statistics
Society:
Guide to
Monster
Statistics
Author: Joseph Browning
Editor: Suzi Yee
Layout: Suzi Yee
Special thanks to our content readers Oliver Frank
and Eric Jansing.
The entirety of this work is 100% open game content, excluding the Open Game License, company name, all logos and art,
authors’ names, artist’s name, and title.
TABLE OF CONTENTS
INTRODUCTION 2 Abilities 12
MONSTER STATISTICS 3 Strength (Str) 12
THE STAT BLOCK 3 Dexterity (Dex) 13
Name 3 Constitution (Con) 13
Size, Type and Subtype 3 Intelligence (Int) 14
Hit Dice 5 Wisdom (Wis) 14
Initiative 6 Charisma (Cha) 14
Speed 7 Ability Scores and Size 15
Armor Class 8 Skills 15
Base Attack/Grapple 9 Feats 16
Attack 9 Environment 18
Full Attack 10 Organization 18
Natural Weapons 10 Challenge Rating 19
Manufactured Weapons 11 Treasure 19
Math Break 11 Alignment 19
Space/Reach 11 Advancement 21
Special Attacks and Special Qualities 12 Level Adjustment 21
Saves 12 THE DESCRIPTION 21
THE COMBAT SECTION 21
INTRODUCTION
Welcome to Expeditious Retreat Press’ newest free product, A Magical Society: Guide to Monster Statistics. This 19 page PDF breaks down the
D20 monster stat block, delineating the interconnectivity between statistics, how each entry shapes a monster’s CR, and how to properly present
information within the monster stat block.
Besides being an excellent resource in and of itself, A Magical Society: Guide to Monster Statistics is an entire chapter from a larger work, A
Magical Society: Beast Builder. A Magical Society: Beast Builder weighs in at a whopping 256 pages, covering the following concepts: what makes a
good monster, how monsters fit in their environment, classifying monsters by their function rather than their physiology, breaking down types
and subtypes, demystifying templates, how to use bits and pieces from monsters to enrich your game, and a comprehensive list of 600 special
attacks and special qualities taken from the SRD and Monster Geographica: Underground.
And don’t forget the appendices… What would a Magical Society book be without its useful appendices? A Magical Society: Beast Builder has 4
appendices: a D20 Mechanic Table (you’ll never have to use your fingers again), an editing checklist to get you well on the road to John Coopering
your own creations, a CR estimator to estimate CR before playtesting, and the Random(ish) Monster Generator.
Expect to see the PDF of A Magical Society: Beast Builder in late March/early April, while the hardback book will hit shelves in June/July
2005.
Fine 6 in. or less 1/8 lb. or less (6 in./0 ft./0 ft.) or less -10 +8 -2 0 +8 -16/+16
Gargantuan 64 ft. 250k lbs. 20 ft./ 20 ft./15 ft. +24 -4 +12 +9 -4 +12/-12
64 ft. or 250k lbs. or
Colossal (30 ft./ 30 ft./20 ft.) or more +32 -4 +16 +14 -8 +16/-16
more more
Ability/Stats adjustment for average creatures. Divide by up to 2 for weaker, Multiply by up to 2 for more powerful. Example: Giants should be closer to
x2 listed Str adjustment because they’re physically strong.
Size conveys several different bits of information to your players due to increased weapon size. Here are a few general tendencies
about the monster, and you should choose your creature’s size with about size, type, sub-type and CR, followed by Table 3.4: Size and CR
these things in mind. First, size is a relatively good indicator of combat showing some correlations between size and CR.
prowess. PCs know that reach and strength go hand-in-hand with size, —Fine monsters are absent from the SRD.
and they’ll expect such from a creature larger than Medium. —Diminutive monsters are always under CR 1 unless possessing
From the world building perspective size, size is important in the swarm subtype.
placing the creature within its niche. Currently on earth, the largest —Tiny monsters are always under CR 3 unless possessing the
creatures are usually herbivores, but in fantasy worlds carnivores swarm subtype, and they are only CR 3 if they are true dragons.
seem to be the norm, if for no other reason than fighting a cow isn’t —Small monsters are always under CR 6, and the vast majority of
very exciting. However, consider the fierce hippo, arguably the most the time they will be CR 3 or lower.
dangerous animal on earth besides the humble, malaria-carrying —Medium monsters are the first size category to vary widely in CR.
mosquito. But asides aside, a creature’s size is often a good indicator —Large monsters are almost always at least CR 3. There are some
of the amount of food it requires (and hence the amount of territory it exceptions, but they are almost all animal or vermin types; the only
requires) to sustain itself. exception is the magical beast hippogriff.
CR Considerations: Size, type, and sub-type are important when —Huge monsters (excluding true dragons) have an average CR of
determining CR. Size is easily understandable from a CR perspective: 8. Huge true dragons have an average CR of 17.
the bigger the creature, the tougher it is. As it increases in size, its base —Gargantuan monsters (excluding true dragons) have an average
damage goes up, its reach increases and hence, it has a greater chance to CR of 9. Gargantuan true dragons have an average CR of 23.
use AoOs (attacks of opportunity) during combat. Also, a creature that —Colossal monsters are badly represented. All but one, the
wields manufactured weapons takes advantage of increased damage tarrasque, are giant vermin that have fairly low CRs.
Monster Statistics 5
Table 3.3 Type Information
Type Hit Die Attack Bonus Good Saving Throws Skill Points*
Animal d8 HD x3/4 (as cleric) Fort, Ref (and sometimes Will) 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
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
d8 HD (as fighter) Ref, Will 2 + Int mod per HD
humanoid
Ooze d10 HD x3/4 (as cleric) — 2 + Int mod per HD**
Undead d12 HD x1/2 (as wizard) Will 4 + Int mod per HD**
Type also plays a role in CR, but it’s a little harder to determine. Table 3.4 Size and CR
Some types (like elemental and ooze) have a definite advantage over
other types (like animal, fey, and humanoid) from the very beginning. Size CR Min CR Average CR Max Notes
Sub-types also have this in common with type. Angel and swarm sub-
types are, by their very nature, more powerful than the fire and cold sub-
Fine – – –
types. Here’s where the art part of estimating CR really begins. For a more
detailed look at type and CR, look in Chapter 4: Type and Subtype.
Diminutive 1/10 2 8
Aberration, construct, elemental, fey, giant, humanoid, ooze, plant, undead, vermin +1 per 4 HD added
Other Modifiers:
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
* 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.) See
the Advancement trait below for more information on class levels.
Table 3.6: CR and Hit Dice this progression indefinitely. Compare the monster’s improved attack
bonus, saving throw bonuses, and any DCs of its special abilities from
CR HD Min HD Average HD Max the HD increase to typical characters of the appropriate level and
adjust the CR accordingly.
1/10 1/4 1/4 1/4 CR Considerations: Hit Dice are the basic building block of
1/8 1/4 1/4 1/4 challenge rating. Although there is not a direct correlation between
HD and CR, some information can be gleaned by looking at common
1/6 1/4 1 2 monsters. The first thing you’ll notice is that HD is almost always equal
1/4 1/2 1 2 to or greater than CR. There are few monsters where their CR is higher
than their HD, and those monsters have powerful abilities (like grick,
1/3 1/4 1 1 magmin, medusa, and rast) in relation to their HD. HD can be up to
1/2 1/2 1 2 double CR for standard, multi-faceted intelligent monsters (like the
homunculus, howler, and phasm), and up to triple or just a bit over for
1 1/2 2 4 combat wombats barely smart enough to breath (like many animals,
2 1 3 7 giant vermin, and non-intelligent undead – the latter of which don’t
actually have to breath anyway).
3 2 4 6 So, to reverse this train of thought, a creature’s CR should rarely
4 1 6 10 be less than its HD and only for monsters that have powerful abilities
(and generally at lower CRs – higher CRs are often expected to have
5 3 7 11 powerful abilities). For the majority of creatures CR should be equal
6 5 8 12 to or 1/2 of HD. For animal/vermin/non-intelligent undead types CR
can fall below 1/3 of HD, but many are in the 1/2-1/3 HD range.
7 6 10 16 The relationship between CR and HD is further complicated by
type and sub-type. You’ll notice that undead usually have a fairly high
8 5 11 18
HD to CR ratio, mostly because their BAB is like a wizard’s and they
9 7 14 21 have no Con, although their d12 HD partially compensates the lack of
bonus hp. On the other hand, oozes have a lower HD to CR ratio that
10 7 14 32
what you’d expect for a mindless combatant because their ooze traits
11 10 17 32 are powerful.
Table 3.6: CR and Hit Dice shows the relationship of HD and CR
12 10 18 40
from SRD monsters. This will give you a rough idea about what HD is
13 10 16 20 generally appropriate to a particular CR. The drop in max HD at CR 13
is due the absence of any vermin types at that CR and above.
14 12 17 22
15 8 19 24
INITIATIVE
16 14 21 25 This line gives the creature’s modifier on initiative checks.
Initiative starts at 0 and is adjusted according to the creature’s Dex
17 16 22 27
modifier and the Improved Initiative feat.
18 25 26 30 Initiative doesn’t play much of a role in monster creation. It’s
typically just the result of other factors. A few monster concepts depend
19 26 28 31
upon a creature being very fast and quick, but even then initiative
20 18 29 48 plays a vastly inferior role to special attacks/special qualities.
Monster Statistics 7
Table 3.7: Flying Maneuverability
Action Maneuverability
Perfect Good Average Poor Clumsy
Minimum forward speed None None Half Half Half
Hover Yes Yes No No No
Move backward Yes Yes No No No
Reverse Free –5 ft. No No No
Turn Any 90º/5 ft. 45º/5 ft. 45º/5 ft. 45º/10 ft.
Turn in place Any +90º/–5 ft. +45º/–5 ft. No No
Maximum turn Any Any 90º 45º 45º
Up angle Any Any 60º 45º 45º
Up speed Full Half Half Half Half
Down angle Any Any Any 45º 45º
Down speed Double Double Double Double Double
Between down and up 0 0 5 ft. 10 ft. 20 ft.
CR Considerations: Initiative is usually independent of CR medium armor does not necessarily constitute a medium load.) All
considerations. But do remember that a higher initiative gives a slight, fly speeds include a parenthetical note indicating maneuverability, as
if only a very slight, advantage to the monster in comparison with follows:
the majority of PCs in an average party. If the creature is a confuser, —Perfect: The creature can perform almost any aerial maneuver it
disabler, enslaver, or nullifier, initiative has some importance wishes. It moves through the air as well as humans move over smooth
when compared to standard combatant because a first attack could ground.
immediately reduce party effectiveness. Other than these general —Good: The creature is very agile in the air (like a housefly or a
statements, initiative doesn’t play much of a role in CR determination. hummingbird), but cannot change direction as readily as those with
However, if you’re increasing the EL of an encounter based upon perfect maneuverability.
situation, initiative can matter quite a bit, especially in an ambush. —Average: The creature can fly as adroitly as a small bird.
—Poor: The creature flies as well as a very large bird.
—Clumsy: The creature can barely maneuver at all.
SPEED A creature that flies can make dive attacks. A dive attack works
This line gives the creature’s tactical speed on land (the amount just like a charge, but the diving creature must move a minimum of 30
of distance it can cover in one move action). If the creature wears feet and descend at least 10 feet. It can make only claw or talon attacks,
armor that reduces its speed, the creature’s base land speed follows but these deal double damage. A creature can use the run action while
its armor-modified speed (see titan as an example). If the creature has flying, provided it flies in a straight line.
other modes of movement, these are given after (or in place of) the Minimum Forward Speed: If a flying creature fails to maintain its
land speed. Unless noted otherwise, modes of movement are natural minimum forward speed, it must land at the end of its movement. If it
(not magical). Any speed except 30ft. modifies a creature’s Jump skill is too high above the ground to land, it falls straight down, descending
as follows: -6 for every 10 feet of speed less than 30 feet, or +4 for every 150 feet in the first round of falling. If this distance brings it to the
10 feet faster than 30 feet. It is common to parenthetically include the ground, it takes falling damage. If the fall doesn’t bring the creature to
number of 5-foot squares that the creature’s movement equals after its the ground, it must spend its next turn recovering from the stall. It must
base speed. Any additional movement types do not require such. succeed on a DC 20 Reflex save to recover. Otherwise it falls another
In general, speed is based upon creature size and number of legs/ 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has
mobility type. See Table 3.8: Movement Speed by Type. another chance to recover on its next turn.
Burrow: A creature with a burrow speed can tunnel through Hover: The ability to stay in one place while airborne.
dirt, but not through rock unless the descriptive text says otherwise. Move Backward: The ability to move backward without turning
Creatures cannot charge or run while burrowing. Most burrowing around.
creatures do not leave behind tunnels other creatures can use (either Reverse: A creature with good maneuverability uses up 5 feet of its
because the material they tunnel through fills in behind them or speed to start flying backward.
because they do not actually dislocate any material when burrowing); Turn: How much the creature can turn after covering the stated
see the individual creature descriptions for details. distance.
Climb: A creature with a climb speed has a +8 racial bonus on all Turn in Place: A creature with good or average maneuverability
Climb checks. The creature must make a Climb check to climb any wall can use some of its speed to turn in place.
or slope with a DC of more than 0, but it always can choose to take 10 Maximum Turn: How much the creature can turn in any one
even if rushed or threatened while climbing. The creature climbs at the space.
given speed while climbing. If it chooses an accelerated climb it moves Up Angle: The angle at which the creature can climb.
at double the given climb speed (or its base land speed, whichever Up Speed: How fast the creature can climb.
is lower) and makes a single Climb check at a –5 penalty. Creatures Down Angle: The angle at which the creature can descend.
cannot run while climbing. A creature retains its Dexterity bonus to Down Speed: A flying creature can fly down at twice its normal
Armor Class (if any) while climbing, and opponents get no special flying speed.
bonus on their attacks against a climbing creature. Between Down and Up: An average, poor, or clumsy flier must fly
Fly: A creature with a fly speed can move through the air at level for a minimum distance after descending and before climbing.
the indicated speed if carrying no more than a light load. (Note that Any flier can begin descending after a climb without an intervening
distance of level flight.
8 Monster Statistics
Table 3.8 Movement Speed by Type more ways to attack or defend against PCs through increased mobility.
A good general rule is, the faster the creature, the more effective it is in
Slow Fast combat and the slower it is, the less effective. This doesn’t hold true for
Movement Type Size Average ft.
ft. ft. all things of course, but almost every creature would be tougher were
it faster and/or if it had multiple methods of movement. Pay particular
Walking Biped Fine 0 5 15
attention to speed if your monster possesses ranks in jump, tumble or
Diminutive 5 10 20 if it has the Spring Attack feat or Sneak Attack special ability. If it has
these abilities, a simple speed increase or decrease could result in a
Tiny 10 15 25 respective change in CR.
Small 15 20 30
ARMOR CLASS
Medium 20 30 40 The Armor Class line gives the creature’s AC for normal combat
and includes a parenthetical mention of the modifiers contributing to
Large 30 40 50
it (usually Size, Dexterity, and natural armor). The creature’s touch
Huge 40 50 60 AC (all modifiers except for armor bonus, shield bonus, natural armor
bonus, and any enhancement bonuses to those values) and flat-footed
Gargantuan 50 60 70 AC (all modifiers except Dex bonus) follow the combat-ready AC. If a
creature wears armor or carries a shield, spell out the armor type in the
Colossal 60 70 80 stat block, such as “+4 chain shirt armor” or “+2 heavy steel shield,”
rather than “+4 armor” or “+2 shield.” If the armor is magical it should
Walking Quadruped Fine 5 10 20 be listed as +4 +1 studded leather armor.
Diminutive 10 15 25 A creature’s armor proficiencies (if it has any) depend on its type,
but in general a creature is automatically proficient with any kind of
Tiny 15 20 30 armor it is described as wearing (light, medium, or heavy), and with all
lighter kinds of armor.
Small 30 40 50 Although AC is pretty straightforward, there are some
complications. As in all things monster related, pay particular
Medium 30 40 50 attention to type and sub-types. For example, incorporeal creatures’
AC is treated differently (incorporeals have no natural armor and
Large 30 50 60
instead have a deflection bonus to AC equal to their Cha modifier with
Huge 40 60 70 a minimum of +1 regardless of Cha modifier), so be aware of these
differences. Estimating natural armor is somewhat tricky; refer to
Gargantuan 50 70 80 Table 3.9: Estimating Natural Armor Value for some guidance.
CR Considerations: Armor class is very important to CR
Colossal 60 80 90 determination. There are three ways to defeat a monster: physical
combat, magical combat, or avoidance/negation. AC plays a key role
Burrowing Any 10 20 30
in physical combat by preventing damage. Effectively, AC (along with
Climbing Any 20 30 40 hit points) determines the staying power of a monster in physical
combat. A creature with low AC and high hit points can last as many
Flying Fine 5 10 15 average rounds as a creature with high AC and low hit points. The
functional difference is minimal; one creature is hit every round, but
Diminutive 10 20 30 keeps on going, the other is hard to damage, but once damaged, can’t
last very long. However, AC has fewer connections to other statistics
Tiny 20 30 40
than Hit Dice. You have more leeway playing with a creature’s AC
Small 40 40 60 than you do with altering its hit points.
Perhaps the best way to look at AC is to determine how often, on
Medium 40 60 90 average, you want your PCs damaging your monster. For example, say
your best fighter has a +6 to his attack. If you want him to hit roughly
Large 60 80 120 every other time he swings, make the monster’s AC 16. At lower levels,
where the damage dealt in an average round is a greater percentage of
Huge 80 100 140 the monster’s hit point totals, a lower expected hit percentage is almost
Gargantuan 100 120 160 required for an exciting combat to last more than a few rounds. At the
higher BABs, balancing party effectiveness is more difficult in relation
Colossal 120 140 200 to AC. Some party members may be able to easily hit the monster, while
others just swing and pray. At that time, the issue is probably one of
Swimming Any 30 60 80 greater hit points with the monster being comparatively easier to hit.
From the pure enjoyment standpoint, especially at higher levels,
Swim: A creature with a swim speed can move through water at it’s often more fun to have monsters that secondary-fighter types (3/4
its swim speed without making Swim checks. It has a +8 racial bonus BAB progression) can hit, and against which the fighter types can
on any Swim check to perform some special action or avoid a hazard. really wail upon. You may want to keep high hit percentages for the
The creature can always choose to take 10 on a Swim check, even if fighter types and moderate hit percentages for secondary-fighter types
distracted or endangered. The creature can use the run action while while beefing up the monster’s hit points a bit to offset the fighter’s
swimming, provided it swims in a straight line. power. Having hard-to-hit monsters is fun every once in a while, but
The above climb and swim paragraphs should be included at the generally, you want the majority of the party’s characters possessing
end of the monster’s combat section when appropriate. average and good BAB progressions to hit the majority of creatures on
CR Considerations: Speed can play a significant role in CR. something less than a natural 20.
Increased mobility provides more options in combat. Additional Although I said this advice is especially applicable at higher
movement types, like climb, burrow, and fly provide creatures with levels, this isn’t bad advice for any level. Fighting monsters that only
Monster Statistics 9
Table 3.9: Estimating Natural Armor Value CR Consideration: There aren’t very many CR considerations for
Base Attack. The mechanic is based upon the HD and type/sub-type
Type of Natural Armor AC of the creature, so balance issues reside in those factors. Don’t forget
to actually use the Power Attack or Combat Expertise feats if your
Skin/Hides monster possesses them; if you don’t, you’re playing the monster sub-
optimally, which effectively reduces its CR. But this is standard advice
Human Skin 0 for any of your creature’s abilities.
Grapple is a bit more complex. Grappling can be deadly at almost
Tough Skin/Light Fur 1-2
every level, so pay attention to the creature’s grapple bonus in relation
Thick Skin/Thick Fur 2-4 to its function. A high grapple bonus for a monster that doesn’t grapple
often isn’t much of a CR concern, but when the creature’s a grappler,
Hide 3-5 that bonus is very important. Also, size plays a very important role in
grappling. In a simple combat comparison, a Huge grappling creature
Tough Hide 4-6 is probably going to be more of challenge than the same monster
build that slams instead. This is because larger size gives increasingly
Tough Hide with Light Fur 5-8 negative attack modifiers, except when grappling. Not only is larger
Tough Hide with Thick Fur 7-9 size not a negative modifier for grappling, it’s actually a positive
modifier. And it’s often one that dramatically increases a creature’s
Thick Tough Hide 8-10 hit percentages and weighted damage per round in relation to a non-
grappling monster. Keep that in mind when designing a grappler.
Very Tough Hide 9-11 Take a look at the Full Attack section below to help you determine
just how effective a grappler your want your new creature to be.
Awesomely Tough Hide 10+
Scales ATTACK
This line shows the single attack the creature makes with an
Leathery Scales 5-7
attack action. In most cases, this is also the attack the creature uses
Lightly Scaled 6-9 when making an attack of opportunity as well. The attack line
provides the weapon used (natural or manufactured), attack bonus,
Moderately Scaled 8-11 and form of attack (melee or ranged). The attack bonus given includes
modifications for size and Strength (for melee attacks) or Dexterity (for
Heavily Scaled 10-13 ranged attacks). A creature with the Weapon Finesse feat can use its
Dexterity modifier on melee attacks and is shown with its Dex mod
Awesomely Scaled 13+ instead of its Str mod in such a case. Look at your monster’s type and
sub-type to determine its base attack and for any differences in its
Shells/Exoskeletons
generation and application. For example, incorporeals use Dex instead
Thinly covered 2-4 of Str (as they have none) for melee attack modifiers, and they also
ignore armor, natural armor, and shields.
Moderately covered 3-6 If the creature uses natural attacks, the natural weapon given here
is the creature’s primary natural weapon. If the creature has several
Heavily covered 7-11 different weapons at its disposal, the alternatives are shown with each
different attack separated by the word “or.” A creature can use one of its
Awesomely covered 12+
secondary natural weapons when making an attack action, but does so
with a –5 attack penalty, as noted in the Full Attack section below (if the
the brute can touch becomes frustrating for the secondary fighter types creature has the Multiattack feat, the attack penalty is reduced to a -2).
when it happens too often. You know your players, so do what you The damage of each attack is noted parenthetically after the attack
think they’d enjoy the most, but as always, don’t be afraid to adapt bonus and form of attack. Damage from an attack is always at least 1
your style into something that increases everyone’s enjoyment. point, even if a subtraction from a die roll reduces the result to 0 or
Take a look at the Full Attack section below for a more thorough lower. Damage from additional sources (like the hell hound’s fiery bite)
discussion of damage per round capability-it goes hand-in-hand with AC. is listed after the physical damage and indicated with “plus [amount]
[type]” nomenclature. For example, the hell hound’s completely listing
for attack is “Bite +5 melee (1d8+1 plus 1d6 fire).” Some attacks cause
BASE ATTACK/GRAPPLE no damage, but have an effect that is listed where the damage normally
The number before the slash on this line is the creature’s base
would be, such as (attach) for the stirge and (entangle) for a net.
attack bonus (before any modifiers are applied; abbreviated BAB).
A creature’s primary attack damage includes its full Strength
This number won’t often be used while gaming, but it can be handy
modifier or 1-1/2 times its Strength bonus if the attack is with a two-
sometimes, especially if the creature has the Power Attack or Combat
handed weapon or with the creature’s sole natural primary weapon.
Expertise feats. Creatures with less than one Hit Dice should be
Some creatures use a single attack type (like slam) but have multiple
considered as having +0 BAB.
natural primary weapons, so they do not get 1-1/2 times Strength bonus
The number after the slash is the creature’s grapple bonus, which
damage. Good examples of creatures with a single attack type that do
is used when the creature makes a grapple attack or when someone
not receive 1-1/2 times their Strength bonus are earth elementals of CR
tries to grapple the creature. The grapple bonus includes all modifiers
5 and higher (Large sized and larger), gricks, invisible stalkers, mimics,
that apply to the creature’s grapple checks: base attack bonus, Strength
and treants. These creatures are distinguished because they have one
modifier, special size modifier (see Table 3.1: Size and Abilities above),
attack type, but multiple attacks under their full attack information.
and any other applicable modifier, such as a racial bonus on grapple
These creatures do not get 1-1/2 times their Strength bonus for any
checks. Pay attention to type and sub-type here as well. Incorporeal
of their attacks because they have two or more natural primary
creatures and swarms get a “—”for their grapple.
weapons.
Base Attack is often a prerequisite for feats. Check the feats list for
complete information.
10 Monster Statistics
Table 3.10 Increased Damage by Size
Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
— — — 1 1d2 1d3 1d4 1d6 1d8
— — 1 1d2 1d3 1d4 1d6 1d8 2d6
1d4 (Slam, Tentacle,
— 1 1d2 1d3 1d6 1d8 2d6 3d6
Claw, or Sting)*
1 1d2 1d3 1d4 1d6 (Bite, Gore, Tail)* 1d8 2d6 3d6 4d6
1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6
1d3 1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8
1d4 1d6 1d8 1d10 1d12 3d6 4d6 6d6 8d6
1d2 1d3 1d4 1d6 2d4 2d6 3d6 4d6 6d6
1d4 1d6 1d8 1d10 2d6 3d6 4d6 6d6 8d6
1d6 1d8 1d10 2d6 2d8 3d8 4d8 6d8 8d8
1d8 1d10 2d6 2d8 2d10 4d8 6d8 8d8 12d8
*(Attack Type) is the suggested standard damage for an attack of that type. For larger or smaller creatures, move the damage appropriately.
Table 3.10: Increased Damage by Size offers guidelines on how Natural Weapons
damage should be assigned or modified based upon the size of the Natural weapons are weapons that are physically a part of a
creature. If a creature has multiple natural attacks, the primary attack creature. A creature making a melee attack with a natural weapon
should do the most damage, and the secondary attacks should move is considered armed and does not provoke attacks of opportunity.
down the scale. So if a medium creature has a bite and 2 claws, a good Likewise, it threatens any space it can reach. Creatures do not receive
damage rating would be bite (1d6) and 2 claws (1d4). Remember, these additional attacks from a high base attack bonus when using natural
are just guidelines, not set-in-stone rules, and you may wish to consider weapons. The number of attacks a creature can make with its natural
the Improved Natural Attack monster feat for increased damage. weapons depends on the type of the attack—generally, a creature can
See Full Attack below for descriptions of both natural weapons make one bite attack, one attack per claw or tentacle, one gore attack,
and manufactured weapons. one sting attack, or one slam attack (although Large creatures with
CR Considerations: CR and attack… what can I say? Well, your arms or arm-like limbs can make a slam attack with each arm). Such
monster’s got to hit your party if it’s supposed to be a combatant of any attacks should be listed in the individual monster’s description.
caliber. Determine this the same way you determine hit percentages Unless otherwise noted, a natural weapon threatens a critical hit
for the PCs against your monster’s AC. Generally you want to make on a natural attack roll of 20.
sure your monster, if it is going to engage in any melee combat at all, is When a creature has more than one natural weapon, one of them
capable of hitting your PC with the highest AC on something less than (or sometimes a pair or set of them) is the primary weapon. All the
a natural 20. We’ll talk more about this under the Full Attack section. creature’s remaining natural weapons are secondary.
The primary weapon is given in the creature’s Attack entry, and the
primary weapon or weapons is given first in the creature’s Full Attack
FULL ATTACK entry. A creature’s primary natural weapon is its most effective natural
This line shows all the physical attacks the creature makes when
attack, usually by virtue of the creature’s physiology, training, or innate
it uses a full-round action to make a full attack. It gives the number of
talent with the weapon. An attack with a primary natural weapon
attacks along with the weapon, attack bonus, and form of attack (melee
uses the creature’s full attack bonus. Attacks with secondary natural
or ranged). The first entry is for the creature’s primary weapon, with an
weapons are less effective and are made with a –5 penalty on the attack
attack bonus including modifications for size and Strength (for melee
roll, no matter how many there are. (Creatures with the Multiattack feat
attacks) or Dexterity (for ranged attacks). A creature with the Weapon
take only a –2 penalty on secondary attacks.) This penalty applies even
Finesse feat can use its Dexterity modifier on melee attacks and is
when the creature makes a single attack with the secondary weapon as
shown with its Dex mod instead of its Str mod in such a case. The
part of the attack action or as an attack of opportunity.
remaining weapons are secondary, and attacks with them are made
Natural weapons have types just as other weapons do. The most
with a –5 penalty to the attack roll, no matter how many there are.
common are summarized below.
Creatures with the Multiattack feat take only a –2 penalty on secondary
Bite: The creature attacks with its mouth, dealing piercing,
attacks. The damage that each attack deals is noted parenthetically.
slashing, and bludgeoning damage.
Damage from an attack is always at least 1 point, even if a subtraction
Claw or Talon: The creature rips with a sharp appendage, dealing
from a die roll reduces the result to 0 or lower.
piercing and slashing damage.
A creature’s primary attack damage includes its full Strength
Gore: The creature spears the opponent with an antler, horn, or
modifier (1-1/2 times its Strength bonus if the attack is with the
similar appendage, dealing piercing damage.
creature’s sole natural weapon) and is given first. Secondary attacks
Slap or Slam: The creature batters opponents with an appendage,
add only 1/2 the creature’s Strength bonus and are given second in the
dealing bludgeoning damage.
parentheses.
Sting: The creature stabs with a stinger, dealing piercing damage.
If any attacks also have some special effect other than damage,
Sting attacks usually deal damage from poison in addition to hit point
that information is given here. Unless noted otherwise, creatures using
damage.
natural weapons deal double damage on critical hits.
Tentacle: The creature flails at opponents with a powerful tentacle,
dealing bludgeoning (and sometimes slashing) damage.
Monster Statistics 11
Manufactured Weapons Repeat this process for every attack. For our troll, we simply
Some monsters employ manufactured weapons when they attack. use the above again since it has two identical claw attacks, and we
Creatures that use swords, bows, spears, and the like follow the same determine its bite attack at +4 against an AC of 21 will hit 20% of the
rules as characters, including those for additional attacks from a high time with damage of 1d6+3 averaging out to 6.5 points of damage.
base attack bonus and two-weapon fighting penalties. This category also Once you have determined an attack’s average damage and
includes “found items” such as rocks and logs that a creature wields in percentage to hit, you can find the a weighted average by multiplying
combat— in essence, any weapon that is not intrinsic to the creature. the average damage by the percentage to hit, which does account for
Some creatures combine attacks with natural and manufactured the fact that the creature will not always hit. For our troll’s claw attack
weapons when they make a full attack. When they do so, the it works out thusly: 45% x 9.5 = 4.275 (remember that 45% is .45 when
manufactured weapon attack is considered the primary attack unless multiplying). The bite attack is 25% x 6.5 = 1.3. There’s our weighted
the creature’s description indicates otherwise, and any natural weapons average damage, but to give us a better picture of the monster’s
the creature also uses are considered secondary natural attacks. These capabilities, we have to consider critical hits.
secondary attacks do not interfere with the primary attack as attacking Since a troll has a crit threat range of 20 (as do all creatures unless
with an off-hand weapon does, but they take the usual –5 penalty (or –2 specifically noted), it has a 5% chance to threaten a crit per attack. To
with the Multiattack feat) for such attacks, even if the natural weapon confirm a crit, it must roll again and hit the target AC. To find the
used is normally the creature’s primary natural weapon. percentage to hit with a confirmed crit, you must multiply the crit
The bonus for attacks with two-handed weapons is 1-1/2 times the threat range by the creature’s percentage chance to hit the target AC.
creature’s Strength modifier (if it is a bonus), and is given first. Offhand For our troll’s claw attack against an AC of 21 that would be 2.25% of
weapons add only 1/2 the Strength bonus and are listed separately like the time (.05 x .45 = .0225). Its bite attack against an AC of 21 would
“Shortsword +15/+10/+5 melee (1d6+4) and shortsword +15 melee confirm a critical 1% of the time (.05 x .2 = .01).
(1d6+2). The average damage of the critical is determined just like the
CR Consideration: Full attack is where combatants shine. I regular damage above. For our troll’s claw crit (2d6+12), the average
mentioned hit percentages against your PCs AC above, but don’t only damage is 19, and the bite attack’s average crit (2d6+6) damage is 13.
look at hit percentages. Look at damage as well. You can calculate a Now we just repeat the process to determine the weighted average
weighted average damage based upon how often a creature hits and its damage of the criticals. The troll’s weighted average critical damage
average amount of damage, giving you the best view of how powerful per claw attack is .4275 (.0225 x 19) and the weighted average critical
a combatant you’re really dealing with. This information is most useful damage for its bite attack is .13 (.01 x 13).
in the mid-levels and above, where busting the curve isn’t as instantly To find the most holistic weighted average damage per round
fatal as at lower levels, but it’s still useful at any CR. (including critical hits and times when the monster will not hit at all),
For an example, let’s look at the CR5 troll. Trolls are great simply add all the weighted averages of all attacks and the weighted
combatants. They have two strong primary claw attacks at +9 melee average of all their corresponding criticals. For our troll that comes out
(1d6+6) and a secondary bite at +4 melee (1d6+3). Against a typical to 10.835 (4.275 + 4.275 + 1.3 + 0.4275 + 0.4275 + 0.13 = 10.835).
5th-level fighter’s AC of 21, the troll will hit with each claw attack 45% Easy enough! But hey, don’t trolls rend as well?
of the time. The average claw damage is 9.5 but since it only hits 45% Determining a monster’s special attacks will depend upon the
of the time the weighted average damage (including criticals) is 4.7025. nature of each creature. For our troll, we determine it just like we did
His average bite damage is 6.5 but it will only hit 20% of the time above. In order for the troll to rend, it has to hit with both claw. To
creating a weighted average damage (including criticals) of 1.4. determine that probably of when it can rend, multiply 45% by 45%.
To an AC 21 fighter, this troll is going to deal an average of 10.835 This gives you 20.25%. You then determine the average damage for a
points of damage per round. However, this is excluding his special rend (2d6+9) as 16 and perform the weighted average function to get a
rend attack which deals 2d6+9 (average 16) when he hits on both claw weighted average damage of 3.24 (.2025 x 16 = 3.24). Unlike the normal
attacks. He’ll do that 20.25% of the time, so the troll’s total per-round- attacks, rend never crits, so there is no need to do anymore calculation
weighted-averaged-damage is 14.075. A typical 5th-level fighter has on rend.
around 42 hp and could stand toe-to-toe with the utterly average troll Some creature’s special attacks will be indeterminable because
for two rounds but he’ll fall unconscious with -2 hp after round 3. they won’t do any damage. For example, a sleep effect cannot be
But when looking at damage averages, don’t forget to include the mathematically calculated to determine effect since it is completely
average minimum and maximum possible. For our troll the minimum situational.
weighted average damage is 10.03 per round while the maximum
weighted average is 18.11. Although the true minimum is obviously
0 damage (there’s a 24.2% chance he won’t hit at all), and the true SPACE/REACH
maximum is a terrifying 87 points of damage (if he hits and crits This line describes how much space the creature takes on the
every attack while rolling the max damage for each die), working with battle grid (and thereby needs to fight effectively) and how close a
weighted averages is a better estimate of a more likely outcome. creature has to be to threaten an opponent. The number before the
This reinforces what every 5th level party knows: trolls are damn slash is the creature’s space, or how many feet one side of the creature
scary and not fun when fought toe-to-toe. occupies. The number after the slash is the creature’s natural reach. If
the creature has exceptional reach due to a weapon, tentacle, or the
like, the extended reach and its source are noted in parentheses at the
MATH BREAK end of the line.
Ok, here’s how you can determine the above information for your To determine a creature’s base space/reach, look at the Table
own creatures. I’ll use the troll as my example. First, look at the attack 3.1 Size and Abilities under Size, Type and Sub-Type. The monster
bonus for the creature’s first attack in his full attack entry. Compare it concept determines exceptional reach.
with the target AC on the D20 Mechanic Table in Appendix 1. That will CR Considerations: Like base attack, there aren’t very many
give you the percentage chance for a successful hit. For our troll’s claw balance considerations for space/reach. The mechanic is based upon the
at +9 against an AC of 21 that’s 45%. size of the creature, so most balance issues reside in that statistic. In other
Now that we know our troll hits 45% of the time we can determine words, when possible, changes in space/reach should be done through
average damage. The troll does 1d6+9 points of damage per claw changes in a creature’s size, not through changes in space/reach.
attack. To determine average damage for a die, add its highest possible Generally, space/reach is only a CR concern for combatants.
roll (6) with its lowest possible roll (1), divide by two, and then add Monsters that don’t rely upon they physical prowess don’t have
bonuses. This makes our troll’s average 9.5. much (if any) of their CR riding on space/reach. Monsters with a
reach beyond 5ft. have several advantages. It usually forces those
12 Monster Statistics
with less reach to suffer Attacks of Opportunity to close and projects and can help overcome natural weaknesses of type or sub-type. Again,
more power over the battlefield by allowing a greater probability for look at the D20 Mechanic Table in Appendix 1 to determine how your
AoO due to movement through the monster’s controlled squares. A creature’s saves holds up against a particular magical attack and its
creature with a high Dex and the Combat Reflexes feat can dominate relevant DC. If you want to increase the saves, use feats or change
its controlled space. Exceptional reach increases these concerns. Giving ability scores before changing HD. Although changing ability scores
such a creature exceptional reach could result in a CR increase. will require some consideration, changing HD will affect many more
things than changing ability scores.
SPECIAL ATTACKS AND
SPECIAL QUALITIES ABILITIES
This line lists the creature’s ability scores in the customary order:
Many creatures have unusual abilities. A monster entry breaks Str, Dex, Con, Int, Wis, Cha. Except where noted otherwise, each
these abilities into special attacks (SA) and special qualities (SQ). creature is assumed to have the standard array of ability scores before
Within the stat block, SA and SQ are listed in alphabetical order with racial adjustments (all 11s and 10s; for even balance use three 11s and
additional information (when needed) is provided in the creature’s three 10s). To determine any creature’s racial ability adjustments,
Combat section. subtract 10 from any even-numbered ability score and subtract 11 from
Special qualities include defenses, vulnerabilities, and other any odd-numbered score. Exceptions are noted in the Combat section
special abilities that are not modes of attack. A special ability is either of a creature’s descriptive text.
extraordinary (Ex), spell-like (Sp), or supernatural (Su). When a special Nonabilities: Some creatures lack certain ability scores. These
ability allows a saving throw, the kind of save, the save DC, and the creatures do not have an ability score of 0—they lack the ability
ability upon which the DC is based are noted in the descriptive text. Most altogether. The modifier for a nonability is +0. Each ability below has a
saving throws against special abilities have DCs calculated as follows: 10 non-ability section which further explains the nonability’s effects.
+ 1/2 the attacker’s racial Hit Dice + the relevant ability modifier. Advancement/Improving: Advanced/improved creatures can
A monster’s special attacks and special qualities are alphabetically use two other arrays besides the standard array. The elite array (15,
listed in its combat section. Special attacks are listed first, followed by 14, 13, 12, 10, 8) creates a monster with one weakness compared to
special qualities. A creature’s type usually determines its vision and some the typical members of its species, but it is significantly better overall.
other special qualities. It is customary to only list darkvision and low-light The elite array is most appropriate for monsters who add levels in a
vision on the SQ line with their appropriate ranges in a parenthetical note player character class. The nonelite array (13, 12, 11, 10, 9, 8) doesn’t
following the special quality’s name. For lengthy qualities, such as the necessarily make a monster better than normal, but it does customize
many immunities of constructs and undead, the standard is to simply list the monster as an individual with strengths and weaknesses compared
“construct traits” or “undead traits” on the SQ line. to a typical member of its race. The nonelite array is most appropriate
If a creature has damage resistance overcome by magic, this short for monsters who add class levels in a NPC class.
paragraph should be inserted at the end of its combat section: “A An advanced/improved creature’s monster HD are treated the
(creature’s name) natural weapons, as well as any weapons it wields, same as character level for determining ability score increases. This
are treated as magic for the purpose of overcoming damage reduction.” only applies to HD increases, monsters do not gain ability score
CR Considerations: The heart of a monster concept usually increases for levels they “already reached” with their racial HD, since
resides in its special attacks and/or special qualities. It’s here that these adjustments are included in their basic ability scores.
monsters distinguish themselves from each other and make their
special mark on your game. There are six hundred special attacks and
special qualities listed within this book (see Chapter 7: Special Abilities Strength (Str)
and Conditions), far too many to discuss here, but a few general Strength measures your monster’s muscle and physical power.
statements can be made. As stated above, DC calculations are usually This ability is especially important for combatants and grapplers
based upon the monster’s racial HD + relevant ability modifier. That because it helps them prevail in combat. Strength also limits the
means that if you want to add a level or two of bard to your medusa, amount of equipment your monster can carry.
her gaze attack DC isn’t going to increase because bard HD are not her You apply your monster’s Strength modifier to:
racial HD. Adding classes to monsters doesn’t improve their SA DCs, —Melee attack rolls.
but if you add enough levels they could put their ability score increases —Damage rolls when using a melee weapon (natural or
into the associated ability. manufactured) or a thrown weapon (including a sling). (Exceptions:
Tying SA DCs to HD and relevant ability modifiers means that Off-hand attacks receive only one-half the monster’s Strength bonus,
you should increase (or decrease) those two statistics if you want to while two-handed attacks receive one and a half times the Strength
manipulate the effectiveness of a special attack. If you wish, you can bonus. A Strength penalty, but not a bonus, applies to attacks made
always use an Ability Focus feat for a +2 to an SA DC, if you want a with a bow that is not a composite bow.)
little extra umph without increasing HD or abilities. —Climb, Jump, and Swim checks. These are the skills that have
Strength as their key ability.
—Strength checks (for breaking down doors and the like).
SAVES —Strength (of various amounts) is a prerequisite for the feats
This line gives the creature’s Fortitude, Reflex, and Will save
Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved
modifiers. Saves are based upon monster type and ability score. The
Sunder, and Power Attack
feats Great Fortitude, Iron Will, and Lightning Reflexes also augment
—Strength determines carrying capacity. Quadrupeds can carry
saves. The easy way to determine saves is to take the monster’s HD/2
heavier loads than bipeds can. Any creature with four or more motive
plus 2 for good saves and HD/3 for poor saves (as always, round
limbs can carry a load as a quadruped, even if it does not necessarily
down.). If a monster has a racial bonus against certain effects, it is
use all the limbs at once.
customary to list it as follows (example is from the hound archon): Fort
—Incorporeal creatures have a Strength score of —.
+6 (+10 vs. poison).
Nonability Strength: Any creature that can physically manipulate
CR Considerations: Saves are to magical attacks as AC is to
other objects has at least 1 point of Strength. A creature with no
physical combat. Saves determine the expected staying power of a
Strength score can’t exert force, usually because it has no physical body
creature in magical combat. Saves are pretty well accounted for by HD
or because it doesn’t move. The creature automatically fails Strength
and ability scores, so the only thing you need to think about are the
checks. If the creature can attack, it applies its Dexterity modifier to its
feats that add +2 to saves (Great Fortitude, Iron Will, and Lightning
base attack bonus instead of a Strength modifier.
Reflexes). These feats make the creature’s magical defenses a bit tougher
Monster Statistics 13
Table 3.11: Ability Modifiers and Bonus Spells
12–13 +1 — 1 — — — — — — — —
14–15 +2 — 1 1 — — — — — — —
16–17 +3 — 1 1 1 — — — — — —
18–19 +4 — 1 1 1 1 — — — — —
20–21 +5 — 2 1 1 1 1 — — — —
22–23 +6 — 2 2 1 1 1 1 — — —
24–25 +7 — 2 2 2 1 1 1 1 — —
26–27 +8 — 2 2 2 2 1 1 1 1 —
28–29 +9 — 3 2 2 2 2 1 1 1 1
30–31 +10 — 3 3 2 2 2 2 1 1 1
32–33 +11 — 3 3 3 2 2 2 2 1 1
34–35 +12 — 3 3 3 3 2 2 2 2 1
36–37 +13 — 4 3 3 3 3 2 2 2 2
38–39 +14 — 4 4 3 3 3 3 2 2 2
40–41 +15 — 4 4 4 3 3 3 3 2 2
42–43 +16 — 4 4 4 4 3 3 3 3 2
44–45 +17 — 5 4 4 4 4 3 3 3 3
Dexterity (Dex) can perform actions (such as casting spells), it applies its Intelligence
Dexterity measures hand-eye coordination, agility, reflexes, and modifier to initiative checks instead of a Dexterity modifier. The
balance. This ability is usually one of the most important for any small, creature automatically fails Reflex saves and Dexterity checks.
tiny, diminutive, or fine creature.
You apply your monster’s Dexterity modifier to: Constitution (Con)
—Ranged attack rolls, including those for attacks made with Constitution represents your creature’s health and stamina. A
bows, crossbows, throwing axes, and other ranged weapons. Constitution bonus increases a monster’s hit points, so the ability is
—Armor Class (AC), provided that the monster can react to the important for all monsters, regardless of their function.
attack. You apply your monster’s Constitution modifier to:
—Reflex saving throws, for avoiding fireballs and other attacks —Each roll of a Hit Die (though a penalty can never drop a result
that moving quickly escapes. below 1—that is, a monster always gains at least 1 hit point for every
—Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride, Hit Die and at least 1 hit point each time it advances).
Sleight of Hand, Tumble, and Use Rope checks. These are the skills that —Fortitude saving throws, for resisting poison and similar
have Dexterity as their key ability. threats.
—Dexterity (of various amounts) is a prerequisite for the feats —Concentration checks. Concentration is a skill, important to
Deflect Arrows, Dodge, Greater Two-Weapon Fighting, Improved spellcasters, that has Constitution as its key ability.
Grapple, Improved Precise Shot, Manyshot, Multiweapon Fighting, —If a monster’s Constitution score changes enough to alter
Rapid Shot, Shot on the Run, Snatch Arrows, Stunning Fist, Two- its Constitution modifier, the monster’s hit points also increase or
Weapon Fighting, and Whirlwind Attack. decrease accordingly.
Nonability Dexterity: Any creature that can move has at least 1 —A Constitution score of 13 is a prerequisite for the Improved
point of Dexterity. A creature with no Dexterity score can’t move. If it Natural Armor feat.
14 Monster Statistics
Table 3.12: Realized Abilities by Size
Fine * * * * * *
Multiattack [general]
Empower Spell-like Ability [general] Prerequisite: Three or more natural attacks.
Prerequisite: Spell-like ability at caster level 6th or higher. Benefit: The creature’s secondary attacks with natural weapons
Benefit: Choose one of the creature’s spell-like abilities, subject take only a –2 penalty.
to the restrictions below. The creature can use that ability as an Normal: Without this feat, the creature’s secondary attacks with
empowered spell-like ability three times per day (or less, if the ability natural weapons take a –5 penalty.
is normally usable only once or twice per day).
When a creature uses an empowered spell-like ability, all variable,
numeric effects of the spell-like ability are increased by one half. Saving Multiweapon Fighting [general]
throws and opposed rolls are not affected. Spell-like abilities without Prerequisites: Dex 13, three or more hands.
random variables are not affected. Benefit: Penalties for fighting with multiple weapons are reduced
The creature can only select a spell-like ability duplicating a spell by 2 with the primary hand and reduced by 6 with off hands.
with a level less than or equal to half its caster level (round down) –2. Normal: A creature without this feat takes a –6 penalty on attacks
For a summary, see the table in the description of the Quicken Spell- made with its primary hand and a –10 penalty on attacks made with its
Like Ability feat. off hands. (It has one primary hand, and all the others are off hands.)
Special: This feat can be taken multiple times. Each time it is taken, See Two-Weapon Fighting.
the creature can apply it to a different one of its spell-like abilities. Special: This feat replaces the Two-Weapon Fighting feat for
creatures with more than two arms.
Flyby Attack [general]
Prerequisite: Fly speed. Table 3.15: Empower and Quicken Spell-like Ability
Benefit: When flying, the creature can take a move action
(including a dive) and another standard action at any point during the Caster Level to Caster Level to
Spell Level
move. The creature cannot take a second move action during a round Empower Quicken
when it makes a flyby attack. 0 4th 8th
Normal: Without this feat, the creature takes a standard action 1st 6th 10th
either before or after its move.
2nd 8th 12th
ORGANIZATION
ENVIRONMENT This line describes the kinds of groups the creature might form.
This line gives a type of climate and terrain where the creature is A range of numbers in parentheses indicates how many combat-
typically found. The three climates are cold, temperate, and warm. This ready adults are in each type of group. Many groups also have a
describes a tendency, but is not exclusionary. Most outsiders and many number of noncombatants, expressed as a percentage of the fighting
extraplanar creatures list their home plane under Environment. If a population. Noncombatants can include young, the infirm, slaves, or
monster lives on a particular layer of a plane, it is listed parenthetically other individuals who are not inclined to fight. If the organization line
after the plane name. A brief explanation of the various environments contains the term “domesticated,” the creature is generally found only
is found below. Some outsiders have the Native sub-type, and their in the company of other creatures, whom it serves in some capacity.
environment is chosen from the below list. See Chapter 2: Monsters and Humanoid creatures usually have larger organization numbers
Their Environment for a thorough discussion on each environment. than most creatures. Typically, leader types (and their NPC or PC
Aquatic: The ocean floor holds many marvels, including undersea class levels) are indicated, shaman or spell-caster types are indicated
analogues of any of the terrain elements described in this section. as well and the number of non-combatants (children, elderly, and in
Generally, aquatic terrain is divided into two categories: flowing water some cases females) should also be included. Although this is typical
(such as streams and rivers) and nonflowing water (such as lakes and of humanoids, is always true of the goblinoid subtype.
oceans). If the creature typically works with another creature (such as
Desert: Desert terrain exists in warm, temperate, and cold goblins with dire wolves), the number and situation in which the
climates, but all deserts share one common trait: little rain. The three secondary creatures appears should be indicated as well.
categories of desert terrain are tundra (cold deserts), rocky desert CR Consideration: Organization has no impact upon CR.
(often temperate), and sandy desert (often warm). Tundra differs from Organization will make a difference concerning the EL of an encounter
the other desert categories in two important ways. Because snow and as certain creatures will usually be found in the groups indicated
ice cover much of the landscape, it’s easy to find water. And during here.
the height of summer, the permafrost thaws to a depth of a foot or
Monster Statistics 19
CHALLENGE RATING TREASURE
This shows the average level of a party of four adventurers This line reflects how much wealth the creature owns. In most
(fighter, wizard, cleric, and rogue) for which one creature would make cases, a creature keeps valuables in its home or lair and has no treasure
an encounter of moderate difficulty. Moderate difficulty uses around with it when it travels. Intelligent creatures that own useful, portable
15-25% of the party’s resources. When testing CRs, test two of the treasure (such as magic items) tend to carry and use these, leaving
monsters against a party that is on average two levels higher than a bulky items at home. Any equipment used in this manner is not
single monster’s CR. This helps alleviate some of the randomness in considered in the creature’s challenge rating. Treasure can include
die rolling and provides a slightly more accurate assessment of the coins, goods, and items. Creatures can have varying amounts of each,
monster’s capabilities. as follows.
Determining CR without playtesting is one of the hardest things Standard: Refer to the treasure tables in the core rules and roll
about monster creation, but the more of it you do the better at it you’ll d% once for each type of treasure (Coins, Goods, Items) on the Level
become. Take a look at your monster’s function and then compare section of the table that corresponds to the creature’s Challenge Rating
your monster to other creatures from various sources with a similar (for groups of creatures, use the Encounter Level for the encounter
function, comparing their power against the power of your creature. instead). Some creatures have double, triple, or even quadruple
Also, see Appendix 3: CR Estimator for one method of estimating CR standard treasure; in these cases, roll for each type of treasure two,
prior to playtesting. Between these two methods, you will more than three, or four times. Variance depends upon the monster concept and
likely get within 1 or 2 CRs of your monster’s true rating. Playtesting how it relates with its environment. If a monster possesses a magic
should help you refine the number down from there. weapon or armor in its description it should be noted in the treasure
The only true hard and fast rule about CR is that you must section such as “Standard plus +1 longsword.”
playtest your creature to be certain. Ideally you’ll run it against None: The creature collects no treasure of its own.
different players, under different circumstances, and several times Nonstandard: Some creatures have quirks or habits that affect the
each. This isn’t probably the way you’ll be able to run your playtesting, types of treasure they collect. These creatures use the same treasure
but serially running a pair of your creatures against the same group tables, but with special adjustments.
will give you a good idea of how powerful a creature you’ve really Fractional Coins: Roll on the Coins column in the section
created. Players will, once they corresponding to the creature’s
learn of a monster’s abilities Challenge Rating, but divide the
and tactics, modify their play as result as indicated.
you run them through several % Goods or Items: The creature
encounters. You should expect the has goods or items only some
first encounter to leave the party of the time. Before checking for
the worst off and the last you run goods or items, roll d% against
(I recommend 5 if you have the the given percentage. On a
time, but 3 is workable) should success, make a normal roll on
leave them in the best shape as the appropriate Goods or Items
they adapt to the creature. column (which may still result in
Even after playtesting, no goods or items).
assigning a CR can be a difficult Double Goods or Items: Roll
task. It could be that your group twice on the appropriate Goods
unconsciously favors certain tactics or Items column.
over others that would be more Parenthetical Notes: Some
effective against your creatures or entries for goods or items include
it could be that probability favored notes that limit the types of
one side more than other. But to be treasure a creature collects.
honest, every GM knows that CR is When a note includes the word
merely a guideline. It’s not as rigidly definable as the effects of an ability “no,” it means the creature does not collect or cannot keep that thing. If
score or the average hit points of a creature. a random roll generates such a result, treat the result as “none” instead.
Class Levels and CR: If you add class levels to your creature, When a note includes the word “only,” the creature goes out of its
there are a few guidelines about recalculating its CR depending on way to collect treasure of the indicated type. Treat all results from that
what type of class you added. column as the indicated type of treasure.
Class levels that increase a monster’s existing strengths are It’s sometimes necessary to reroll until the right sort of item
known as associated class levels. Each associated class level a monster appears.
has increases its CR by 1. Barbarian, fighter, paladin, and ranger are CR Consideration: Treasure plays no direct role on CR, but
associated classes for a creature that relies on its fighting ability. generally the higher the CR the greater likelihood that treasure will be
Rogue and ranger are associated classes for a creature that relies on present at standard or even better.
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, ALIGNMENT
since the monster’s levels in the spellcasting class stack with its innate This line gives the alignment that the creature is most likely to
spellcasting ability. have. Every entry includes a qualifier that indicates how broadly
If you add a class level that doesn’t directly play to a creature’s that alignment applies to the species as a whole. “Always” means the
strength the class level is considered nonassociated, and things get monster type will have the given alignment unless it is truly unique.
a little more complicated. Adding a nonassociated class level to a “Usually” means that most creatures encountered will have the given
monster increases its CR by 1/2 per level until one of its nonassociated alignment, although exceptions are not unique. “Often” means that the
class levels equals its original Hit Dice. At that point, each additional given alignment is the one most common out of all alignments for the
level of the same class or a similar one is considered associated and creature, but not that the majority of creatures have the given alignment.
increases the monster’s CR by 1. A brief explanation of the various alignments is found below.
Levels in NPC classes are always treated as nonassociated. Lawful Good: A lawful good monster acts as a good creature is
expected or required to act. It combines a commitment to oppose evil
with the discipline to fight relentlessly. It tells the truth, keeps its word,
20 Monster Statistics
Lawful Neutral: A lawful neutral monster acts as law, tradition,
or a personal code directs its. Order and organization are paramount to
it. It may believe in personal order and live by a code or standard, or it
may believe in order for all and favor a strong, organized government.
Neutral: A neutral monster does what seems to be a good idea. It
doesn’t feel strongly one way or the other when it comes to good vs.
evil or law vs. chaos. Most neutral monsters exhibit a lack of conviction
or bias rather than a commitment to neutrality. Such a monster thinks
of good as better than evil—after all, it would rather have good
neighbors and rulers than evil ones. Still, it’s not personally committed
to upholding good in any abstract or universal way.
Some neutral monsters, on the other hand, commit themselves
philosophically to neutrality. They see good, evil, law, and chaos as
prejudices and dangerous extremes. They advocate the middle way of
neutrality as the best, most balanced road in the long run.
Chaotic Neutral: A chaotic neutral monster follows its whims. It is
an individualist first and last. It values its own liberty but doesn’t strive
to protect others’ freedom. It avoids authority, resents restrictions, and
challenges traditions. A chaotic neutral monster does not intentionally
disrupt organizations as part of a campaign of anarchy. To do so, it
would have to be motivated either by good (and a desire to liberate
others) or evil (and a desire to make those different from itself suffer).
A chaotic neutral monster may be unpredictable, but its behavior is not
totally random. It is not as likely to jump off a bridge as to cross it.
Lawful Evil: A lawful evil monster methodically takes what
it wants within the limits of its code of conduct without regard for
whom it hurts. It cares about tradition, loyalty, and order but not about
freedom, dignity, or life. It plays by the rules but without mercy or
compassion. It is comfortable in a hierarchy and would like to rule, but
is willing to serve. It condemns others not according to their actions but
according to race, religion, homeland, or social rank. It is loath to break
laws or promises.
This reluctance comes partly from its nature and partly because it
depends on order to protect itself from those who oppose it on moral
grounds. Some lawful evil monsters have particular taboos, such as
not killing in cold blood (but having underlings do it) or not letting
children come to harm (if it can be helped). They imagine that these
compunctions put them above unprincipled monsters.
Some lawful evil creatures commit themselves to evil with a zeal
like that of a crusader committed to good. Beyond being willing to hurt
others for their own ends, they take pleasure in spreading evil as an
end unto itself. They may also see doing evil as part of a duty to an evil
deity or master.
Lawful evil is sometimes called “diabolical,” because devils are
the epitome of lawful evil.
Neutral Evil: A neutral evil monster does whatever it can get away
with. It is out for itself, pure and simple. It sheds no tears for those it
kills, whether for profit, sport, or convenience. It has no love of order
and holds no illusion that following laws, traditions, or codes would
make its any better or more noble. On the other hand, it doesn’t have
the restless nature or love of conflict that a chaotic evil monster has.
Some neutral evil monsters hold up evil as an ideal, committing
evil for its own sake. Most often, such monsters are devoted to evil
deities or secret societies.
Chaotic Evil: A chaotic evil monster does whatever its greed,
helps those in need, and speaks out against injustice. A lawful good hatred, and lust for destruction drive it to do. It is hot-tempered,
monster hates to see the guilty go unpunished. vicious, arbitrarily violent, and unpredictable. If it is simply out for
Neutral Good: A neutral good monster does the best that a whatever it can get, it is ruthless and brutal. If it is committed to the
good creature can do. It is devoted to helping others. It does not feel spread of evil and chaos, it is even worse. Thankfully, its plans are
beholden to maintaining order. haphazard, and any groups it joins or forms are poorly organized.
Chaotic Good: A chaotic good monster acts as its conscience Typically, chaotic evil monsters can be made to work together only
directs it with little regard for what others expect of it. It makes its own by force and their leader lasts only as long as it can thwart attempts to
way, but it’s kind and benevolent. It believes in goodness and right topple or assassinate it.
but has little use for laws and regulations. It hates it when people try Chaotic evil is sometimes called “demonic” because demons are
to intimidate others and tell them what to do. It follows its own moral the epitome of chaotic evil.
compass, which, although good, may not agree with that of society. CR Consideration: Alignment has no effect on CR.
Monster Statistics 21
ADVANCEMENT Monsters with an ECL over 20 generally have a LA of “—” as do
monsters which are unsuitable for use as player characters.
The monster entry usually describes only the most commonly
encountered version of a creature. The advancement line shows how CR Considerations: Level adjustment has no effect on CR.
tough a creature can get, in terms of extra Hit Dice. (This is not an
absolute limit, but exceptions are extremely rare.) Often, intelligent
creatures advance by gaining a level in a character class instead of just THE DESCRIPTION
gaining a new Hit Die. These creatures have “By character class” in The description section of a monster is much simpler than the
their Advancement stat. statistics section. There are a few main things that a description should
Advancement follows two basic patterns. The first is advancement provide. Firstly, a physical description of the creature is required. How
by class just like a PC; the second is HD advancements. Generally many legs does it have? How many eyes? Does it wield manufactured
speaking, a monster can advance up to three times their listed HD. weapons or does it have sharp pointy teeth? Use a paragraph or two
For example, a 5HD creature can advance up to 15HD. Usually each to fully describe the average version of the monster that you’d expect
of the three stages share equal HD, and the second advancement your PCs to meet. You don’t have to go into massive detail obviously,
results in a size increase. For example, our 5HD creature is medium but you’ll at least want to hit the high points of your monster’s
sized. His first advancement stage is 6-10HD (Medium) and his second physique. You’ll also want to make sure to state the size of the creature
is 11-15HD (Large). This general pattern isn’t always followed as in your physical description. Nothing is worse than a PC going, “That’s
many monster concepts don’t fit easily into HD/size advancement. a good description, but just how BIG is it anyway?”
However, it should be considered the “standard” advancement Besides the physical you should give some information on the
pattern. One notable exception to this standard is the animal type. social structure or behavior of the creature as well. Not all monsters
Animals (excluding dinosaurs) usually only advance in one step (so a will have a social structure, but everyone will at least have typical
2 HD animal is advanced to a 3-4HD animal), and their size is almost behaviors that help a GM place and use the creature in her world.
never increased. If you want a larger animal, you may want to try out How long you wish this section to be is up to you. But generally the
a dire variety. It may serve your needs nicely. longer this section is the less applicable the monster becomes to every
Some monsters cannot be advanced and have an “—” under campaign. The more detail you add the greater chance you have of
Advancement. causing a conflict between a reading GMs world and the world you’re
Advancement/Improving: If a creature acquires a character building in your creature. However, if you’re making a monster up
class, it follows the rules for multiclass characters. The creature’s Hit for your own use and don’t care about other GMs, make this section
Dice equal the number of class levels it has plus its racial Hit Dice. A as detailed as you enjoy doing. It’s always fun to world build while
creature’s “monster class” is always a favored class, and the creature making monsters.
never takes XP penalties for having it. Additional Hit Dice gained from Lastly, and traditionally as the final paragraph before the combat
taking levels in a character class never affect a creature’s size. section, you should state the languages that the average example of
Humanoids and Class Levels: Creatures with 1 or less HD replace your monster knows. This helps GMs place the monster in their world
their monster levels with their character levels. The monster loses the and gives additional information for roleplaying. You should also state
attack bonus, saving throw bonuses, skills, and feats granted by its 1 what other languages are fairly common for the particular creature if
monster HD and gains the attack bonus, save bonuses, skills, feats, and you want your monster to know more than a single language.
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
THE COMBAT SECTION
The combat section contains a brief description of the monster’s
is considered to have experience points equal to the minimum needed combat tactics, a listing of its SA/SQs and, for some powerful creatures,
to be a character of its ECL. a round-by-round breakdown of how it tends to fight. The small tactics
If you choose to equip a monster with gear, use its ECL as its section gives behavioral notes on how non-intelligent creatures acquire
character level for purposes of determining how much equipment it their food and how intelligent creatures hunt or defend themselves.
can purchase. Generally, only monsters with an Advancement entry There are a few specific things that are mentioned in the combat section
of “By character class” receive NPC gear; other creatures adding depending upon the monster concept.
character levels should be treated as monsters of the appropriate CR If it is a creature that can be easily ridden, such as nighmares and
and assigned treasure, not equipment. unicorns, it should have a listed carrying capacity.
Feat Acquisition and Ability Score Increases: A monster’s total If the creature has any racial bonuses to skills they should be listed
Hit Dice, not its ECL, govern its acquisition of feats and ability score under a skills heading. If the creature possesses the aquatic subtype the
increases. following text should appear in the combat section:
CR Considerations: Advancement has no effect on CR. However, Skills: A [monster name] has a +8 racial bonus on any Swim check
advancing a creature following the guidelines here will usually change to perform some special action or avoid a hazard. It can always choose
the CR of the creature you advanced. to take 10 on a Swim check, even if distracted or endangered. It can use
the run action while swimming, provided it swims in a straight line.
LEVEL ADJUSTMENT If the creature has a climb speed the following text should appear
in the combat section:
This line is included in the entries of creatures suitable for use
as player monsters or as cohorts (usually creatures with Intelligence Skills: A [monster name] has a +8 racial bonus on Climb checks
scores of at least 3 and possessing opposable thumbs). Add this and can always choose to take 10 on Climb checks even if rushed or
number to the creature’s total Hit Dice, including class levels, to get the threatened.
creature’s effective character level (ECL). A monster’s ECL affects the If the creature is a construct you should have a construction
experience the monster earns, the amount of experience the monster section explaining how the construct is created. See the construct type
must have before gaining a new level, and the monster’s starting in Chapter 4:Type and Subtype for more information.
equipment. If your creature can be trained as a mount, you need to list training
If a creature can be taken as an Improved Familiar via the same information under “Training a [monster name]” section such as those
feat, it should be parenthetically noted as well as the required arcane found under the giant eagle, griffon, hippogriff, howler, giant eagle,
spellcaster level. pegasus, and spider eater.
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