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Instead of using the effect described in the table, you On a failed save, the affected creature or group flees

can put the responsibility of representing a character's by the most expeditious route. If escape is impossible,
lingering injury in the hands of the player. Roll on the the creature or group surrenders. If a creature or group
Lingering Injuries table as usual, but instead of suffering that surrenders is attacked by its conquerors, the battle
the effect described for that result, that character gains might resume, and it's unlikely that further attempts to
a new flaw with the same name. It's up to the player to flee or surrender will be made.
express the lingering injury during play, just like any A failed saving throw isn't always to the adventurers'
other flaw, with the potential to gain inspiration when benefit. For example, an ogre that flees from combat
the injury affects the character in a meaningful way. might put the rest of the dungeon on alert or run off with
treasure that the characters had hoped to plunder.
M A S S I VE DAMAGE
This optional rule makes it easier for a creature to be CREATING A MONSTER
felled by massive damage. The Monster Manual contains hundreds of ready-to-play
When a creature takes damage from a single source monsters, but it doesn't include every monster that you
equal to or greater than half its hit point maximum, it can imagine. Part of the D&D experience is the simple
must succeed on a DC 15 Constitution saving throw joy of creating new monsters and customizing existing
or suffer a random effect determined by a roll on the ones, if for no other reason than to surprise and delight
System Shock table. For example, a creature that has a your players with something they've never faced before.
hit point maximum of 30 must make that Constitution The first step in the process is coming up with the
save if it takes 15 damage or more from a single source. concept for your monster. What makes it unique? Where
does it live? What role do you want it to serve in your
SYS T E M S H OC K adventure, your campaign, or your world? What does
dlO Effect it look like? Does it have any weird abilities? Once you
The creature drops to 0 hit points. have the answers to these questions, you can start
2-3 The creature drops to 0 hit poi nts but is stable. figuring out how to represent your monster in the game.
4-5 The creature is stunned u ntil the end of its next turn.
M O D I FYI N G A MONSTER
6-7 The creature can't take reactions and has
d isadvantage o n attack rolls and abil ity checks u ntil Once you have an idea for a monster, you'll need
the end of its next turn. statistics to represent it. The first question you should
ask yourself is: Can I use statistics that already exist?
8-1 0 The creature can't take reactions until the end of its
A stat block in the Monster Manual might make a
next turn.
good starting point for your monster. Imagine, for
example, that you want to create an intelligent arboreal
MORALE predator that hunts elves. There is no such monster
Some combatants might r u n away when a fight turns in the Monster Manual, but the quaggoth is a savage
against them. You can use this optional rule to help humanoid predator with a climbing speed. You could
determine when monsters and NPCs flee. borrow the quaggoth stat block for your new monster,
A creature might flee under any of the following changing nothing but the creature's name. You can also
circumstances: make minor tweaks, such as replacing the quaggoth's
language, Undercommon, with one that's more
The creature is surprised.
appropriate, such as Elvish or Sylvan.
The creature is reduced to half its hit points or fewer
Need a fiery phoenix? Take the giant eagle or roe, give
for the first time in the battle.
it immunity to fire, and allow it to deal fire damage with
The creature has no way to harm the opposing side
its attacks. Need a flying monkey? Consider a baboon

on its turn.
with wings and a flying speed. Almost any monster you
A group of creatures might flee under any of the can imagine can be built using one that already exists.
following circumstances: Adapting a stat block is far Jess time-consuming than
All the creatures in the group are surprised. creating one from scratch, and there are changes you
The group's leader is reduced to 0 hit points, can make to an existing monster that have no effect
incapacitated, taken prisoner, or removed from battle. on its challenge rating, such as swapping languages,
• The group is reduced to half its original size with no changing its alignment, or adding special senses.
losses on the opposing side. However, once you change the creature's offensive or
defensive ability, such as its hit points or damage, its
To determine whether a creature or group of challenge rating might need to change, as shown later.
creatures flees, make a DC 10 Wisdom saving throw
for the creature or the group's leader. If the opposition SWITCHING WEAPONS
is overwhelming, the saving throw is made with If a monster wields a manufactured weapon, you can
disadvantage, or you can decide that the save fails replace that weapon with a different one. For example,
automatically. If a group's leader can't make the saving you could replace a hobgoblin's longsword with a
throw for whatever reason, have the creature in the halberd. Don't forget to change the damage and the
group with the next highest Charisma score make the attack's reach where appropriate. Also be aware of the
saving throw instead.

C HAPTER 9 f D U N G E O N MAST E R ' S WOR K S H O P


27 3
consequences of switching from a one-handed weapon want to create something more akin to the monster
to a two-handed weapon, or vice versa. For example, a stat blocks in the Monster Manual, skip ahead to the
hobgoblin wielding a halberd (a two-handed weapon) "Creating a Monster Stat Block" section.
loses the benefit of its shield, so its AC decreases by 2.
STEP 1 . EXPECTED C HALLENGE RATING
ADDING A SPECIAL TRAIT Pick the expected challenge rating (CR) for your
Another simple way to customize a monster is to add monster. Knowing the monster's expected challenge
a special trait. You can add a special trait of your own rating will help you figure out the monster's proficiency
devising or pick up a special trait from one of the many bonus and other important combat statistics. Don't
creatures in the Monster Manual. For example, you can worry about getting the challenge rating exactly right;
create a goblin-spider hybrid by giving the normal goblin you can make adjustments in later steps.
the Spider Climb special trait, turn an ordinary troll into A single monster with a challenge rating equal to
a two-headed troll by giving it the Two Heads special the adventurers' level is, by itself, a fair challenge for a
trait, or turn an owlbear into a flying owlbear by giving it group of four characters. If the monster is meant to be
wings and a giant owl's flying speed. fought in pairs or groups, its expected challenge rating
should be lower than the party's level.
_REAT I NG QU I C K MONSTER STATS
C Don't fall into the trap of thinking that your monster
If all you need are simple stats for a monster of a must have a challenge rating equal to the level of the
particular challenge rating, follow the steps here. If you characters to be a worthy challenge. Keep in mind that
monsters with a lower challenge rating can be a threat
M O N S T E R STAT I ST I C S BY C H A L L E N G E RAT I N G to higher-level characters when encountered in groups.
- Defensive - --- Offensive ---
STEP 2 . BASIC STATISTIC S
Prof. Armor Hit Attack Damage/ Save Use the Monster Statistics by Challenge Rating table to
CR Bonus Class Points Bonus Round DC determine the monster's Armor Class, hit points, attack
0 +2 s 13 1-6 s +3 0-1 s 13 bonus, and damage output per round based on the
1/8 +2 13 7-35 +3 2-3 13 challenge rating you chose in step 1 .
1 /4 +2 13 36-49 +3 4-5 13
1/2 +2 13 50-70 +3 6-8 13
STEP 3 . ADJUST STATISTICS
Raise or lower the monster's Armor Class, hit points,
+2 13 7 1 -85 +3 9-14 13
attack bonus, damage output per round, and save DC as
2 +2 13 86-1 00 +3 1 5-20 13
you see fit, based on whatever concept you have in mind
3 +2 13 1 01 -1 1 5 +4 21-26 13
for the monster. For example, if you need a well-armored
4 +2 14 1 1 6-1 30 +5 27-32 14 monster, increase its Armor Class.
5 +3 15 1 3 1 -145 +6 3 3-38 15 Once you've made the desired adjustments, record
6 +3 15 1 46-1 60 +6 39-44 15 the monster's statistics. If there are any other statistics
7 +3 15 1 61-175 +6 45-50 15 you think the monster needs (such as ability scores),
8 +3 16 1 76-1 90 +7 51 -56 16 follow the appropriate steps under "Creating a Monster
9 +4 16 1 9 1 -205 +7 57-62 16 Stat Block."
10 +4 17 206-220 +7 63-68 16
STEP 4. FINAL CHALLENGE RATING
11 +4 17 221-235 +8 69-74 17
Calculate the monster's final challenge rating,
12 +4 17 236-250 +8 75-80 17
accounting for the adjustments you made in step 3.
13 +5 18 251-265 +8 81 -86 18 Defensive Challenge Rating. Read down the Hit
14 +5 18 266-280 +8 87-92 18 Points column of the Monster Statistics by Challenge
15 +5 18 281 -295 +8 93-98 18 Rating table until you find your monster's hit points.
16 +5 18 296-31 0 +9 99-104 18 Then look across and note the challenge rating
17 +6 19 31 1-325 +10 1 05-1 1 0 19 suggested for a monster with those hit points.
18 +6 19 326-340 +10 l l l -1 1 6 19 Now look at the Armor Class suggested for a monster
19 +6 19 341 -355 +10 1 1 7-122 19 of that challenge rating. If your monster's AC is at least
20 +6 19 356-400 +1 0 1 23-140 19 two points higher or lower than that number, adjust the
21 +7 19 401-445 +1 1 1 41 -1 58 20 challenge rating suggested by its hit points up or down
by 1 for every 2 points of difference.
22 +7 19 446-490 +1 1 1 59-1 76 20
Offensive Challenge Rating. Read down the Damage/
23 +7 19 491-535 +1 1 1 7 7-1 94 20
Round column of the Monster Statistics by Challenge
24 +7 19 536-580 +1 2 1 95-2 1 2 21
Rating table until you find your monster's damage
25 +8 19 581-625 +1 2 2 1 3 -230 21 output per round. Then look across and note the
26 +8 19 626-670 +1 2 231 -248 21 challenge rating suggested for a monster that deals that
27 +8 19 671-7 1 5 +1 3 249-266 22 much damage.
28 +8 19 71 6-760 +1 3 267-284 22 Now look at the attack bonus suggested for a monster
29 +9 19 761 -805 +1 3 285-302 22 of that challenge rating. If your monster's attack bonus
30 +9 19 806-850 +14 303-320 23 is at least two points higher or lower than that number,

C HAPTE R 'l I DU N G E O N MASTER'S W O R K S H O P


71
adjust the challenge rating suggested by its damage STEP 1 . NAME
output up or down by 1 for every 2 points of difference. A monster's name should be given as much
If the monster relies more on effects with saving consideration as any other aspect of the monster,
throws than on attacks, use the monster's save DC if not more.
instead of its attack bonus. Your monster might be based on a real-world creature
If your monster uses different attack bonuses or save or a monster from myth, in which case its name might
DCs, use the ones that will come up the most often. be obvious. If you need to invent a name, keep in
Average ChaJJenge Rating. The monster's final mind that the best names either reflect the monster's
challenge rating is the average of its defensive and appearance or nature (such as the mimic and the
offensive challenge ratings. Round the average up or owlbear) or have a nice ring to them (such as the chuul
down to the nearest challenge rating to determine and the thri-kreen).
your monster's final challenge rating. For example, if
the creature's defensive challenge rating is 2 and its STEP 2 . SIZE
offensive rating is 3, its final rating is 3. Make your monster whatever size you want: Tiny, Small,
With the final challenge rating, you can determine the Medium, Large, Huge, or Gargantuan.
monster's proficiency bonus using the Monster Statistics A monster's size determines which die is used to
by Challenge Rating table. Use the Experience Points calculate its hit points in step 8. Size also determines
by Challenge Rating table to determine how much XP how much space the monster occupies, as discussed in
the monster is worth. A monster of challenge rating the Player's Handbook.
0 is worth 0 XP if it poses no threat. Otherwise, it is
worth lO XP. STEP 3 . TYPE
Creating a monster isn't just a number-crunching A monster's type provides insight into its origins and
exercise. The guidelines in this chapter can help you nature. The Monster Manual describes each monster
create monsters, but the only way to know whether a type. Choose the type that best fits your concept for
monster is fun is to playtest it. After seeing your monster the monster.
in action, you might want to adjust the challenge rating
up or down based on your experiences.
STEP 4 . ALIGNMENT
If your monster has no concept of morals, it is
E X P E R I E N C E PO I N TS BY C H A L LE N G E R AT I N G unaligned. Otherwise, it has an alignment appropriate
to its nature and moral outlook, as discussed in the
CR XP CR XP
Player 's Handbook.
0 0 or 1 0 14 1 1 , 500
1/8 25 15 1 3,000 STEP 5 . ABILITY SCORES AND MODIFIERS
1/4 50 16 1 5,000 Monsters, like player characters, have the six ability
1/2 1 00 17 1 8,000 scores. A monster can't have a score lower than 1 or
200 18 20,000 higher than 30 in any ability.
19 22,000
A monster's score in any ability determines its ability
2 450
modifier, as shown in the Ability Scores and Modifiers
3 700 20 25,000
table in the Player's Handbook.
4 1 ,1 00 21 33,000
If you can't decide what a monster's ability scores
5 1 ,800 22 41 ,000
should be, look for comparable monsters in the Monster
6 2,300 23 50,000 Manual and mimic their ability scores. For example,
7 2,900 24 62,000 if your monster is roughly as smart as a human
8 3 ,900 25 75,000 commoner, give it an Intelligence of 10 (+O modifier).
9 5,000 26 90,000 If it's as strong as an ogre, give it a Strength of 19 (+4
10 5 ,900 27 1 05,000 modifier).
11 7,200 28 1 20,000
12 8,400 29 1 35,000
STEP 6 . EXPECTED C HALLENGE RATING
Choose a challenge rating for your monster. See step
13 1 0,000 30 1 55,000
1 under "Creating Quick Monster Stats" for more
information. You will use the proficiency bonus in later
C REAT I NG A MONSTER STAT BLO C K steps, so jot it down now or remember it.
I f you want a full monster stat block, use the following
method to create your new monster. STEP 7. ARMOR CLASS
The introduction to the Monster Manual explains all A monster's Armor Class has a direct bearing on its
the components of a monster's stat block. Familiarize challenge rating, and vice versa. You can determine your
yourself with that material before you begin. In the monster's Armor Class in one of two ways.
course of creating your monster, if you find yourself Use the Table. You can choose an appropriate AC
unable to make a decision, let the examples in the based on the monster's expected challenge rating, as
Monster Manual guide you. shown in the Monster Statistics by Challenge Rating
Once you have a monster concept in mind, follow the table. The table provides the baseline AC for a monster
steps below. of a specific challenge rating. Feel free to adjust the
AC as you see fit. For example, the baseline AC for a

C HAPTER 9 I D U N G E O N MAST E R ' S WORKS H O P


275
challenge rating 1 monster is 13, but if your monster is
well armored, raise its AC accordingly. Don't worry if
the monster's AC isn't matching up with the expected
challenge rating for the monster. Other factors can affect
a monster's challenge rating, as shown in later steps.
Determine an Appropriate AC. Alternatively, you can
determine an appropriate AC based on the type of armor
the monster wears, its natural armor, or some other
Armor Class booster (such as the mage armor spell).
Again, don't worry if the monster's AC isn't matching up
with the expected challenge rating for the monster.
If your monster wears manufactured armor, its
Armor Class is based on the type of armor worn (see
the Player's Handbook for armor types). If the monster
carries a shield, apply the shield bonus to its AC
as normal.
A monster that doesn't wear armor might have natural
armor, in which case it has an AC equal to 10 + its
Dexterity modifier + its natural armor bonus. A monster
with a thick hide generally has a natural armor bonus
of +l to +3. The bonus can be higher if the creature
is exceptionally well armored. A gorgon, for example,
is covered in steely plates and has a natural armor
bonus of +9.

STEP 8 . HIT POINTS


A monster's hit points have a direct bearing on its
challenge rating, and vice versa. You can determine your
monster's hit points in one of two ways.
Use the Table. You can start with the monster's
expected challenge rating and use the Monster
Statistics by Challenge Rating table to determine an
appropriate number of hit points. The table presents a
range of hit points for each challenge rating.
Assign Hit Dice. Alternatively, you can assign a
number of Hit Dice to a monster, then calculate its
average hit points. Don't worry if the hit points aren't
matching up with the expected challenge rating for the
monster. Other factors can affect a monster's challenge
rating, as shown in later steps, and you can always
adjust a monster's Hit Dice and hit points later on.
A monster can have as many Hit Dice as you want,
but the size of the die used to calculate its hit points
depends on the monster's size, as shown in the Hit Dice
by Size table. For example, a Medium monster uses d8s
for hit points, so a Medium monster with 5 Hit Dice and
a Constitution of 13 (+1 modifier) has 5d8 + 5 hit points.
A monster typically has average hit points based on its
Hit Dice. For example, a creature with 5d8 + 5 hit points
has an average of 27 hit points (5 x 4.5 + 5).

H I T D I C E BY S I Z E
Monster Size Hit Die Average HP per Die
Tiny d4 21/2
Small d6 31/2
M ed i u m d8 41/2
Large dlO 51/2
H uge dl2 61/z
Gargantuan d20 101/z

C HAPTER 9 D UNGEO N M '\STER'S WORKSHOP


STEP 9 . DAMAGE VULNERABILITIE S , The table provides the baseline attack bonus for each
RESISTANCES, AND I MMUNITIES challenge rating. Feel free to adjust the attack bonus as
Decide whether your monster has vulnerability, you see fit to match whatever concept you have in mind.
resistance, or immunity to one or more types of For example, the baseline attack bonus for a challenge
damage (see the Player's Handbook for descriptions rating 1 monster is +3, but if your monster needs more
of the various damage types). Assign a vulnerability, accuracy, raise its bonus accordingly. Don't worry if
resistance, or immunity to a monster only when it's the monster's attack bonus isn't matching up with the
intuitive. For example, it makes sense for a monster expected challenge rating for the monster. Other factors
made of molten lava to have immunity to fire damage. can affect a monster's challenge rating, as shown in
Giving a monster resistances and immunities to three later steps.
or more damage types (especially bludgeoning, piercing, Calculate Attack Bonuses. Alternatively, you can
and slashing damage) is like giving it extra hit points. calculate a monster's attack bonuses the same way
However, adventurers have more resources at higher players calculate the attack bonuses of a character.
levels to counteract such defenses, making resistances When a monster has an action that requires an attack
and immunities less relevant at higher levels. roll, its attack bonus is equal to its proficiency bonus +
Effective Hit Points. If a monster has resistance its Strength or Dexterity modifier. A monster usually
or immunity to several damage types-especially applies its Strength modifier to melee attacks and its
bludgeoning, piercing, and slashing damage from Dexterity modifier to ranged attacks, although smaller
nonmagical weapons-and not all the characters in the monsters sometimes use Dexterity for both.
party possess the means to counteract that resistance Again, don't worry if the attack bonuses aren't
or immunity, you need to take these defenses into matching up with the expected challenge rating for
account when comparing your monster's hit points to its the monster. You can always adjust a monster's attack
expected challenge rating. Using the Effective Hit Points bonuses later.
Based on Resistances and Immunities table, apply
the appropriate multiplier to the monster's hit points STEP 1 1 . DAMAGE
to determine its effective hit points for the purpose of A monster's damage output-the amount of damage it
gauging its final challenge rating. (The monster's actual deals every round-has a direct bearing on its challenge
hit points shouldn't change.) rating, and vice versa. You can determine a monster's
For example, a monster with an expected damage output in one of two ways.
challenge rating of 6, 150 hit points, and resistance Use the Table. You can start with the monster's
to bludgeoning, piercing, and slashing damage from expected challenge rating and use the Monster
nonmagical weapons effectively has 225 hit points Statistics by Challenge Rating table to determine how
(using the 1 . 5 multiplier for resistances) for the purpose much damage the monster should deal every round.
of gauging its final challenge rating. The table presents a range at each challenge rating.
Monsters don't normally have vulnerability to more It doesn't matter how this damage is apportioned or
than one or two types of damage. Vulnerabilities don't distributed; for example, a monster might deal the
significantly affect a monster's challenge rating, unless damage every round with a single attack, or the damage
a monster has vulnerabilities to multiple damage types could be split among multiple attacks against one or
that are prevalent, especially bludgeoning, piercing, more foes.
and slashing. For such a strange monster, reduce its Choose the type of damage based on how you imagine
effective hit points by half. Or even better, eliminate the damage being delivered. For example, if the monster
the vulnerabilities and give the brittle monster fewer is attacking with razor-sharp claws, the damage it deals
hit points. is probably slashing damage. If its claws are poisonous,
some portion of the damage might be poison damage
E F F E C T I V E H I T PO I N T S BA S E D O N instead of slashing damage.
If you want the damage output to vary slightly from
R E S I S TA N C E S A N D I M M U N I T I E S
round to round, you can translate the damage range into
Expected H P M u ltiplier for H P M ultiplier for a single die expression (for a monster with one attack)
Challenge Rating Resistances Immunities or multiple die expressions (for a monster with multiple
1 -4 x2 x2 attacks). For example, a challenge rating 2 monster
5-10 x 1.5 x2 deals 1 5 -20 damage per round. If you imagine the
1 1 -1 6 x 1 . 25 x l.5 creature having a Strength of 18 (+4 modifier), you could
17 o r more xl x 1.25 give it one melee attack that deals 3d8 + 4 (average
17.5) damage, split the damage output into two separate
STEP 1 0 . ATTACK BONUSES attacks that deal ldlO + 4 (average 9) damage each, or
A monster's attack bonuses have a direct bearing o n its use any other combination where the average damage
challenge rating, and vice versa. You can determine a output falls within the desired range.
monster's attack bonuses in one of two ways. Base the Damage on the Weapon. Alternatively,
Use the Table. You can start with the monster's you can use a die expression to represent the damage
expected challenge rating and use the Monster that a monster deals with each of its attacks based on
Statistics by Challenge Rating table to determine an whatever weapon it is using.
appropriate attack bonus for all the monster's attacks,
regardless of its ability scores.

C HAPTER 9 I D U N GE O N MASTE R ' S W O R K S H O P


Don't worry if the damage output isn't matching up actions. For example, a balor's Fire Aura deals 10
with the expected challenge rating for the monster. fire damage to any creature that hits the balor with a
Other factors can affect a monster's challenge rating, melee attack. The aura also deals 10 fire damage to all
as will be discussed in later steps, and you can always creatures within 5 feet of the balor at the start of each
adjust a monster's damage output later on. of the balor's turns. If you assume that one character in
Some monsters use natural weapons, such as claws the party is within 5 feet of the balor at all times, hitting
or tail spikes. Others wield manufactured weapons. it with a melee weapon every round, then the balor's
If a monster has natural weapons, you decide how damage output per round increases by 20.
much damage it deals with those attacks, as well as the
type of damage. See the Monster Manual for examples. STEP 1 2 . SAVE D C s
If a monster wields a manufactured weapon, it deals A monster might have a n attack or some other trait
damage appropriate to the weapon. For example, a that requires a target to make a saving throw. The save
greataxe in the hands of a Medium monster deals ld 1 2 DCs to resist such effects have a direct bearing on the
slashing damage plus the monster's Strength modifier, monster's challenge rating, and vice versa. You can
as is normal for that weapon. determine save DCs in one of two ways.
Big monsters typically wield oversized weapons that Use the Table. You can start with the monster's
deal extra dice of damage on a hit. Double the weapon expected challenge rating and use the Monster
dice if the creature is Large, triple the weapon dice if it's Statistics by Challenge Rating table to determine an
Huge, and quadruple the weapon dice if it's Gargantuan. appropriate save DC for any effect that requires a target
For example, a Huge giant wielding an appropriately to make a saving throw.
sized greataxe deals 3 d l 2 slashing damage (plus its Calculate the DCs. Alternatively, you can calculate
Strength bonus), instead of the normal l d l 2 . a monster's save DCs as follows: 8 + the monster's
A creature has disadvantage on attack rolls with a proficiency bonus + the monster's relevant ability
weapon that is sized for a larger attacker. You can rule modifier. You choose the ability that best applies.
that a weapon sized for an attacker two or more sizes For example, if the effect is a poison, the relevant
larger is too big for the creature to use at all. ability is probably the monster's Constitution. If
Overall Damage Output. To determine a monster's the effect is similar to that of a spell, the relevant
overall damage output, take the average damage it ability might be the monster's Intelligence, Wisdom,
deals with each of its attacks in a round and add them or Charisma.
together. If a monster has different attack options, use Don't worry if the save DCs aren't matching up with
the monster's most effective attacks to determine its the expected challenge rating for the monster. Other
damage output. For example, a fire giant can make two factors can affect a monster's challenge rating, as
greatsword attacks or one rock attack in a round. The shown in later steps, and you can always adjust the save
greatsword attacks deal more damage, so that attack DCs later on.
routine determines the fire giant's damage output.
If a monster's damage output varies from round to STEP 1 3 . SPECIAL TRAITS , ACTIONS , AND
round, calculate its damage output each round for the
REACTIONS
first three rounds of combat, and take the average. Some special traits (such as Magic Resistance), special
For example, a young white dragon has a multiattack actions (such as Superior Invisibility), and special
routine (one bite attack and two claw attacks) that deals reactions (such as Parry) can improve a monster's
an average of 37 damage each round, as well as a breath combat effectiveness and potentially increase its
weapon that deals 45 damage, or 90 if it hits two targets challenge rating.
(and it probably will). In the first three rounds of combat,
the dragon will probably get to use its breath weapon
once and its multiattack routine twice, so its average
damage output for the first three rounds would be (90 +
37 + 37) + 3, or 54 damage (rounded down).
When calculating a monster's damage output, also
account for special off-turn damage-dealing features,

such as auras, reactions, legendary actions, or lair

ATTACK R I D E R S

M a ny monsters have attacks that do more than deal damage. •

Some effects that can be added to an attack to give it a


--
flavorfu l twist include:
• •


Adding damage of a different type to the attack
H aving the monster grapple the target on a hit
f
• Al lowing the monster to knock the target prone on a hit
• I m posing a condition on the target if the attack hits and •
the target fails a saving throw

C HAPTER 9 I D UN GE O N MASTER ' S WORKS H O P


The Monster Features table lists various features that STEP 1 7. SKILL BONUSES
you can plunder from the Monster Manual. The table If you want a monster to be proficient in a skill, you can
notes which features increase a monster's effective give it a bonus equal to its proficiency bonus on ability
Armor Class, hit points, attack bonus, or damage output checks related to that skill. For example, a monster
for the purpose of determining its challenge rating. (The with sharp senses might have a bonus on Wisdom
features don't actually change the monster's statistics.) (Perception) checks, while a duplicitous monster might
Features that have no effect on a monster's challenge have a bonus on Charisma (Deception) checks.
rating are noted with a dash (-). You can double the proficiency bonus to account for
When assigning special traits, actions, or reactions heightened mastery. For example, a doppelganger is
to a monster, keep in mind that not all monsters need so good at deceiving others that its bonus on Charisma
them. The more you add, the more complex (and harder (Deception) checks is equal to double its proficiency
to run) the monster becomes. bonus + its Charisma modifier.
Innate Spellcasting and Spellcasting. The impact Skill bonuses have no bearing on a monster's
that the Innate Spellcasting and Spellcasting special challenge rating.
traits have on a monster's challenge rating depends
on the spells that the monster can cast. Spells that STEP 1 8 . CONDITION IMMUNITIES
deal more damage than the monster's normal attack A monster can be immune t o one o r more debilitating
routine and spells that increase the monster's AC or conditions, and these immunities have no bearing on
hit points need to be accounted for when determining its challenge rating. For descriptions of the various
the monster's final challenge rating. See the "Special conditions, see appendix A of the Player's Handbook.
Traits" section in the introduction of the Monster As with damage immunities, condition immunities
Manual for more information on these two special traits. should be intuitive and logical. For example, it makes
sense that a stone golem can't be poisoned, since it's a
STEP 14. SPEED construct without a nervous system or internal organs.
Every monster has a walking speed. (Immobile
monsters have a walking speed of 0 feet.) In addition to STEP 1 9 . SENSES
its walking speed, a monster might have one or more A monster might have one or more of the following
other speeds, including a burrowing, climbing, flying, or special senses, which are described in the Monster
swimming speed. Manual: blindsight, darkvision, tremorsense, and
Flying Monster. Increase the monster's effective truesight. Whether the monster has special senses or
Armor Class by 2 (not its actual AC) if it can fly and deal not has no bearing on its challenge rating.
damage at range and if its expected challenge rating Passive Perception Score. All monsters have a
is 10 or lower (higher-level characters have a greater passive Wisdom (Perception) score, which is most
ability to deal with flying creatures). often used to determine whether a monster detects
approaching or hidden enemies. A monster's passive
STEP 1 5 . SAVING THROW BONUSES Wisdom (Perception) score is 10 + its Wisdom modifier.
If you want a monster to be unusually resistant to If the monster has proficiency in the Perception skill, its
certain kinds of effects, you can give it a bonus to saving score is 10 + its Wisdom (Perception) bonus.
throws tied to a particular ability.
A saving throw bonus is best used to counteract a low STEP 2 0 . LANGUAGES
ability score. For example, an undead monster with a Whether a monster can speak a language has no
low Wisdom score might need a Wisdom saving throw bearing on its challenge rating.
bonus to account for the fact that it's more difficult to A monster can master as many spoken languages as
charm, frighten, or turn than its Wisdom would indicate. you want, although few monsters know more than one
A saving throw bonus is equal to the monster's or two, and many monsters (beasts in particular) have
proficiency bonus + the monster's relevant no spoken language whatsoever. A monster that Jacks
ability modifier. the ability to speak might still understand a language.
A monster with three or more saving throw bonuses Telepathy. Whether or not a monster has telepathy
has a significant defensive advantage, so its effective AC has no bearing on its challenge rating. For more
(not its actual AC) should be raised when determining information on telepathy, see the Monster Manual.
its challenge rating. If it has three or four bonuses,
increase its effective AC by 2. If it has five or more N P C STAT B L O C K S
bonuses, increase its effective AC by 4. Appendix B o f the Monster Manual contains stat blocks
for common NPC archetypes such as bandits and
STEP 1 6 . FINAL C HALLENGE RATING
guards, as well as tips for customizing them. Those tips
At this point, you have all the statistical information
include adding racial traits from the Player's Handbook,
you need to calculate the monster's final challenge
equipping NPCs with magic items, and swapping armor,
rating. This step is identical to step 4 under "Creating
weapons, and spells.
Quick Monster Stats." Calculate the monster's defensive
challenge rating and its offensive challenge rating, then
take the average to get its final challenge rating.

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..
M O N S T E R FEAT U R E S
Name Example Monster Effect on Challenge Rating
Aggressive Ore I ncrease the monster's effective per-round damage output by 2.
Ambusher Doppelganger I ncrease the monster's effective attack bonus by l .
Amorphous B lack pudding
Amphibious Kuo-toa
Angelic Weapons Deva I ncrease the monster's effective per-round damage by the amount noted i n
the trait.
Antimagic S uscepti bility Flying sword
Avoidance Demilich I ncrease the monster's effective AC by l .
Blind Senses Grim lock
Blood Frenzy Sahuagin I ncrease the monster's effective attack bonus by 4.
Breath Weapon Ancient black d ragon For the pu rpose of determ ining effective damage output, assume the breath
weapon hits two targets, and that each target fails its saving th row.
B rute Bugbear I ncrease the monster's effective per- round damage by the amount noted i n
the trait.
Chameleon Skin Troglodyte
Change Shape Ancient brass d ragon
Charge Centaur I n crease the monster's damage on one attack by the amount noted in the trait.
Charm Vampire
Constrict Constrictor snake I ncrease the monster's effective AC by l .
Damage Absorption Flesh golem
Damage Transfer Cloaker Double the monster's effective hit points. Add one-th i rd of the monster's hit
points to its per-round damage.
Death Bu rst Magmin I ncrease the monster's effective damage output for l round by the amount
noted in the trait, and assume it affects two creatures.
Devil Sight Barbed devil
Dive Attack Aarakocra Increase the monster's effective damage on one attack by the amount noted in
the trait.
Echolocation Hook horror
Elemental Body Azer I ncrease the monster's effective per-round damage by the amount noted in
the trait.
Enlarge Duergar I n c rease the monster's effective per-round damage by the amount noted in
the trait.
Ethereal ness N ight hag
False Appearance Gargoyle
Fey Ancestry D row
Fiendish B lessing Cambion Apply the monster's Charisma modifier to its actual AC.
Flyby Peryton
Frightful Presence Ancient black d ragon I ncrease the monster's effective hit points by 25% if the monster is meant to
face cha racters of 1 0th level or lower.
G rappler M imic
Hold Breath Lizardfolk
Horrifying Visage Banshee See Frightfu l Presence.
I l l u mination Flameskull
I l l u sory Appearance G reen hag
I m mutable Form I ron golem
I ncorporeal M ovement G host
I nnate Spellcasting Dj i n n i See step 1 3 under "Creating a Monster Stat B lock."
I nscrutable Androsphinx
I nvisibility Imp
Keen Senses H e l l hound
Labyrinthine Recal l M i notau r
Leadership Hobgobl in captain
Legendary Resistance Ancient black d ragon Each per-day use of this trait increases the monster's effective hit points based
on the expected challenge rati ng: 1 -4, 10 h p; 5-10, 20 hp; 11 or h igher, 30 hp.
Life Drain Wight

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280
Name Example Monster Effect on Challenge Rating
Light Sensitivity Shadow demon
M agic Resistance Balor I ncrease the monster's effective AC by 2.
M agic Weapons Balor
M artial Advantage H obgoblin Increase the effective dam age of one attack per round by the amount gained
from this trait.
M i m icry Kenku
N imble Escape Goblin I ncrease the monster's effective AC and effective attack bonus by 4 (assuming
the monster h ides every rou nd).
Otherworldly Perception Kuo-toa
Pack Tactics Kobold I ncrease the monster's effective attack bonus by 1 .
Parry H obgoblin warlord I ncrease the monster's effective AC by 1 .
Possession G host Double the monster's effective h i t points.
Pounce Tiger I ncrease the monster's effective damage fo r 1 round by the amount it deals
with the bonus action gained from this trait.
Psychic Defense G ithzerai monk Apply the monster's Wisdom modifier to its actual AC if the monster isn't
wearing armor or wielding a shield.
Ram page Gnoll I ncrease the monster's effective per-round damage by 2.
Reactive M arilith
Read Thoughts Doppelganger
Reckless M inotaur
Red irect Attack Goblin boss
Reel Roper
Regeneration Trol l I ncrease the monster's effective hit poi nts by 3 x the n um ber of h it points the
monster regenerates each round.
Rejuvenation Lich
Relentless Were boar I ncrease the monster's effective hit points based on the expected challenge
rating: 1-4, 7 hp; 5-1 0, 14 h p; 1 1 -1 6, 21 hp; 17 or higher, 28 h p .
S hadow Stealth Shadow demon I ncrease the monster's effective A C b y 4.
Shapechanger Were rat
Siege Monster Earth elemental
Slippery Kuo-toa
Spel lcasting Lich See step 13 under "Creating a Monster Stat Block."
Spider Climb Ettercap
Standing Leap Bullywug
Steadfast Bearded devi l
Stench Troglodyte I ncrease the m onster's effective AC by 1 .
S u n l ight Sensitivity Kobold
Superior I nvisibility Faerie dragon I ncrease the monster's effective AC by 2 .
Sure- Footed Dao
S u rprise Attack Bugbear I ncrease the monster's effective damage fo r 1 round by the amount noted i n the
trait.
Swallow Behir Assume the monster swallows one creature and deals 2 rounds of acid damage
to it.
Teleport Balor
Terrai n Camouflage B u l lywug
Tu nneler U m ber h u l k
Turn I m m u n ity Reven ant
Turn Resistance Lich
Two H eads Ettin
U ndead Fortitude Zombie I ncrease the monster's effective hit points based on the expected challenge
rati ng: 1 -4, 7 hp; 5-1 0, 14 hp; 1 1 -1 6 , 21 hp; 17 or h igher, 28 hp.
Web G iant spider I ncrease the monster's effective AC by 1.
Web Sense G iant spider
Web Walker G iant spider
Wounded Fury Q uaggoth I ncrease the monster's damage for 1 round by the amount noted i n the trait.

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