Dangerous creatures lurk in the untamed
parts of the world. Some are cunning and
cruel, others are ferocious, and still others
actively seek to do evil.
FRIEND OR FOE?
While most monsters in this section are aggressive or
evil, remember that combat isn’t
the only option for PCs! Sometimes
the monsters are willing to trade
information or safe passage through an
area for food, gold, or a magic item the
PCs don’t need.
STAT BLOCKS
The following section describes how to properly read a monster’s
description and use the monster during the game. This block of
statistics (or “stat block” for short) is designed to give you all
the tools you need to easily add the creature to your game.
Each monster has a number called its Challenge Rating
(CR) that tells you how difficult it is to defeat in combat. As
a general rule, a group of four adventurers should be able to
defeat a monster with a CR equal to the average character
level of the adventurers without too much trouble. For
example, four 1st-level PCs can usually handle a CR 1 monster.
Higher CRs (or fewer PCs) mean a more difficult fight. If the
CR is 3 or 4 higher than the average PC level, the monster will
probably kill one or more PCs. If the monster’s CR is lower than
the average PC level, the fight will be quite easy (which is okay
sometimes!). For more information on designing appropriate
combat encounters in an adventure, click here.
1 READING A STAT BLOCK
The stat block begins with the monster’s name alignment and type. Many monsters have evil alignments. Lawful evil
(LE) monsters are organized and tyrannical. neutral evil (NE)
monsters are selfish and without honor. Chaotic evil (CE)
monsters are violent and unpredictable.
Below that information is a short description of the general
nature, personality, or goals of this kind of monster.
2 The next section provides
the monster’s initiative total,
speed, Challenge Rating, XP Value, and hit
points. If the monster has additional kinds of movement (like a
climb or fly speed), they’re listed below in the Offense section.
The next line lists the monster’s senses (like whether it has
darkvision or low-light vision) and its Perception skill Total (so
you can find it in a hurry). Darkvision a llows the monster to
Monsters
Dangerous creatures lurk in the untamed
parts of the world. Some are cunning and
cruel, others are ferocious, and still others
actively seek to do evil.
see in the dark, just like a dwarf. Low-light vision allows the
monster to see twice as far in dim light, just like an elf. Scent
allows the monster to automatically pinpoint the location of
invisible creatures within 30 feet. All-around vision means enemies don’t get flanking
bonuses (including flanking sneak attacks) against the monster.
3 DEFENSE
This section has all of the monster’s defensive information,
which you usually need when it’s the PCs’ turn to act. This includes
its Armor Class, its saving throw bonuses, any special abilities
that may take effect when a PC attacks it (like immunity to cold
or taking less damage from certain kinds of weapons), and any
unusual weaknesses. If an ability needs more explanation, it
goes in the Special Abilities area of the stat block (part 7).
4 OFFENSE
This section tells you what the monster can do on its
turn, such as move, make an attack, or use a special ability. Some
monsters have special types of movement. Burrow means a
monster can move through dirt and earth (this does not create
a tunnel that other creatures can use). Climb means it can
climb without making a Climb check. Fly means it can move
through the air. Swim means i t can swim without making a
Swim check (also, the creature can breathe underwater or hold
its breath a very long time).
Next are the monster’s attacks. Many monsters fight using
natural weapons, such as bite, claw, gore, slam (a punch o r
other hard hit with a limb), or wing. Natural weapons threaten a
critical on a natural 20 and deal ×2 damage on a critical hit.
Other monsters use manufactured weapons like swords and
bows. Monsters’ attacks—whether with natural weapons or
manufactured weapons—work just like PCs’ attacks: roll 1d20,
add the attack bonus for the attack, and compare the total to the
target’s Armor Class to see if the attack hits.
Most monsters can only make one attack per round as a standardaction. Some can spend their move and standard action to make
more than one attack that round (like 2 claw attacks, or a bite and
a claw). Roll each attack and its damage separately. The monster
doesn’t have to make all these attacks on the same creature.
Some attacks add another effect, such as poison.
Some monsters have other special attacks or can cast spells.
These spells work just like spellcasting by PCs. If a spell is listed
as “at will,” the monster can cast it over and over.
If these abilities need more explanation, the additional
information is included in the Special Abilities section.
5 STATISTICS
A monster’s statistics include its Ability Modifiers and
any important skill totals or feats the monster has. These work
exactly like they do for PCs. Some monsters have a “—” for an
Ability Mod; this means the monster automatically fails ability
checks and skill checks using that Ability Mod.
6 ITEMS
This section lists any equipment t he m onster i s
wearing, carrying, or using. Many monsters also have treasure
that they either carry or keep in their lairs. For information on
assigning treasure.
7 SPECIAL ABILITIES
If the monster has an ability that requires more information
in order to use the monster during the game, it’s explained here.
Sometimes it’s an attack, sometimes it’s a defense.
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1 ORC |
Orcs are violent and aggressive, with the strongest ruling the rest through fear and brutality. They take what they want by force, and think nothing of slaughtering or enslaving entire villages. |
2 INITIATIVE +0
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SPEED 30 FT.
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CR 1/3
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XP 135
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HP 6
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SENSES DARKVISION 60 FT.
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PERCEPTION -1
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3 DEFENSE |
AC 13, touch 10, flat-footed 13
FORT +3, REF +0, WILL –1
DEFENSIVE ABILITIES ferocity
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4 OFFENSE |
MELEE (standard action) battleaxe +5 (1d8+4/×3)
MELEE (standard action) javelin +1 (1d6+3)
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5 STATISTICS |
STR +3, DEX +0, CON +1, INT –2, WIS –1, CHA –2
SKILLS Perception –1
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6 ITEMS |
EQUIPMENT studded leather armor, battleaxe, javelins (4)
TREASURE 1 Minor Random Treasure roll
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7 SPECIAL ABILITIES
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ABERRATION
A freakish monster with a strange body and mind.
ANIMAL
A regular animal like a boar, snake, or wolf.
CONSTRUCT
A nonliving thing animated by magic, like a statue.
DRAGON
A reptilian creature with magic abilities.
HUMANOID
A generally human-shaped creature.
MAGICAL BEAST
An animal-like creature with strange abilities.
MONSTROUS HUMANOID
A humanoid with monstrous or animalistic features.
OOZE
An amorphous blob-monster that dissolves flesh.
OUTSIDER
A creature from another dimension, like a hell hound.
UNDEAD
A dead body or spirit animated by an evil power.
VERMIN
A mindless creature like a centipede or spider.
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