This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
IMPROVING MONSTERS
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.
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Table: Creature Improvement by Type
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Hit Die
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Attack Bonus
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Good Saving Throws
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Skill Points*
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Aberration
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d8
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HD x3/4 (as cleric)
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Will
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2 + Int mod per HD
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Animal
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d8
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HD x3/4 (as cleric)
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Fort, Ref (and sometimes Will)
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2 + Int mod per HD
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|
Construct
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d10
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HD x3/4 (as cleric)
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—
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2 + Int mod per HD**
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Dragon
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d12
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HD (as fighter)
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Fort, Ref, Will
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6 + Int mod per HD
|
|
Elemental
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d8
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HD x3/4 (as cleric)
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Ref (Air, Fire), or Fort (Earth, Water)
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2 + Int mod per HD
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|
Fey
|
d6
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HD x1/2 (as wizard)
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Ref, Will
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6 + Int mod per HD
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Giant
|
d8
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HD x3/4 (as cleric)
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Fort
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2 + Int mod per HD
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|
Humanoid
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d8
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HD x3/4 (as cleric)
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Varies (any one)
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2 + Int mod per HD
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Magical beast
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d10
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HD (as fighter)
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Fort, Ref
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2 + Int mod per HD
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|
Monstrous humanoid
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d8
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HD (as fighter)
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Ref, Will
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2 + Int mod per HD
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Ooze
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d10
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HD x3/4 (as cleric)
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—
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2 + Int mod per HD**
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Outsider
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d8
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HD (as fighter)
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Fort, Ref, Will
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8 + Int mod per HD
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Plant
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d8
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HD x3/4 (as cleric)
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Fort
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2 + Int mod per HD**
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Undead
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d12
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HD x1/2 (as wizard)
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Will
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4 + Int mod per HD**
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Vermin
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d8
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HD x3/4 (as cleric)
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Fort
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2 + Int mod per HD**
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All types have a number of feats equal to 1 + 1 per 3 Hit Dice.
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* As long as a creature has an Intelligence of at least 1, it gains a
minimum of 1 skill point per Hit Die.
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** Creatures with an Intelligence score of “—” gain no
skill points or feats.
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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
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Old Size*
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New Size
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Str
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Dex
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Con
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Natural Armor
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AC/ Attack
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Fine
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Diminutive
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Same
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–2
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Same
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Same
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–4
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Diminutive
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Tiny
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+2
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–2
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Same
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Same
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–2
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Tiny
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Small
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+4
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–2
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Same
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Same
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–1
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Small
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Medium
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+4
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–2
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+2
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Same
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–1
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Medium
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Large
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+8
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–2
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+4
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+2
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–1
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Large
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Huge
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+8
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–2
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+4
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+3
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–1
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Huge
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Gargantuan
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+8
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Same
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+4
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+4
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–2
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Gargantuan
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Colossal
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+8
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Same
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+4
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+5
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–4
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*Repeat the adjustment if the creature moves up more than one
size.
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Table: Increased Damage By Size
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Old Damage (Each)*
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New Damage
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1d2
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1d3
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1d3
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1d4
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1d4
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1d6
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1d6
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1d8
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1d8
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2d6
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1d10
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2d8
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2d6
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3d6
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2d8
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3d8
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* Repeat the adjustment if the creature moves up more than one size
category.
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TEMPLATES
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
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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.