Hello! Skill bonuses in simple monster creation are divided into two categories: good and master. These rules often see more use by adventurers, as they produce powerful tools to help with exploration, treasure hunting, and the defeat of vicious monsters. Rakshasa: Detect thoughts, enhanced defenses; Optionschange shape. At CR 8, it also takes only half damage if it fails its save. Options are the main way to specialize your monster. Benefit(s): The monster gains two Knowledge skills of your choice as additional master skills. Class: The cleric class graft increases the vampires Fortitude save from +10 to +12 and gives it Knowledge (religion) as a master skill. Skills: With its good skill from the giant subtype, the explorer has only one master skill, but a well-rounded set of good skills. Class: The night hag soul collectors summoner class graft increases her Fortitude and Reflex by 1 and grants Knowledge (planes) as a master skill. Air: Fly 60 ft. (perfect); Skillsgain Fly as an additional master skill. Its diseased bite is also free, since it wont matter much in high-level combat. A number of subtypes dont have full entries. Performer: Born to the stage, the performer puts on an elaborate show. The size of the effect appears on the table below. CR 19: Increase speed by 60 feet; Optionsbypass DR (adamantine, lawful, magic), damage reduction (chaotic), evasion, immunity (disease, falling damage, poison), spell resistance, unarmed damage 2d10, three combat. Some of the monsters that appear early onparticularly combatantshave a high CR but simple abilities, so theyre still easy to create. To represent the defenses necessary to ply her trade among evil outsiders, the night hag also has particularly potent spell resistance and damage reduction options for her CR. It also receives one combat option from its fighter graft. Your specific monsters Strength, Dexterity, or Constitution might vary greatly from these numbers, but if they do, you should pay close attention to how these variances affect its other statistics. | GumshoeSRD All outsiders are at least partially composed of the essence of their home planes. Options: The griffon spends both its options on combat options to gain pounce and rake. Craft (Int) Contents [ show] You are skilled in the creation of a specific group of items, such as armor or weapons. Not just magical beasts. Suggested Ability Modifiers: Dexterity, Charisma, Intelligence. Benefit(s): The monsters attacks count as good for the purpose of overcoming damage reduction. The target dies on a failure, and ends the quivering palm effect on a successful one. The animated bones of the dead attack as a skeletona mindless soldier in an army of the dead. Protean: Blindsense (range varies), amorphous anatomy, constant freedom of movement; Optionschange shape, constrict, energy resistance 10 (electricity and sonic), immunity (acid), improved combat maneuver (grab). Archives . Statistic Adjustments: Increase Fortitude and Reflex saving throw bonuses by 1; optionone combat. Automatic Traits: Darkvision 60 ft.; undead immunities, set Constitution modifier to . He fills out her statistics from the CR 7 entry on Table: Combatant Main Statistics. As a soul broker, she needs constant detection spells to inspect her merchandise, as well as the soul bind spell at will. The monster also gains a +2 bonus on Will saves and takes a 2 penalty to AC. Each time it uses this ability, the satyr chooses charm person, fear, sleep, or suggestion. Combat Casting: The monster gains a +6 bonus on concentration checks. It can use this ability on itself as a swift action. As a feral, vicious creature, it has a high Strength. Creatures with Hit Points above the average often have lower armor class values to compensate. The monster doesnt provoke attacks of opportunity when using that maneuver, its CMB for that type of maneuver increases by 4, and its CMD increases by 4 against that type of maneuver. Since the medusa is a monstrous humanoid, the GM applies the automatic traits for that creature type graft, giving her darkvision 60 feet. Telepathy: The monster can mentally communicate with any creature within 100 feet that has a language. The dragon gains additional Wisdom and Charisma modifiers of +5. Statistic Adjustments: Increase Fortitude saving throw bonus by 2; Optionsmagic weapon, secondary magic, spell combat, one magic. Bloodthirsty mysterious creatures like Bambam, Chuu Chuu..are hunting all of them. Some creatures become outsiders when they attain a higher (or lower) state of spiritual existence. CR 19: Optionsevasion, secondary magic (as if CR 6), slaying attack (Fortitude), terrain stride (undergrowth), two combat, one any. Corrupting Touch: A monster must be incorporeal to have this ability. This doesnt apply to dealing damage to undead using positive energy, but does apply to using negative energy to heal undead. The following class grafts require the monster to use the combatant array: barbarian, cavalier, fighter, gunslinger, monk, paladin, and ranger. Awesome Blow: As a standard action, the monster can attempt an awesome blow combat maneuver. | Monad Echo SRD Creating a monster is part science and part art. | Dungeon World SRD The effect ends if the monster is killed, knocked unconscious, paralyzed, or otherwise unable to use a free action to continue the inspiration each round. The specific means for permanently destroying the monster and the time it takes before reforming vary between monsters. Doubling the damage for two natural attacks (50) gives her 100 points of damage. Size: Since its Large, the pit fiend decreases its touch AC from 22 to 21 and increases its flat-footed AC from 28 to 29. Once per round as a free action, the monster can catch a rock that would hit it, taking no damage. Traveller SRD Assume that weaknesses (such as light blindness or vulnerabilities) also fall into this category and can be used unmodified. These dont count against the monsters normal number of options or skills. A ghost, for example, lists only Charisma since the remaining statistics can vary, and a half-dragon doesnt have an entry at all as half-dragons are so varied. If this ability is used below CR 10, it should be for monsters that arent focused on combat. Secondary Magic: Though this monster isnt primarily a spellcaster, it does have several spells or spell-like abilities. Skills: Because of its creature type graft, the pit fiend has two master skills instead of one. Rather than making you build a monster from scratch, this system uses baselines derived from Table: Monster Statistics by CR. The effect ends if the monster is killed, knocked unconscious, paralyzed, or otherwise unable to use a free action to continue the inspiration each round. * Always round down after multiplying. A creatures total number of Hit Dice depends on a number of factors, but the two most important are its CR and its type. The monster can make a touch attack. It is capable in combat even if its an expert or spellcaster. Statistic Adjustments: Increase Fortitude saving throw bonus by 2, increase Will saving throw bonus by 3; detect evil at will; Optionssmite (evil), one any. If the monsters holding a creature in its mouth, that creature cant save against the monsters breath weapon (if any). Note that these entries are the ability modifiers, not the ability scores, since youll primarily use them as the default modifiers for skill checks and ability checks. This system lets you quickly design a monster thats ready for use at the table, so it cuts some corners so that creating the monster doesnt require as many steps or calculations. CR 11: Optionsevasion (as if CR 4), secondary magic (as if CR 4), terrain stride (undergrowth), two combat. If you would normally create the monster as a demon with 10 HD and 2 levels in rogue, its demonic nature is more important than its class. Statistic Adjustments: Increase Reflex and Will saving throw bonuses by 2; increase attack bonus by 2. CR 19: Optionsaura of resistance (charm, compulsion, fear), bypass DR (good), channel energy, damage reduction (evil), immunity (charm, compulsion, disease, fear), healing touch, save boost, secondary magic (as if CR 6), one combat, one any. Improved Initiative: Increase the monsters initiative bonus by 4. 5e & Pathfinder Monster Hunting & Crafting, Dragon PCs, and Pirate Adventure! The type of save is either Fortitude or Will, chosen when the monster gains this option. Base Str, Base Dex, Base Con: These list the average scores for a creature of this size. Each graft (see below) adjusts only the specific values mentioned in its description, and the normal formulas for recalculating statistics based on those adjustments dont apply. For its one any option, it has poison with eight advantages (two + 1/3 of the pit fiends CR of 20). It can be found with a successful DC 25 Perception check and disarmed with a successful DC 25 Disable Device check. Creatures can dabble in the other areasa demon might use a combatant array but still have a few spells (gained from monster options in Step 7). The ogre mage oni are devious shapeshifters who combine martial prowess with magical threats. In monster hunter they call any kind of animal a monster. See the sidebar if youre looking for a specific universal monster rule. Next, the GM makes a note of the remaining values hell be deciding on later. Creatures with a higher than normal average damage typically have a lower attack value to compensate. One way is to create magic items via the various item creation feats. Creature Type: The marilith is an outsider, so she gains darkvision and a +2 bonus on attack rolls and Fortitude saves. Ability Damage: Attacks by this monster deal 1d2 points of damage to one ability score. This option doesnt cause a shaken creature to become frightened or frightened creature to become panicked. | Open Fantasy SRD If the target succeeds at a Will save, the effect lasts for 1 round instead. | Starjammer SRD These options primarily factor into interactions other than combat. Calculate them at the end of the process. Creature Type: As a humanoid, the giant increases its Fort save from +11 to +13. Shop the Open Gaming Store! Kami: Merge with ward, ward; Optionsenergy resistance 10 (acid, electricity, and fire), fast healing, immunity (bleed, mind-affecting effects, petrification, and polymorph effects), telepathy. Illusion: Bestow moderate condition (blinded, ranged touch attack, 1 round). You can choose whichever array you prefer, unless the monster is meant to mimic an NPC created with a character class from Step 2 (as described below) or a template from Step 4. | Cepheus SRD It automatically deals its high weapon damage to each creature it runs over in this way (dealing damage only once per round to any given creature). Powerful Summons: Increase the duration of the monsters conjuration (summoning) spells by a number of rounds equal to the monsters CR. These rules are: bleed, blood drain, breath weapon, channel resistance, constrict, damage reduction, disease, distraction, energy drain, engulf, fast healing, frightful presence, immunity, incorporeal, natural attacks, poison, poisonous blood, powerful charge, rake, regeneration, rend, rock Throwing, sound mimicry, spell resistance, stench, telepathy, trample. Elemental (Air): Energy explosion (electricity), energy resistance (electricity), fly 60 ft. (average). Record the statistics from that row according to the following guidelines. Any creature with a theme similar to a sorcerer bloodline might also draw from the appropriate bloodlines list of options. This ability uses up the medusas one combat option, leaving her with one option from any category. Just keep an eye out for balance when you deviate from the baseline, and compensate elsewhere if necessary. A sorcerers bloodline provides several additional powers. If the focus is on a class, still choose a creature type graft but only apply its automatic traits entry, then apply the class graft. Additionally, choose one physical ability modifier. Extended Example: Medusa. CR 6: Replace secondary magic with spellcasting (as if CR 4); optionone any. He looks at the elective adjustment of one additional good skill and decides not to give her the extra good skill. A creature she haunts takes 1 point of Constitution damage when it awakes. Master Craftsman Your superior crafting skills allow you to create simple magic items. As a powerful ruler in Hell, the pit fiends starting ability modifiers are +13, +13, +9, +9, +6, and +6. For instance, a CR 9 combatant has a +7 for its highest ability modifier and a +17 for its master skill bonus. Inspire Competence: As a standard action, the monster grants a +5 competence bonus on skill checks using a particular skill to one ally within 30 feet of it that can hear it. Size: Since its Huge, the mastodon reduces its touch AC to 13 and increases its flat-footed AC to 21. Any Options: When a graft or array tells you to choose any option, you can take an option from the combat, magic, social, or universal category. Creatures that rely on spells and spell-like abilities in combat should have one mental ability score that stands out (usually Charisma). Fascinate: As a standard action, the monster forces any number of creatures within 90 feet of it that can see, hear, and pay attention to it to make a Will save (DC = the monsters ability DC 5). These bonuses are assumed to include the monsters ability score bonuses, ranks, feats, and racial modifiers as appropriate to get the value given here. He uses the ability DC from the combatant array: 15. This will assign a value of damage dice to roll plus a flat modifier to the damage. There are four categories of options: combat, magic, social, and universal. Benefit(s): The monster gains cold resistance 5. Prerequisites: Craft (any) 1 rank or Heal 1 rank. Aura of Resistance: Choose two effect descriptors (such as fear or charm). At CR 16, the monster gains acid immunity. Benefit(s): The monster gains the channel energy option (negative energy only). Trample: The monster can automatically overrun creatures smaller than itself as a full-round action. Protective Ward: As a standard action, the monster emits a field of protective magic that extends from it in a 10-foot radius. Because this system uses benchmark numbers instead of calculating individual statistics, a monster that uses its spells primarily to increase its own abilities (so that it can become a strong melee combatant, for instance) should use the array that best matches the way it will be used in the game rather than using the spellcaster array just because it can cast magic. Ability modifiersDexterity and Strength; SkillsHandle Animal, Intimidate, Ride; Combat Optionsimproved initiative, mounted master, powerful charge. Array: The dragon is a mighty and iconic beast. An entry reading 1 at +10 (10), 2 at +5 (5) indicates that the monster would make one attack at +10 that deals 10 points of damage and two at +5 that deal 5 points of damage each. Remove Moderate Condition: As a standard action, the monster can touch a creature to remove the dazed, exhausted, frightened, or nauseated condition. Mage Punisher: Whenever an enemy within the monsters reach successfully casts a spell defensively, that enemy provokes an attack of opportunity from the monster after the spell is complete. Skills: Due to being a fey with the expert array, the satyr has four master skills and two good skills. Death Initiate, human monk 9/assassin 4. Options: Instead of one of its combat options, the giant gains the powerful summons magic option. Its statistics should be close to those on Table 11 in the Bestiary. Quivering Palm: Once per day, the monster can use this option when it makes an attack against a target that is not immune to critical hits. That spell gains the benefit of the chosen metamagic feat once per day. CR 15: Increase speed by 50 feet; Optionsbypass DR (adamantine, lawful, magic), evasion, immunity (disease, poison), spell resistance, unarmed damage 2d8, two combat. Damage: The giant is less adept at ranged attacks, so its rock throw attack uses low attack and damage values. Swap Places: The monster can swap positions with an adjacent ally as a move action without provoking attacks of opportunity. The effect cannot be dispelled. Because there are many other ways to alter a creatures AC, hit points, attack bonuses, and damage, these grafts dont adjust those values like size changes do in the core rules. | Monad Echo SRD Magic options benefit monsters that cast spells, and are typically useful only to those with the spellcaster array or the secondary magic universal monster option. See the Animal Companions and Mounts sidebar. Each step is briefly outlined below and detailed further in its section. Fortune: As a standard action, the monster grants good luck to one creature within 30 feet of it. Universal Monster Abilities: As with feats, many of these options mimic but simplify universal monster rules. Challenge: Once per day as a swift action, the monster can challenge one target within sight. The bat swarm is straightforward to create, but its swarm subtype is complicated and grants it additional features that make it unlike other monsters. Strength: Combatants touch (Strength only). Elective Adjustments: Mindless; no master or good skills; set Intelligence modifier to for mindless undead. The monster and each allied creature in the area gains a +2 bonus to AC until the end of the monsters next turn. Defense Breaker: When this monster hits an opponent, that opponent is flat-footed for the next attack made against it. You can choose to use a lower value if the ability would deal too much damage otherwise. See Step 7 for descriptions of monster options. Step 1: Slay Monsters This part works like normal. If neither of those classes has the spell, use the highest spell level listed in the spells description. Its Reflex and Will save bonuses are swapped. Each time the monster drains an ability score in this way, it heals 5 points of damage to itself. Knowledgeable: When attempting any Knowledge check, the monster rolls twice and takes the higher result. A successful Fortitude save negates the Charisma damage. Alternatively, you could just give it Power Attack and extra hit points, both of which are calculations you need make only once. Themes: These examples detail some common types of monsters this array can be used to create. Benefit(s): The monsters attacks count as lawful for the purpose of overcoming damage reduction. Burrow and climb speeds are usually half a creatures base speed, while flying speeds are roughly double. This module is to be used with the Pathfinder Second Edition system. Statistic Adjustments: Increase Fortitude saving throw bonus by 2; skillmaster Knowledge (religion); Optionschannel energy, spontaneous casting (cure or inflict), one any. Creature Type: Since her type is outsider, the night hag gains darkvision and a +2 bonus on attack rolls. Statistic Adjustments: Increase Will saving throw bonus by 2. When youre making an NPC-type creature, the subtype will give it the proper racial traits. These options are primarily useful to spellcasters, though combatants and experts blessed with magic can take them. Mark down all the skills the monster has and indicate their bonuses. Initiative: Unless its modified by the improved initiative options, a graft, or an ad hoc adjustment, a monsters initiative bonus is equal to its Dexterity modifier. Suggested Options: Deflect projectiles, improved combat maneuver, improved initiative, mobile attack (melee), quivering palm, secondary magic (dimension door and etherealness), whirlwind attack. Unless they have a major effect on the monsters combat abilities, its not worth counting them against the suggested number of options the monster can take. Creature Type: Because of the fey graft, the satyr gains low-light vision. Damage: The dragon has three primary attacks and three secondary attacks. If your monster is meant to act as though it has a character class, it gains a class graft. CR 13: Optionsaura of resistance (charm, compulsion), heroic recovery, inspire courage, mounted mastery, one combat. Size: The mariliths Large size grants her 1 to touch AC, +1 to flat-footed AC, +2 to CMB, and +1 to CMD. Dwarf: Darkvision 60 ft.; +2 racial bonus on saving throws against poison, spells, and spell-like abilities. As the Game Master, it's up to you to set the difficulty classes (DCs) for checks that don't use a predefined DC. This ability doesnt affect creatures of a level equal to or higher than the monsters CR + 4, and a creature that succeeds at its save cant be affected by the monsters frightful presence for 24 hours. The oni subtype grants the change shape and regeneration options. On a failed saving throw, the target flees from the monster for 1 minute as if panicked. For mundane traps, choose bludgeoning, piercing, or slashing damage; for magical traps, choose acid, cold, electricity, or fire damage. Spellstrike: Whenever the monster casts a spell with a range of touch, it can deliver the spell as part of a melee attack. This theme offers several potential options, but avoid giving the monster more than two. You can use whatever criteria you like to assign the ability modifiers; each arrays section gives suggestions for typical choices. The traits gained at each CR are cumulative. A good skill is one the monster has a significant bonus in, representing what would normally come from a moderate ability modifier and a decent number of skill ranks. Combatant Classes. Suggested Ability Modifiers: Wisdom, Strength, Charisma. To keep your monster balanced, dont deviate too far from the number of spells listed for its power level, though you can decrease or increase the number of spells within reason. Evasion: When the monster succeeds on a Reflex saving throw against an effect that normally deals half damage on a successful save, the monster instead takes no damage. For DR that requires more than one damage type to bypass, the DR equals the lower value 5. Instead, this stat block starts with the combatant array and draws inspiration from the options of the druid class graft. This medusa should be a formidable enemy, so the GM chooses the combatant array. The standard monster creation guidelines still apply for monsters created using this system. Disease: One of the monsters attacks causes disease unless the target succeeds at a Fortitude save. Daemon: Optionsenergy resistance 10 (cold, electricity, and fire), immunity (acid, death effects, disease, and poison), summon allies, telepathy. Fueled by wrath, driven by fury, barbarians unleash their rage to become powerful killing machines. Consider the following monster options if an arcane school is particularly important to the wizard. For example, the extra armor option wouldnt be listed because the new AC values are already implemented. Possessing in-depth knowledge, experts often appear as leaders, trusted advisors, or elite operatives. The accuracy, dodge expert, and improved initiative options are all calculated in the goblin fighters statistics. Travel: Dimensional steps, terrain stride. To imitate a speed or wounding weapon, use extra attack or bleed, respectively, and apply them only to attacks with the weapon. Utility Spell-Like Abilities constantdetect good, detect magic; at willinvisibility (self only)Utility Options change shape (boar, giant spider, rat, or raven, beast shape I), summon allies (imp, 35%)Str 4, Dex +3, Int +1, Cha +2; Acrobatics +10, Bluff +10, Disguise +12, Fly +10, Knowledge (arcana) +7, Knowledge (planes) +7, Stealth +10; telepathy 100 ft. Once you have determined a creatures size, type, and Hit Dice, its time to move on to its ability scores. Write down the monsters good and master bonuses, and note how many skills it has with each bonus. Options gained from these entries replace options granted by the monsters array. For the sample monsters later in this section, the spells are separated into attack spells, defensive spells, and utility spells, but this step is optional. Earth: Energy resistance (acid), magic attack (acid). In some cases, its easiest to just use an existing class graft whole cloth and make it feel more like the existing base class by choosing appropriate monster options. Monsters should use abilities from the Universal Monster Rules whenever possible, instead of creating new yet similar abilitieswhen you do create new abilities, use the Universal Monster Rules as a template for how to present and create the new abilities. Each array includes tables to generate the monsters baseline statistics. Its not really 100% a combatant, so it requires special statistical adjustments. Since it has its own customized spell list, the dragon doesnt receive an additional boon from selecting one of the preset lists. Make a note of how many options of each type the monster gets. The Gallant Goblin 20.6K subscribers Join Subscribe 101 2K views 1 year ago | Warrior, Rogue, Mage SRD Spells: To reflect its nature as a slightly lesser spellcaster than a true spellcaster of its CR, the dragon gains the spells of a CR 1215 spellcaster instead, with DCs halfway between those of the combatant and spellcaster arrays. Crafting silvered weapons is a lengthy process that can be done with the proper tools. Not all entries list modifiers for all abilities. Other monsters have significantly higher average damage, but have a lower attack bonus. New Pages | Recent Changes | Privacy Policy. You can create the monster using its creature type graft, then refer to the related class graft for ideas of which monster options to select. The number of uses per day increases by one for every 3 CR the monster has. Energy Drain: This monster bestows 1 negative level with its attacks (or attacks of a particular type) and gains 5 temporary hit points for each negative level bestowed.

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pathfinder monster crafting