Monster Creation
Creating compelling monsters is essential for Game Masters to challenge players and bring their world to life. This section provides guidelines for designing balanced and interesting creatures.
Monster Statistics
Basic Statistics
Challenge Rating (CR)
CR indicates the difficulty of a monster relative to party level. A CR 1 monster is a moderate challenge for a party of four 1st-level characters.
Hit Points
Determines how much damage a monster can sustain. Use hit dice based on size:
- Tiny: d4
- Small: d6
- Medium: d8
- Large: d10
- Huge: d12
- Gargantuan: d20
Hit Points = (Hit Dice × average roll) + (Hit Dice × Constitution modifier)
Armor Class (AC)
Determines how hard the monster is to hit:
- 5-7: Very easy to hit
- 8-11: Easy to hit
- 12-14: Average
- 15-17: Hard to hit
- 18-20: Very hard to hit
- 21+: Extremely hard to hit
Speed
How far the monster can move in a round. Include special movement types (climb, fly, swim) if applicable.
Ability Scores
Assign ability scores appropriate to the creature's concept:
- Strength: Physical power for melee attacks
- Dexterity: Agility for AC and ranged attacks
- Constitution: Durability for hit points
- Intelligence: Reasoning and knowledge
- Wisdom: Awareness and perception
- Charisma: Force of personality
Proficiencies
Saving Throws
Most monsters have proficiency in 0-3 saving throws, typically those related to their strengths.
Skills
Grant skill proficiencies that match the monster's concept and capabilities.
Damage Modifiers
- Resistances: Monster takes half damage from specified types
- Immunities: Monster takes no damage from specified types
- Vulnerabilities: Monster takes double damage from specified types
Condition Immunities
List any conditions the monster is immune to (charmed, frightened, paralyzed, poisoned, etc.).
Senses
- Darkvision: See in darkness to a certain range
- Blindsight: Perceive surroundings without sight
- Tremorsense: Detect vibrations in the ground
- Truesight: See through illusions and darkness
- Passive Perception: 10 + Wisdom (Perception) modifier
Languages
List languages the monster understands and speaks. Many monsters understand but cannot speak.
Monster Abilities
Special Traits
Passive abilities that are always active:
- Pack Tactics: Advantage when allies are near
- Magic Resistance: Advantage on saves vs. spells
- Regeneration: Regain hit points each round
- Legendary Resistance: Automatically succeed on saves
Actions
What the monster can do on its turn:
Multiattack
Allows multiple attacks in one action. Common for CR 5+ creatures.
Attacks
Define attack bonus, reach/range, and damage: Attack Bonus = Proficiency Bonus + Ability Modifier
Spellcasting
If the monster casts spells, specify:
- Spellcasting ability and save DC
- Spell slots or at-will spells
- List of known spells
Bonus Actions
Quick actions that don't use the main action.
Reactions
Triggered responses to specific events (opportunity attacks, counterspell, etc.).
Legendary Actions
Powerful creatures (CR 10+) can take 1-3 legendary actions at the end of another creature's turn:
- Cost varies (1-3 points from a pool of 3)
- Only one legendary action at a time
- Only at the end of another creature's turn
- Regain all at the start of the creature's turn
Lair Actions
On initiative count 20 in the creature's lair, it can cause environmental effects.
Regional Effects
The monster's presence alters the region around its lair.
Balancing Monsters
Offensive CR
Based on average damage per round and attack bonus:
- Calculate average damage per round
- Find the CR from the damage table
- Adjust based on attack bonus vs. expected AC
Defensive CR
Based on hit points and armor class:
- Use hit points to find base CR
- Adjust based on AC vs. expected attack bonus
- Factor in resistances and immunities
Final CR
Average the offensive and defensive CRs, then adjust based on:
- Special abilities
- Saving throw proficiencies
- High ability scores
- Condition immunities
Monster Roles
Brute
High damage, high hit points, low AC. Straightforward combatants.
Skirmisher
Mobile threats that dart in and out of combat. Hit-and-run tactics.
Controller
Manipulates the battlefield with area effects, conditions, and terrain.
Support
Buffs allies, debuffs enemies, heals, and coordinates.
Artillery
Ranged attackers who stay back and deal damage from afar.
Defender
Protects allies and locks down enemies. High AC and control abilities.
Design Tips
Give Interesting Abilities
Avoid monsters that only make basic attacks. Add special traits, reactions, or legendary actions.
Consider Action Economy
Multiple weaker monsters often challenge parties more than one strong monster.
Match Theme
Abilities should reinforce the monster's concept and ecology.
Test and Iterate
Playtest your monsters and adjust based on how they perform in actual combat.
Vary Defenses
Use different AC values, resistances, and immunities to prevent one strategy from dominating.
Tell a Story
Give monsters behaviors, tactics, and motivations that make sense for their nature.