Advanced Monsters

AdvancedMonsters.jpg
When heroes first begin their adventures, monsters with nothing more than mobility and the ability to attack in concert can pose a deadly threat. But as heroes grow in power, the monsters they face can do so as well. This is where threats, frailties, and legendary monsters come into play.
For reference, the monster level and mobility tables are listed here.
QUICKLINKS
Advanced Monster Creation Quick Steps
Apply a template or:
  1. Choose a level.
  2. Choose a mobility.
  3. Choose a threat.
  4. (Optional) Choose a frailty.
  5. (Optional) For bosses, apply Legendary traits.
Monster Level

Monster Level, Damage, & Hit Points

A monster's level is the bad guy equivalent of a hero's level and provides a monster's damage and hit points. Damage makes up one third of a monster’s challenge. There are three classes of damage: Average, High, and Spell.
Hit points provide another third of a monster's challenge. There are three classes of hit points: Average, High, and Epic.


Monster LevelAverage DamageHigh DamageSpell DamageAverage HPHigh HPEpic* HP
0241d62412
1352d64824
2462d681648
3583d6122472
4693d6163296
57114d62040120
68124d62448144
79145d62856168
810155d63264192
911176d63672216
1012186d64080240
1113207d64488264
1214217d64896288
1315238d652104312
1416248d656112336
1517269d660120360
1618279d664128384
17192910d668136408
18203010d672144432
Mobility

Monster Mobility Options

To generate a random monster mobility, roll 2d4, then 1d6 if the mobility has sub-options.


2d4 Mobility___EffectSub-optionsGood Monster Fits
2InnateSpecial Movement d6 1Fly 2Burrow 3Climb 4Swim 5Jump 6TeleportStirge, Purple worm, Monkey, Shark
3CowardFlee on trigger d6 1Wounds 2Crits 3Death 4Affliction 5Maneuvers 6MagicGoblin, Bandit, Wererat, Panther
4ChargeMove & Attack-Boar, Orc, Barbarian, Clay golem
5SwiftIncreased Speed and/or Initiative-Sprite, Assassin, Elf, Cobra
6SlipperyReact to interaction d6 1Missed 2Hit 3Bloodied 4Hitting 5Missing 6InitializingRogue, Kobold, Goblin, Dire mongoose
7JuggernautTrample or attack through foes-Iron golem, Destrier, Grimp, Cavalier
8ThirstApproach on trigger d6 1Crits 2Death 3Affliction 4Magic 5Maneuvers 6MagickedVampire, Wolf, Hobgoblin, Witchblade

Threats

A monster can strike terror into the hearts of heroes by exhibiting a larger-than normal threat. Powerful offensive or defensive capabilities force players to alter their approach in a fight and keep their blood pounding. For most foes, a single threat usually makes for a compelling fight.
Threat Types
AoE
AoE
A monster possessing an AoE is capable of an Area of Effect attack, or attacking all creatures in an area. There are variety of magical AoE threats, from a hell hound's fire breath to a gnome illusionist's color spray to a gorgon's petrifying breath. However, there are just as many physical AoE attacks. A dragon's tail sweep, an ogre's club swipe, and a monk's flurry of blows.
The AoE trait is terrific at keeping heroes in motion and adjusting their tactics and can be further complicated by adding a range to the attack. Monsters with the AoE trait might make attacks in a:
1. Line
2. Cone
3. Sphere
4. Shape (3 facing squares, 10'x5', adjacent squares, etc.)
With more powerful AoE attacks, it can be useful to use a countdown or a recharge. A countdown can be a set number of rounds before the monster regains its AoE ability or a die roll, such as d4, whose result determines the number of rounds before recharge. Visibly reducing the result on this die every round is a great tool for building tension. A recharge is a chance every round that an ability recharges. For example, an unlucky recharge recharges when a luck roll is unlucky. Having a player make this roll can give them a sense of control and keep tension high.
Aura
Aura
Some monsters strike fear into heroes by producing continuous effects over an area. An aura might deal damage, such as a large fire elemental with an Aura (5', 5 fire) which deals 5 fire damage to creatures that end their turn within 5' of it. Auras might also deliver afflictions or spell-like effects. A death knight with Aura (5', Terrifying III) can induce panic in creatures that end their turn adjacent to it and an air elemental with Aura (15', gust of wind) can slow creatures approaching it or blast them away.
Auras force heroes to deal with monsters at range or with altered tactics. Auras that deal damage usually use average or spell damage.
Brutal
Brutal
Some monsters hit so hard there is almost no escaping it. Monsters with the brutal trait deal half their normal damage on a miss (when a hero successfully defends itself). An ogre slams its club so powerfully, parrying it with sword or magic can only absorb so much.
The brutal trait can force heroes to stay distant or adjust their front line to protect the weak or wounded.
Counter
Counter
A monster with a counter makes attacks or takes other actions on or outside of its turn when a trigger occurs. A soldier might attack adjacent creatures that try to move past it or that attack its allies. A dire porcupine might do damage to creatures that hit it. An ogre magi might cast shield when magic missile is cast at it.
The counter trait forces heroes to change the way they approach the fight or work outside of their normal strengths. A monster with the counter trait reacts when it or another creature is:
1. Wounded (Enrage, cure wounds, fight defensive, etc.)
2. Killed (Death throes, cleave, enrage, etc.)
3. Approached/Abandoned (Opportunity attack)
4. Attacked (Opportunity attack, counterattack, etc.)
5. Magicked (Dispel magic, countersong, etc.)
6. Afflicted (Remove disease, deal extra damage, etc.)
OnHit
OnHit
Monsters that deliver effects when they hit, or use spells rather than normal attacks, can be especially terrifying.
A stirge's bite heals it. A wight's touch destroys its victim's Hero's Surges. A viper delivers a poisonous bite. A wolf tries to knock its bite victim prone. A bugbear sorcerer casts shocking grasp.
OnHit effects can be substituted for damage or coincide with it. If they coincide, they usually allow an attempt to resist. Some OnHit effects may occur without the hero's knowledge, such as when a rat's bite delivers a disease. In such cases, it can be good to have the player roll the roll to resist without revealing what the roll is for just so they get the foreboding that something isn't right.
OnHit effects also work well when substituted for damage in other threats such as AoE or Counter. OnHit traits can force players to fight more defensively or at a distance. They can include delivering a:
1. Curse
2. NPD (Non-physical damage. I.e. fire damage)
3. Poison
4. Disease
5. Spell (Or spell-like effect)
6. Maneuver (Disarm/Grapple/Push/Pull/Sunder/Trip/Swallow)
7. HP Drain (heals the monster or grants them temp HP)
8. Hero's Surge or Ability Score Drain Multiattack
Monsters that make multiple attacks can be especially threatening. A bear may claw and bite and a chained devil may lash out at several targets within range.
Multiattacking monsters push players to break up a foes attacks and let heroes wielding shields shine. Most multiattacks deal average damage, though a claw/claw/bite combo may deal high damage on the bite.
Tough
Tough
Armored, shielded, or otherwise resistant monsters present varying challenges heroes. A city guard wearing chainmail (Armored 2/1/2), a bear (Armored 2/1/1), and a young dragon (Armored 4/3/4) all reduce Bludgeoning/Piercing/Slashing damage by the amount specified. Armored monsters give heroes wielding armor penetrating weapons a chance to shine.
Other monsters may resist, negate, or even absorb damage. A monster with resistance to a damage type takes only half damage. For example, a zombie might take only half damage from bludgeoning. A monster with immunity to a damage type takes no damage from it, as a white dragon is immune to cold damage. A monster with absorption takes no damage from its absorption type and instead heals (or gains temporary hit points) in an amount equal to the damage that would have been done, up to a limit if one is specified. A fire elemental is an example of a monster that absorbs fire damage.
Tough traits can challenge players to use under-utilized weapons or spells or find different methods to overcome foes. The tough traits are:
1. Armored (reduces Bludgeoning/Piercing/Slashing)
2. Shielded (cover from certain directions)
3. DR (Damage reduction, i.e., DR (Fire, 3)
4. Resistance (i.e., Resistance (Bludgeoning))
5. Immunity (i.e., Immunity (Non-magic weapons)
6. Absorption (i.e., Absorption (Fire, 3)

Monster Threat Options

To generate a random monster threat, roll 2d4, then the specified die if the mobility has sub-options.


2d4 Threat____EffectSub-optionsGood Monster Fits
2AuraContinuous area effect-Death knight, Otyugh, Hobgoblin
3OnHitEffect that triggers with a hit d8 1Curse 2NPD 3Poison 4Disease 5Spell 6Maneuver 7HP Drain 8Heroes Surge or Ability Score DrainSpider, Werewolf, Paladin, Wight
4MultiattackMultiple attacks-Scorpion, Ninja, Halfling, Marilith
5AoEArea attack d4 1Line 2Cone 3Sphere 4ShapeHell hound, Hill giant, Monk
6BrutalHalf damage on a miss-Ogre, Triceratops, Knight, Orc
7CounterEffect that triggers on an event d6 1Wounded 2Killed 3Approached 4Attacked 5Magicked 6AfflictedWolverine, Bloated corpse, Guard
8ToughPowerful defensive trait d6 1Armor 2Shield 3DR 4Resistance 5Immunity 6AbsorptionElemental, Imp, Warrior, Warthog


Frailties

A powerful monster or many regular monsters might at first appear overwhelming. But specific weaknesses can give heroes hope. A frailty is something heroes can exploit to defeat a monster, turning an impossible fight into a harrowing one, or a dull fight comedic.
Frailty Types
Cowardly
Cowardly monsters usually run when reduced to half or fewer hit points or when they see allies running. Any intelligent, mortal creature is a good candidate for cowardly, especially smaller ones who rely on number to overwhelm such as goblins or kobolds.
Cowardly creatures can force heroes to alter their strategy to cut off foes, or to increase their threat to encourage them to flee.
Incompetent
An incompetent creature grants a rank bonus, advantage, or reliability to attempts against it. Sometimes this can be a specific weakness, such as a gelatinous cube being unreliable at dodging attacks. Other times, it can be general incompetence, such as untrained goblins granting heroes +1 rank bonus to all attacks against them.
The more specific the incompetent trait, the more fun it is for players to exploit. However, it should be used sparingly as the focus should be on the skill of the heroes, not every monster having a weakness here or there.
Slow
A slow monster has a lower than usual initiative, speed, or both. A slow monster may act on a limited success or failure initiative, or even at the very end of each turn. Zombies and gelatinous cubes are great examples of monsters that can both move slowly and have a very poor initiative, while ogres may have a poor initiative but still cover a frightening amount of ground.
Slow monsters provide ramping tension in fights, front loading the heroes attempts to stop them before they unleash powerful attacks.
Vulnerable
A monster with the vulnerability trait suffers double damage from certain damage types or takes damage from something that would not damage most creatures. A fire elemental could be vulnerable to cold or a frost giant vulnerable to fire, while undead take damage from holy water that would not hurt a standard monster.
The vulnerable frailty provides heroes a chance to demolish their foes and feel extraordinarily powerful.

Monster Frailty Options

To generate a random frailty, roll 1d4.


1d4FrailtyEffectSub-optionsGood Monster Fits
1VulnerableTakes additional damage from damage typeFire elemental, Frost giant
2SlowMoves slowly and/or has poor initiativeZombie, Giant slug, Ogre
3CowardlyRuns away when wounded or with alliesKobold, Wolf pack, Imp
4IncompetentDefensively weak in some fashionRank bonus, reliability, advantageGoblin, Gelatinous cube


Legendary Monsters

2105f384-the-tarrasque.jpg
While an ogre with 24 hit points, brutal attacks, and charge can be quite the threat to a level 1 party, it lacks a little something for the villain behind all the horrors of an adventure. When your heroes finally reach the real terror behind the curtain, the battle should be legendary. This is where legendary monsters come into play.
SUPERIOR DEFENSES & OFFENSES
Legendary monsters possess sheer dominance. A lich might have superior defenses against magic, causing magical attacks made against it to suffer unreliability. Its magic might also be so powerful that defenses against it are unreliable. A dragon's ability to turn an attack may be so honed that physical attacks against it are unreliable, or its breath weapon may be reliable at hitting heroes. A tarrasque might simply impose unreliability on all interactions with it.
Whatever superiority it possesses, a legendary monster should make heroes sweat.
CINEMATIC INITIATIVE
A boss fight should be personal to every hero, and cinematic initiative makes battles with legendary monsters hinge on each hero. Legendary monsters act on every hero's turn, in addition to their normal turn.
If a hero succeeds on their initiative attempt, they act before the legendary monster's triggered turn. The legendary monster then reacts to their attack. If a hero does not succeed, they act after the legendary monster gets a swipe at them.
Legendary monsters should try to make their triggered turns personal, attacking the hero whose turn it is unless another hero intervenes. However, powerful abilities (such as breath weapons), should be reserved for the monster's normal turn. From a cinematic perspective, a dragon lashes out at multiple heroes, swiping, biting, and moving between players in a blur of speed before finally jumping to the sky to breathe fire. A lich hurls spell after spell through the air, dark magic flying from each finger before unleashing epic magic that shakes the temple. And a tarrasque sweeps a paw across the whole battlefield, sending heroes diving in different directions, before snapping down on a single target.
Cinematic initiative should keep heroes sweating as they fight memorable foes in memorable places. Combined with minions and environmental threats, these are the battles players talk about for years after.
MULTIPLE MOBILITIES & THREATS
Legendary monsters change things up. Legendary monsters should have at least two mobility options and two threats to bounce between. This helps keep their actions on the triggered turns interesting.


Example Advanced Monsters

Goblin Mook
Level 0 Small Humanoid
Hit Points 2
Speed 25'
Initiative Normal
Attacks: Dagger (2 piercing), Sling (30', 2 bludgeoning)
Mobility: Coward (Death, flees when 2 or more allies die)
Use a goblin mook to give your players a laugh and let your heroes flex their powers.

Goblin Shaman
Level 1 Small Humanoid
Hit Points 4
Speed 25'
Initiative Normal
Attacks: Ray of frost (60', 3 cold, Onhit: 5' slow), AoE (Sleep, 30', 10' radius sphere, 2d6 hit points affected, once per day)
Mobility: Slippery (Missed, 5')
Use a goblin shaman to give heroes an important target to take out quickly or be forced to choose between reviving a sleeping friend and fighting.

Stirge
Level 2 Small Monstrosity
Hit Points 8
Speed 10', Fly 30'
Initiative Normal
Attacks: Proboscis (4 piercing, OnHit: HP Drain)
Mobility: Innate (Fly 30')
Use these awful giant mosquitos to encourage defensive fighting and focus fire.

Ogre
Level 3 Large Giant
Hit Points 24
Speed 30'
Initiative Normal
Attacks: Great club (8 bludgeoning), AoE (10'x10' shape, Great club attack on all within)
Mobility: Trample (5 bludgeoning)
Use an ogre to keep heroes spreading out and finding ways to keep their foe from moving.

Human Necromancer
Level 3 Medium Humanoid
Hit Points 72*
Speed 30'
Initiative Cinematic
Attacks: Chill ray (30', 5 cold & necrotic, OnHit: weakened for next attack), Inflict wounds (3d6 necrotic, prefers to use on weakened)
Mobility: Slippery (Missed, 5'), Thirst (Weakened)
Use a human necromancer to strike fear into your heroes and force them to protect weakened allies.

Ancient Blue Dragon
Level 22 Gargantuan Dragon
Hit Points 528*
Speed 30, Fly 30'
Initiative Cinematic
Attacks: Claw (24 slashing), Bite (36 piercing), AoE (15'x15' tail sweep, 24 bludgeoning, OnHit: trip), Aura (120', Fear III, 24 HP), AoE (120' line breath weapon, 12d6 lightning, d4 countdown)
Mobility: Juggernaut (when flying, claw attacks), Innate (Fly 30')
Use an ancient blue dragon to annihilate your party.


Templates

Templates can be thrown on any monster to quickly provide their role in battle. Having to get by a soldier monster to deal with artillery or handle both skirmisher and brute monsters in the same fight can get heroes sweating. Your players may come to recognize such foes and develop fun strategies to handle them.
Artillery
Damage: Average
Hit Points: Average
Attacks: AoE (30', 5' radius sphere) or OnHit (Slow 15') or Wounded Counter (cure wounds) or Multiattack (ranged attack x2)
Mobility: Coward (Wounded) or Slippery (Hit)
A squishy ranged attacker, artillery try to deal damage or disable foes from safe distances.
Example Monsters: Kobold crossboweryer, goblin shaman, gnome alchemist
 
Brute
Damage: High
Hit Points: High
Attacks: Brutal or AoE (3 facings squares) or OnHit (Sunder) or Counter (Bloodied with Enrage) or Multiattack (claw x2, bite)
Mobility: Juggernaut or Thirst (Hitting) or Charge
A hard-hitting tough, brutes need to be handled with caution so as to minimize their close-range damage.
Example Monsters: Ogre, wild boar, orc barbarian, owlbear, destrier
 
Skirmisher
Damage: High
Hit Points: Average
Attacks: OnHit (Poison) or OnHit (HP Drain) or Counter (Magicked with dispel magic)
Mobility: Swift or Thirst (Maneurvers) or Slippery (Initializing)
A squishy, hard-hitting type, the skirmisher is hard to pin down and specializes in getting in behind tough foes and taking down weak ones.
Example Monsters: Dwarf thief, panther, stirge, spider
 
Soldier
Damage: Average
Hit Points: High
Attacks: Armored or Shielded or OnHit Trip or Counter (Abandoned)
Mobility: Charge or Thirst (Magic a foe casts)
A tough melee type, a soldier harries casters, protects allies, or punishes foes for fleeing it.
Example Monsters: Goblin soldier, gnome knight, wolf, clay golem


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