This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
Each
of the monster entries describes a typical creature of its kind. However, there
are several methods by which extraordinary or unique monsters can be created
using a typical creature as the foundation: by adding character classes,
increasing a monster’s Hit Dice, or by adding a template to a monster. These
methods are not mutually exclusive—it’s possible for a monster with a template
to be improved by both increasing its Hit Dice and adding character class
levels.
Class
Levels:
Intelligent creatures that are reasonably humanoid in shape most commonly
advance by adding class levels. Creatures that fall into this category have an
entry of “By character class” in their Advancement line. When a monster adds a
class level, that level usually represents an increase in experience and
learned skills and capabilities.
Increased
Hit Dice:
Intelligent creatures that are not humanoid in shape, and nonintelligent
monsters, can advance by increasing their Hit Dice. Creatures with increased
Hit Dice are usually superior specimens of their race, bigger and more powerful
than their run-of-the-mill fellows.
Templates: Both intelligent and
nonintelligent creatures with an unusual heritage or an inflicted change in
their essential nature may be modified with a template. Templates usually
result in tougher monsters with capabilities that differ from those of their
common kin.
Each
of these three methods for improving monsters is discussed in more detail
below.
ABILITY
SCORE ARRAYS
Monsters
are assumed to have completely average (or standard) ability scores—a 10 or an
11 in each ability, as modified by their racial bonuses. However, improved
monsters are individuals and often have better than normal ability scores, and
usually make use of either the elite array or the nonelite array of ability
scores. Monsters who improve by adding a template, and monsters who improve by
increasing their Hit Dice, may use any of the three arrays (standard, nonelite,
or elite). Any monster unique enough to be improved could easily be considered elite.
Elite
Array: The
elite array is 15, 14, 13, 12, 10, 8. While the monster has one weakness
compared to a typical member of its race, it is significantly better overall.
The elite array is most appropriate for monsters who add levels in a player
character class.
Nonelite
Array:
The nonelite array is 13, 12, 11, 10, 9, 8. The nonelite array does not
necessarily make a monster better than normal, but it does customize the
monster as an individual with strengths and weaknesses compared to a typical
member of its race. The nonelite array is most appropriate for monsters who add
class levels in a NPC class.
Ability
Score Improvement: Treat monster Hit Dice the same as character level for
determining ability score increases. This only applies to Hit Dice increases,
monsters do not gain ability score increases for levels they “already reached”
with their racial Hit Dice, since these adjustments are included in their basic
ability scores.
MONSTERS
AND CLASS LEVELS
If
a creature acquires a character class, it follows the rules for multiclass
characters.
The
creature’s Hit Dice equal the number of class levels it has plus its racial Hit
Dice. A creature’s “monster class” is always a favored class, and the creature
never takes XP penalties for having it. Additional Hit Dice gained from taking
levels in a character class never affect a creature’s size.
Humanoids
and Class Levels: Creatures with 1 or less HD replace their monster levels
with their character levels. The monster loses the attack bonus, saving throw
bonuses, skills, and feats granted by its 1 monster HD and gains the attack
bonus, save bonuses, skills, feats, and other class abilities of a 1st-level
character of the appropriate class.
Level
Adjustment and Effective Character Level: To determine the effective character
level (ECL) of a monster character, add its level adjustment to its racial Hit
Dice and character class levels. The monster is considered to have experience
points equal to the minimum needed to be a character of its ECL.
If
you choose to equip a monster with gear, use its ECL as its character level for
purposes of determining how much equipment it can purchase. Generally, only
monsters with an Advancement entry of “By character class” receive NPC gear;
other creatures adding character levels should be treated as monsters of the
appropriate CR and assigned treasure, not equipment.
Feat
Acquisition and Ability Score Increases: A monster’s total Hit Dice, not its
ECL, govern its acquisition of feats and ability score increases.
INCREASING
HIT DICE
As
its Hit Dice increase, a creature’s attack bonuses and saving throw modifiers
might improve. It gains more feats and skills, depending on its type, as shown
on Table: Creature Improvement by Type.
Note
that if a creature acquires a character class, it improves according to its
class, not its type.
Table:
Creature Improvement by Type |
||||
|
Hit Die |
Attack Bonus |
Good Saving Throws |
Skill Points* |
Aberration |
d8 |
HD
x3/4 (as cleric) |
Will |
2
+ Int mod per HD |
Animal |
d8 |
HD
x3/4 (as cleric) |
Fort,
Ref (and sometimes Will) |
2
+ Int mod per HD |
Construct |
d10 |
HD
x3/4 (as cleric) |
— |
2
+ Int mod per HD** |
Dragon |
d12 |
HD
(as fighter) |
Fort,
Ref, Will |
6
+ Int mod per HD |
Elemental |
d8 |
HD
x3/4 (as cleric) |
Ref
(Air, Fire), or Fort
(Earth, Water) |
2
+ Int mod per HD |
Fey |
d6 |
HD
x1/2 (as wizard) |
Ref,
Will |
6
+ Int mod per HD |
Giant |
d8 |
HD
x3/4 (as cleric) |
Fort |
2
+ Int mod per HD |
Humanoid |
d8 |
HD
x3/4 (as cleric) |
Varies
(any one) |
2
+ Int mod per HD |
Magical
beast |
d10 |
HD
(as fighter) |
Fort,
Ref |
2
+ Int mod per HD |
Monstrous
humanoid |
d8 |
HD
(as fighter) |
Ref,
Will |
2
+ Int mod per HD |
Ooze |
d10 |
HD
x3/4 (as cleric) |
— |
2
+ Int mod per HD** |
Outsider |
d8 |
HD
(as fighter) |
Fort,
Ref, Will |
8
+ Int mod per HD |
Plant |
d8 |
HD
x3/4 (as cleric) |
Fort |
2
+ Int mod per HD** |
Undead |
d12 |
HD
x1/2 (as wizard) |
Will |
4
+ Int mod per HD** |
Vermin |
d8 |
HD
x3/4 (as cleric) |
Fort |
2
+ Int mod per HD** |
All
types have a number of feats equal to 1 + 1 per 3 Hit Dice. |
||||
*
As long as a creature has an Intelligence of at least 1, it gains a minimum
of 1 skill point per Hit Die. |
||||
**
Creatures with an Intelligence score of “—” gain no skill points or feats. |
SIZE INCREASES
A
creature may become larger when its Hit Dice are increased (the new size is
noted parenthetically in the monster’s Advancement entry).
A
size increase affects any special ability the creature has that is affected by
size. Increased size also affects a creature’s ability scores, AC, attack
bonuses, and damage values as indicated on the tables below.
Table: Changes to Statistics by
Size
|
||||||
Old
Size* |
New
Size |
Str
|
Dex |
Con |
Natural Armor |
AC/ Attack |
Fine |
Diminutive |
Same |
–2 |
Same |
Same |
–4 |
Diminutive |
Tiny |
+2 |
–2 |
Same |
Same |
–2 |
Tiny |
Small |
+4 |
–2 |
Same |
Same |
–1 |
Small |
Medium |
+4 |
–2 |
+2 |
Same |
–1 |
Medium |
Large |
+8 |
–2 |
+4 |
+2 |
–1 |
Large |
Huge |
+8 |
–2 |
+4 |
+3 |
–1 |
Huge |
Gargantuan |
+8 |
Same |
+4 |
+4 |
–2 |
Gargantuan |
Colossal |
+8 |
Same |
+4 |
+5 |
–4 |
*Repeat
the adjustment if the creature moves up more than one size. |
Table:
Increased Damage By Size |
|
Old Damage (Each)* |
New Damage |
1d2 |
1d3 |
1d3 |
1d4 |
1d4 |
1d6 |
1d6 |
1d8 |
1d8 |
2d6 |
1d10 |
2d8 |
2d6 |
3d6 |
2d8 |
3d8 |
*
Repeat the adjustment if the creature moves up more than one size category. |
Certain
creatures are created by adding a template to an existing creature. A templated
creature can represent a freak of nature, the individual creation of a single
experimenter, or the first generation of offspring from parents of different
species.
ACQUIRED AND
INHERITED TEMPLATES
Some
templates can be added to creatures anytime. Templates such as these are
referred to as acquired templates, indicating that the creature did not always
have the attributes of the template.
Other
templates, known as inherited templates, are part of a creature from the
beginning of its existence. Creatures are born with these templates.
It’s
possible for a certain kind of template to be of either type.
READING A TEMPLATE
A
template’s description provides a set of instructions for altering an existing
creature, known as the base creature. The changes that a template might cause
to each line of a creature ’s statistics block are discussed below. Generally,
if a template does not cause a change to a certain statistic, that entry is
missing from the template description. For clarity, the entry for a statistic
or attribute that is not changed is sometimes given as “Same as the base
creature.”
Size
and Type:
Templates often change a creature’s type, and may change the creature’s size.
If
a template changes the base creature’s type, the creature also acquires the
augmented subtype unless the template description indicates otherwise. The
augmented subtype is always paired with the creature’s original type. Unless a
template indicates otherwise, the new creature has the traits of the new type
but the features of the original type.
If
a template changes a creature’s size, use Table: Changes to Statistics by Size
to calculate changes to natural armor, Armor Class, attack rolls, and grapple
bonus.
Hit
Dice and Hit Points: Most templates do not change the number of Hit Dice a
monster has, but some do. Some templates change the size of a creature’s Hit
Dice (usually by changing the creature type). A few templates change previously
acquired Hit Dice, and continue to change Hit Dice gained with class levels,
but most templates that change Hit Dice change only the creature’s original HD
and leave class Hit Dice unchanged.
If
the Hit Dice entry in a template description is missing, Hit Dice and hit
points do not change unless the creature’s Constitution modifier changes.
Initiative:
If a
template changes the monster’s Dexterity, or if it adds or removes the Improved
Initiative feat, this entry changes.
Speed: If a template modifies a
creature’s speed, the template states how that happens. More commonly, a
template adds a new movement mode.
Armor
Class: If
a template changes the creature’s size, see Table: Changes to Statistics by
Size to determine its new Armor Class and to see whether its natural armor
changes. In some cases the method of determining Armor Class changes radically;
the template description explains how to adjust the creature’s AC.
Base
Attack/Grapple:
Templates usually do not change a creature’s base attack bonus. If a template
modifies a creature’s base attack bonus, the template description states how
that happens. Changes to a creature’s Strength score can change a creature’s
grapple bonus, as can changes to its size.
Attack
and Full Attack:
Most templates do not change a creature’s attack bonus or modes of attack, even
when the creature’s type changes (the creature’s base attack bonus is the same
as a creature of the original type). Of course, any change in ability scores
may affect attack bonuses. If Strength or Dexterity changes, use the new
modifier to determine attack bonuses. A change in a monster’s size also changes
its attack bonus; see Table: Changes to Statistics by Size.
Damage: Damage changes with
Strength. If the creature uses a two-handed weapon or has a single natural
weapon, it adds 1-1/2 times its Strength bonus to the damage. If it has more
than a single attack then it adds its Strength bonus to damage rolls for the
primary attack and 1/2 its Strength bonus to all secondary attacks.
Space/Reach: A template may change
this entry if it changes the monster’s size. Note that this table does not take
into account special situations such as exceptional reach.
Special
Attacks:
A template may add or remove special attacks. The template description gives
the details of any special attacks a template provides, including how to
determine saving throw DCs, if applicable.
Special
Qualities:
A template may add or remove special qualities. The template description gives
the details of any special qualities a template provides, including how to
determine saving throw DCs, if applicable. Even if the special qualities entry
is missing from a template description, the creature still gains any qualities
associated with its new type.
Base
Saves: As
with attacks, changing a monster’s type does not always change its base saving
throw bonuses. You only need to adjust them for new modifiers for Constitution,
Dexterity, or Wisdom. A template may, however, state that a monster has a
different “good” saving throw.
Abilities: If a template changes one
or more ability scores, these changes are noted here.
Skills:
As with
attacks, changing a monster’s type does not always change its skill points.
Most templates don’t change the number of Hit Dice a creature has, so you don’t
need to adjust skills in that case unless the key abilities for those skills
have changed, or the template gives a bonus on one or more skills, or unless
the template gives a feat that provides a bonus on a skill check.
Some
templates change how skill points are determined, but this change usually only
affects skill points gained after the template is applied. Treat skills listed
in the base creature’s description as class skills, as well as any new skills
provided by the template.
Feats: Since most templates do
not change the number of Hit Dice a creature has, a template will not change
the number of feats the creature has. Some templates grant one or more bonus
feats.
Environment: Usually the same as the
base creature.
Organization: Usually the same as the
base creature.
Challenge
Rating:
Most templates increase the creature’s Challenge Rating. A template might
provide a modifier to be added to the base creature’s CR, or it might specify a
range of modifiers depending on the base creature’s original Hit Dice or CR.
Treasure:
Usually
the same as the base creature.
Alignment: Usually the same as the
base creature, unless the template is associated with a certain alignment.
Advancement: Usually the same as the
base creature.
Level
Adjustment:
This entry is a modifier to the base creature’s level adjustment. Any level
adjustment is meaningless unless the creature retains a high enough
Intelligence (minimum 3) to gain class levels after applying the template.
Adding
More Than One Template
In
theory, there’s no limit to the number of templates you can add to a creature.
To add more than one template, just apply each template one at a time. Always
apply inherited templates before applying acquired templates. Whenever you add
multiple templates, pay attention to the creature’s type—you may add a template
that makes the creature ineligible for other templates you might want to add.
ADVANCED
MONSTER CHALLENGE RATING
When
adding class levels to a creature with 1 or less HD, you advance the creature
like a character. Otherwise, use the following guidelines.
ADDING CLASS LEVELS
If you are advancing a monster by adding player character class levels, decide if the class levels directly improve the monster’s existing capabilities.
When
adding class levels to a creature, you should give it typical ability scores
appropriate for that class. Most creatures are built using the standard array
of ability scores: 11, 11, 11, 10, 10, 10, adjusted by racial modifiers. If you
give a creature a PC class use the elite array of ability scores before racial
adjustments: 15, 14, 13, 12, 10, 8. Creatures with NPC classes use the nonelite
array of 13, 12, 11, 10, 9, 8. T
Associated
Class Levels
Class
levels that increase a monster’s existing strengths are known as associated
class levels. Each associated class level a monster has increases its CR by 1.
Barbarian,
fighter, paladin, and ranger are associated classes for a creature that relies
on its fighting ability.
Rogue
and ranger are associated classes for a creature that relies on stealth to
surprise its foes, or on skill use to give itself an advantage.
A
spellcasting class is an associated class for a creature that already has the
ability to cast spells as a character of the class in question, since the
monster’s levels in the spellcasting class stack with its innate spellcasting
ability.
Nonassociated
Class Levels
If
you add a class level that doesn’t directly play to a creature’s strength the
class level is considered nonassociated, and things get a little more
complicated. Adding a nonassociated class level to a monster increases
its CR by 1/2 per level until one of its nonassociated class levels equals its
original Hit Dice. At that point, each additional level of the same class or a
similar one is considered associated and increases the monster’s CR by 1.
Levels
in NPC classes are always treated as nonassociated.
ADDING HIT DICE
When
you improve a monster by adding Hit Dice, use Table: Improved Monster CR
Increase to determine the effect on the creature’s CR. Keep in mind that many
monsters that advance by adding Hit Dice also increase in size. Do not stack
this CR increase with any increase from class levels. In general, once you’ve
doubled a creature’s CR, you should closely watch any additional increases in
its abilities. Adding Hit Dice to a creature improves several of its abilities,
and radical increases might not follow this progression indefinitely. Compare
the monster’s improved attack bonus, saving throw bonuses, and any DCs of its
special abilities from the HD increase to typical characters of the appropriate
level and adjust the CR accordingly.
Table: Improved Monster CR Increase
|
|
Creature’s
Original Type |
CR
Increase |
Aberration,
construct, elemental, fey, giant, humanoid, ooze, plant, undead, vermin |
+1
per 4 HD added |
Animal,
magical beast, monstrous humanoid |
+1
per 3 HD added |
Dragon,
outsider, nonassociated class levels |
+1
per 2 HD or 2 levels added |
Directly
associated class levels |
+1
per level added |
Other
Modifiers: |
|
Size
increased to Large or larger |
+1
to CR |
Monster’s
ability scores based on elite array* |
+1
to CR |
Monster
possesses special attacks or qualities that significantly improve combat
effectiveness |
+2
to CR |
Monster
possesses special attacks or qualities that improve combat effectiveness in a
minor way |
+1
to CR |
Template
added |
+
template CR modifier |
*
Do not apply this increase if you advance a monster by class levels.
(Monsters advanced by class levels are assumed to use the elite array.) |
INCREASING SIZE
Generally,
increasing a monster’s size increases its combat effectiveness. Large creatures
gain increased Strength, reach, and other benefits. Apply this modifier if you
increase a creature beyond Medium and in conjunction with any other increases.
Be
careful, though. Monsters that benefit from a smaller size may actually lose
effectiveness because of a size increase. Monsters that don’t benefit from size
increases don’t advance in that manner for this reason.
ADDING SPECIAL
ABILITIES
You
can add any sort of spell-like, supernatural, or extraordinary ability to a
creature. As with a class level, you should determine how much, or how little,
this ability adds to the creature’s existing repertoire. A suite of abilities
that work together should be treated as a single modifier for this purpose. If
the ability (or combination of abilities) significantly increases the monster’s
combat effectiveness, increase its CR by 2. Minor abilities increase the
creature’s CR by 1, and truly trivial abilities may not increase CR at all. If
the special abilities a monster gains are not tied to a class or Hit Die
increase, this CR increase stacks.
A
significant special attack is one that stands a good chance of incapacitating
or crippling a character in one round. A significant special quality is one
that seriously diminishes the monster’s vulnerability to common attacks. Do not
add this factor twice if a monster has both special attacks and special
qualities.
Make
sure to “scale” your evaluation of these abilities by the monster’s current CR.