A 5th edition Harpy

Harpies are winged humanoids with vicious claws and an ill temper. They are descended from wind spirits, and the winds still come to their aid, protecting them from missile weapons and allowing them to fly with heavy loads. They are often allied with avatars of rage like the Furys and the Eyrines.

 Harpy Medium Monstrous Humanoid CE

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AC 14
Hitpoints 55 (10d8+10)
Speed 20ft, Fly 90ft
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Str 10 (0), Dex 18 (+4), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 8 (-1)
——————————————–
Skills Acrobatics +6, Sleight of Hand +6
Senses Normal
Condition Immunities: Poisoned
Languages Common
Challenge 4 (450 XP)
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Special:

Child of the Winds: Any ranged attack against a harpy is made at disadvantage as the winds swirl and gust around her.

 Befouling Presence: Any unattended food or drink within 30′ of a harpy is automatically befouled. This includes magical waters and potions. A character can make a Will save vs DC 13 to keep food and drinks on their person from being ruined. Harpies can consume befouled food and drinks normally.

 

Multi-attack: A harpy can make 2 Claw attacks

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Actions
Claw Melee Weapon Attack +6 to hit, reach 5 ft, one creature. Hit (1d8 + 4) piercing damage.

If a Harpy hits a medium or smaller creature twice in 1 round, she grabs it. The target must make a DC 12 Athletics (Strength) or Athletics (Dexterity) check to escape or the next round she can fly up to 60 feet in the air and drop the target as well as automatically hitting with her regular claw attack. (1d6 bludgeoning damage per 10′).

One Page Quick Reference 5th E Monster Creation Guide

A Creature with a CR below 1 gets 1 free benefit. CR 1-2 Gets 2 Benefits, 3-4 get 4, 5-6 get 6 and so on.
In all cases, round up.
Armor Class
AC = 12.5 + .2* CR
Hit Points
HP = 10.5*CR +9
Speed:
CR/2 points to be spend 1: 30 feet of a given movement type.
Ability Scores
Ability Bonuses 1.75 *CR
Saving Throws
a saving throw is worth one benefit, as is every 2 points assigned to that saving throw.
Skills
A monster gets 3 + 1*CR skill points for free.
Vulnerabilities
Each thing a monster is Vulnerable to is worth a penalty.
Resistances and Immunities
Each resistance or immunity is worth 1 benefit.
Perception modes:
Normal, Darkvision no cost. Normal 1 penalty to lack
Blindsight, Truesight Costs one benefit to have.
Melee to Hit Bonus
Hit Bonus = CR+2
Damage
Melee damage is 4 + 4*CR
Ranged:
If a creature has no melee attacks, calculate ranged attacks as melee attacks.
If a creature has melee attacks, ranged attacks are one benefit per 3 dmg and 1 per 2 to hit
Abilities This is things like the ability to use a poison, or 5 spell levels of spell casting, or attacks that automatically gain advantage.
Saving throws
If a special ability allows a saving throw, the DC is 10 +CR/4. Count it as a bonus or penalty for every 2 points over under this number.

5th edition Monster Creation System Revised and Streamlined

After using it again after not having looked at my monster system for a week and a half, I realized that I needed to pull it out of the analysis. And that some of the numbers could use a bit of tweeking. So here it is with all of the charts and most of the analysis removed:

Creating Monsters:

The first step is to come up with a monster idea and an approximate CR.

Benefits and Penalties: While I give a set of formulae to determine the standard statistics and abilities for creatures of a given CR, if everything fit the average, that would be a bunch of boring monsters. So instead we assign benefits and penalties. A benefit is something that helps a monster or an ability that is stronger than the average for that CR. A penalty is something that harms the monster or is weaker than the average for that CR. Each penalty balances out one benefit. There is space for a couple of benefits that aren’t countered by penalties in each monster, with higher level monsters getting more benefits or powers.

 
A Creature with a CR below 1 gets 1 free benefit. CR 1-2 Gets 2 Benefits, 3-4 get 4, 5-6 get 6 and so on.
 
In all cases, round up.
 

Armor Class
AC = 12.5 + .2* CR
Every 2 points above average is worth 1 Benefit. Every 2 points below average for a CR is worth 1 Penalty. More than 3 Benefits from AC is probably too much.

 

Hit Points
HP = 10.5*CR +9
 

Speed:
Each mode of movement the creature is worth one point. If all of a creature’s movement modes are slower than 20′ per round, that is a penalty. Every 30 feet or fraction thereof higher than 30 feet that a movement type gets is also worth 1 point

A creature gets CR/2 free movement points. Anything beyond that costs benefits.

 

Ability Scores
A creature’s ability score bonuses should total to 1.75 *CR, so if a CR 1 Creature has a Strength of 16, they need a single stat of 8 or 9 to cancel out one point of bonus or they must pay a benefit.

 
Saving Throws
Most monsters don’t get saving throws at all. Having a saving throw is worth one benefit, as is every 2 points assigned to that saving throw.

 

Skills
A monster gets 3 + 1*CR skill points for free.
Lacking any skills is worth 1 Penalty. Every 3 extra skill points is worth on extra benefit.
 

Vulnerabilities
Each thing a monster is Vulnerable to is worth a penalty.
 

Resistances and Immunities
Each resistance or immunity is worth 1 benefit. A creature with a lot of immunities should usually pay for them with penalties in other defensive abilities
 

Perception modes:
Normal No cost to have, 1 penalty for lacking.
Darkvision No cost to have, no penalty for lacking.
Blindsight Costs one benefit to have.
Truesight Costs one Benefit to have.
 

Melee to Hit Bonus
Hit Bonus = CR+2
Bonuses and Penalties are assigned for each 2 point shift from the average.
 

Damage
Melee damage is 4 + 4*CR
This is roughly 1d8+1d8 per level, but different dice expressions that have average damage similar to that work well too. This damage is split between multiple attacks if the monster gets them. Every 4 points over or under is worth a benefit or penalty.
Ranged:

If a creature has no melee attacks, calculate ranged attacks the same way you do melee attacks.

If a creature has melee attacks, ranged attacks are one benefit per 3 points of damage they deal and per 2 points of to hit bonus (so a 3d6 attack with +6 to hit is worth 6 benefits.) This is a good place to fudge a little.
 

Other benefits and Penalties
Benefits
This is things like the ability to use a poison, or 5 spell levels of spell casting, or attacks that automatically gain advantage. If a benefit is particularly strong, make it worth 2 benefits. Don’t worry too much about relative power of abilities unless they are very strong or very weak.
 

Saving throws
If a special ability allows a saving throw, the DC is 10 +CR/4. Count it as a bonus or penalty for every 2 points over under this number.
 

Penalties:
This is things like situational disadvantages, weaknesses, and behaviors that harm the creature.

More Monsters to fill out an old castle.

*edit* I just realized that not only did I build a Kobold  earlier, but the first version was better than the one below. I strongly suggest you use the one at the end of  http://worldmakers.wordpress.com/2014/07/06/monster-math-5th-edition/ instead of what I present here.

Here is a set of monsters that fill in the gaps in the starter set if you wanted to run Castle Caldwell (but not the Dungeons of Terror) from B1-9 In Search of Adventure. We have some traders, an evil cleric of a fire god, a couple of animals and vermin, bandits and their leader, and kobolds! If you use them with the module, remember that in many cases the adventure lists additional behaviors and treasures that are with the monsters.

 

Trader A Medium Humanoid (Human) Neutral
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AC 14 (Studded Leather + Shield)
Hitpoints 18 (3d8+6)
Speed 30 ft
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Str 14 (+2), Dex 10 (+0), Con 14 (+2), Int 10 (+0), Wis 8 (-1), Cha 12 (+1)
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Skills Persuasion + 3
Senses Normal
Languages Common, Goblin
Challenge 1 (200 XP)
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Actions
Battle Axe +1 Melee Weapon Attack + 6 to hit, reach 5 ft, one target, Hit: 8 (1d8+3) slashing damage.

 

Trader B Medium Humanoid (Human) Neutral Evil
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AC 16 (Chain Mail)
Hitpoints 18 (3d8+6)
Speed 30 ft
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Str 14 (+2), Dex 10 (+0), Con 14 (+2), Int 10 (+0), Wis 8 (-1), Cha 12 (+1)
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Skills Deception + 3
Senses Normal
Languages Common, Goblin
Challenge 1 (200 XP)
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Special:
Sneak Attack When this trader has advantage, gain 1 extra die of its weapon type in damage.
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Actions
Short Sword Melee Weapon Attack + 5 to hit, reach 5 ft, one target, Hit: 6 (1d6+2) piercing damage.

 

 

Trader C Medium Humanoid (Human) Neutral
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AC 16 (Studded Leather + Shield)
Hitpoints 18 (3d8+6)
Speed 30 ft
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Str 10 (+0), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 8 (-1), Cha 12 (+1)
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Saving Throw Will+1
Senses Normal
Languages Common, Goblin
Challenge 1 (200 XP)
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Actions
Longsword Melee Weapon Attack + 4 to hit, reach 5 ft, one target, Hit: 6 (1d8+1) slashing damage.
or
Long Bow +1 Ranged Weapon Attack + 6 to hit, Range 100/600ft, one target, Hit: 7 (1d8+3) piercing damage, 20 arrows.

 

 

Acolyte Medium Humanoid (Human) Neutral Evil
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AC 17 (Plate Mail -1 dex)
Hitpoints 15 (3d8 +3)
Speed 30ft
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Str 10 (+0), Dex 9 (-1), Con 12 (+1), Int 10 (+0), Wis 12 (+1), Cha 9 (-1)
——————————————-
Saving Throw Will +2
Senses Normal
Languages Common, Infernal
Challenge 1 (200 XP)
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Actions
Spellcasting The Adept is a first level cleric with wisdom as a spellcasting ability. Her spells have a DC 11 Saving throw
and any attack with a spell is at +3 to hit. She may cast 2 first level spells per day.
Cantrips Guidance, Sacred Flame, Thaumaturgy
1st Level Inflict Wounds, Command, Burning Hands (Fire Domain)
Mace + 1 Melee Weapon Attack +4 to hit, reach 5 ft, one target, Hit 3 (1d6) bludgeoning damage
Reaction:
When the acolyte is brought below 5 HP, she drinks a potion during her turn. She possesses 2 healing potions.

 

 

Crab Spider Small Vermin Unaligned
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AC 13
Hitpoints 32 (8d8)
Speed 30ft, Climb 20 Ft
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Str 10 (+0), Dex 16 (+3), Con 10 (+0), Int 1 (-5), Wis 10 (+0), Cha 8 (-1)
——————————————–
Skills Stealth +5
Senses Normal, Blind Sight 30′
Damage Immunities: Poison
Condition Immunities: Blinded, Frightened, Prone, Poisoned
Languages None
Challenge 2 (450 XP)
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Special:
Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without making an ability check.
Surprise Attack: If the Crab Spider surprises a creature, it can drop onto the creature and automatically bite it during the
first round of combat.
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Actions
Bite Melee Weapon Attack +5 to hit, reach 5 ft, one creature. Hit 11 (2d8 + 3 piercing damage and the target must make a DC
12 Constitution saving throw or take 9 (2d8) Poison Damage and gain the Poisoned condition. A creature reduced to 0 HP or less by this poison damage is paralyzed but stable for one hour.

 

 

Bandit Medium Humanoid (Human) Neutral Evil
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AC 12 (Leather Armor)
Hitpoints 13 (3d8)
Speed 30 ft
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Str 14 (+2), Dex 12 (+1), Con 10 (+0), Int 8 (-1), Wis 8 (-1), Cha 10 (+0)
——————————————-
Senses Normal
Languages Common, Goblin
Challenge 1/2 (50XP)
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Special:
Mob Tactics When this Bandit is within 5 feet of an ally, it gains advantage on to hit rolls.
Coward When this Bandit is further than 25 feet from an ally, it is at a disadvantage on to hit rolls.
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Actions
Short Sword Melee Weapon Attack + 4 to hit, reach 5 ft, one target, Hit: 6 (1d6+2) piercing damage.

 

 

Bandit Leader Medium Humanoid (Human) Neutral
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AC 14 (Studded Leather + Shield)
Hitpoints 18 (3d8+6)
Speed 30 ft
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Str 14 (+2), Dex 10 (+0), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 12 (+1)
——————————————-
Senses Normal
Languages Common, Goblin
Challenge 1 (200 XP)
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Special:
For Da Boss once per round, when hit by an attack the Bandit Leader can make a DC 12 Charisma check to cause another bandit to take the attack instead.
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Actions
Longsword Melee Weapon Attack + 6 to hit, reach 5 ft, one target, Hit: 8 (1d8+3) slashing damage.
or
Long Bow Ranged Weapon Attack + 3 to hit, Range 100/600ft, one target, Hit: 4 (1d8) piercing damage, 20 arrows.

 

Giant Shrew, Medium Animal Unaligned
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AC 15 (Hide + Dex)
Hitpoints 40 (8d8 +8)
Speed 30ft, Burrow 10 ft.
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Str 16 (+3), Dex 14 (+2), Con 12 (+1), Int 1 (-5), Wis 10 (+0), Cha 8 (-1)
——————————————–
Senses Blind Sight 60′
Condition Immunities: Blinded
Languages None
Challenge 2 (450 XP)
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Special Abilities:
Furiosity Each round after the first that combat persists, the giant shrew gains an additional +1 to hit and to damage.
Multi-Attack The Giant Shrew may make 2 bite attacks each round.
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Actions
Bite Melee Weapon Attack +5 to hit, reach 5 ft, one creature. Hit 7 (1d8 + 3) piercing damage

 

Fire Beetle Small Vermin Unaligned
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AC 12
HP 20 (3d8+6)
Speed 20 ft, 30 ft Fly
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Str 10 (+0), Dex 10 (+0), Con 14 (+2), Int 1 (-5), Wis 10 (+0), Cha 10 (+0)
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Senses Normal
Condition Immunities Frightened
Languages None
Challenge 1/2 (50 XP)
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Special Abilities
Glow Gland A fire Beetle can create a soft glow at will. This counts as Normal Light for it and low light for any creature within 30′.
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Actions
Bite Melee Weapon Attack +3 to hit, reach 5 ft, One creature. Hit 4 (1d8) piercing damage.

 

 

Spitting Cobra Tiny Animal Unaligned
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AC 12
HP 9 (2d8)
Speed 20 ft
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Str 8 (-1), Dex 14 (+2), Con 10 (+0), Int 1 (-5), Wis 10 (+0), Cha 0 (+0)
———————————————
Senses Normal
Languages None
Challenge 1/2 (50 xp)
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Actions
Bite Melee Weapon Attack +1 to hit, reach 5 ft, One creature. Hit 3 (1d6) Piercing + target must make a DC 11 Constitution Saving Throw or Take 4 Poison damage and gain the poisoned condition.
Venomous Spit Ranged Weapon Attack +4 to hit, range 5/15 ft, One creature, Hit: Target must make a DC 11 Constitution Saving Throw or Take 4 Poison damage and gain the poisoned condition.

 

 

Kobold Small Humanoid (Kobold) Neutral Evil
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AC 14 (Leather Armor + Dex)
HP 9 (2d8)
Speed 30 Ft
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Str 10 (+0), Dex 16 (+3), Con 10 (+0), Int 11 (+0), Wis 8 (-1), Cha 6 (-2)
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Skills
Perception +4
Survival +4
Senses Normal, Darkvision 60′
Languages Common, Draconic
Challenge 1/2 (50 xp)
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Special
Pack Tactics Once per turn a kobold may move 5 feet closer to an ally at the end of his turn.
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Actions
Short Sword, Melee Weapon Attack +5 to hit, reach 5 ft, One creature. Hit 6 (1d6+3) piercing damage.

I release these under a Creative Commons 4.0 BY-SA license
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5th Edition Burning Ghost

A long time ago, I did flavor writeups for a bunch of monsters in a campaign world I am still working on. One of those is the Burning Ghost. Here is a set of stats for the lesser version of this firey undead with bonuses and penalties marked as (+x*) and (-x*) It is at +23* which is what the model presented asks for. If you playtest a burning ghost with your level 4+ D&D party, please let me know how it goes.:
The general description is here http://worldmakers.wordpress.com/2010/11/07/namodesmo-4-burning-ghost/

Burning Ghost, Lesser:
Medium Undead Chaotic Evil
Armor Class 17 (+3*)
HP 63 (9d8+27)
Speed Fly 40 (+1*)
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Str 8 (-1) Dex 18 (+4) Con 16 (+3), Int 10 (0), Wis 14 (+2), Cha 10 (0) (+1*)
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Damage Resistances Acid, lightning, thunder; bludgeoning, Slashing, piercing from nonmagical silver weapons (+6*)
Damage Immunities Fire, Necrotic, Poison, bludgeoning, Slashing, piercing from nonmagical non-silver weapons (+4*)
Condition Immunities Charmed, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained (+7*)
Vulnerabilities Cold, Positive Energy, Force (-3*)
Senses: Passive Perception 12
Languages: Understands languages it knew in life but can not speak in sentences
Challenge 4 1,100xp
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Incorporeal Movement: A burning ghost can move through an object or creature but may not stop there (+1*)
Burning: A Burning Ghost catches any flammable materials within reach on fire if it stays in one place for more than 1 round. (+1)
Past Life: If a burning ghost is confronted with the type of situation where it burned to death it has disadvantage on attack rolls (-1*)
Contagious Undeath: Any creature burnt to death by a burning ghost rises immediately as a burning ghost (+1*)
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Actions
Burning Touch Melee Weapon Attack: +6 to hit. reach 5 ft, one creature. Hit 16(4d8) fire damage and the target must succeed at a DC 14 Reflex save or catch fire, taking 1d6 points of fire damage per round (DC 14 Reflex save or total immersion in water to end) (+2*)

Monster Math 5th Edition

*edit* A lot of these fit log scale plots nicely. That is an artifact of how I am clumping my data. 0, .125, .25, .5, 1, 2, 3, 4 predisposes the data to fit a log scale. If I combined the first 4 categories, we would fit a more traditional linnear curve more often.
*edit 2* I realized I hadn’t included how to set DCs and Saving throws for abilities.

So I took all of the monsters from the D&D starter set, except the dragon whose CR was twice the next lower cr creature and looked at key features of them. For each creature I recorded hp, AC, movement, saves, skills, to hit bonus, average damage of their attacks, ranged hits, average damage of those, and special abilities, including immunities, resistances, perception modes, spell casting, vulnerabilities, etc

Then I treated everything but CR, AC, HP, to hit, and average damage like the * abilities from OD&D.
I broke things into benefits and penalties
Examples of things that gave benefits:

Benefits
Having a saving throw at all.
Each saving throw higher than 3.
Every 3 skill points.
Having extra movement types.
Every 10 feet above 30 movement for the fastest movement type
Having a ranged attack
Every die of damage a ranged attack does past 1.
Having a resistance
having an immunity
having a special perception mode
every 5 levels of spells a spellcaster can cast.
having a situational advantage
gaining extra dice of damage in a given situation.
any other positive ability

penalties
Any vulnerability
having a situational disadvantage
every 10 feet of movement below 20 on the fastest movement type.

Using that, there are on average 3 bonuses plus 5 bonuses per CR on a given creature. If hp or ac is higher than average, aim for fewer bonuses. If they are lower than average then give more bonuses.

For example a cr 1 creature should have a 12 ac and 25 hp and 8 bonuses.
If you give it a 16 AC, you might count that as 2 bonuses (2 AC points per bonus).
Then make it skilled at +3 in 2 skills: 2 more.
Give it a 1d6 ranged attack: 1 bonus
Give it advantage in combat when working with allies: 1 bonus
Give it dark vision (almost everything has dark vision): 1 bonus
Give it a second melee attack 1 bonus
There is a nice CR 1 creature. Some sort of trained and organized warrior, Maybe like a hobgoblin…

Here are all of the charts

CR ac hp # of creatures
0 10 4 1
0.125 13 5 3
0.25 12.25 13.25 4
0.5 15 14 3
1 14 24.8 5
2 11.8 40.6 5
3 13.5 48.75 4
4 13 40 1

The First thing we have is the average number of hit points and the average ac of creatures of a given CR. Notice that we have very small sample sizes and that ACs are falling in a very narrow band. The average AC value moves from about 12.5 to 13 between CR 0 and CR4, so if you give a creature an AC greater than 13 you might want to give it an attendant penalty, or if it has a cr below 12, you might want to give it some sort of bonus.

Approximately 12.5 +.2* CR for the base AC of a creature.

HP are 10.5*CR+9 on average

CR speed points total stat bonus average saving throw skills
0 1 0 0 0
0.125 1.666666667 -4.666666667 0 2.333333333
0.25 1.25 0 0.25 3.25
0.5 1 2.666666667 0 1.333333333
1 1.2 1.6 1 5.4
2 1.4 0.6 0.8 5.2
3 2 7 0 4.5
4 2 3 7

Speed points are based on movement modes. Notice at the lower CRs there is seldom more than 1-1.5 speed point. That means that creatures at those levels should seldom have more than one movement type and should not move more than 30 feet. At CR 3 and 4 though, extra modes of movement and higher speeds are acceptable.

Stat bonuses: I didn’t look at actual ability scores, but at the modifiers they gave. If you ignore the CR .125 and CR 4 entries, you average about 1.75 stat bonus points per CR (this is the sum of positive and negative numbers.) If you include the, it is 1.5 stat bonuses per cr. 1.75x fits the curve better though.

Saving throws are rare. Getting a save at all is worth a bonus, and then give extra saves

Skill points On average everything gets 2.5 skill points and an additional skill point per CR.

Resistances and Immunities

CR vulnerable resistance immunity
0 0 0 0
0.125 0.333333333 0 0.666666667
0.25 0.25 0 1
0.5 0 0 0
1 0 0 0.6
2 0.2 0.8 1.4
3 0.25 2 2.75
4 3 7

Vulnerabilities are something you can hand out whenever you need to balance something else out. They were rare among the set of monsters.

Resistance is pretty rare too, coming in at about 1 resistance per CR > 1

Immunities approximate 1 per CR, though that was often a bunch of creatures immune to nothing and then one or two with several immunities. Notice that the CR4 creature is immune to 7 things, which helps adjust for it having low hp for the CR.

Perception modes:

This doesn’t need a chart. Almost everything has dark vision. most of the rest have blindsight. No truesight was used in the creatures I analyzed.

Combat values

CR melee hit bonus avgdmg points from ranged
0 2 2
0.125 3.666666667 4.333333333 0
0.25 3.75 5 1.5
0.5 4 6.333333333 2.333333333
1 3.2 8.8 1.2
2 3.8 9.4 1
3 4.75 10.75 0
4  5  18 9

So the first question is to hit modifiers. The low cr creatures have really

high to hit modifiers relative to their level. With them in place, you start at +3 and add half a point per point of CR. Without them, it is +2 with .85 points per CR. That second trend line goes almost exactly through CR 0, 1, 2, and 3 (the cr 4 monster has no melee attack.and is mostly a caster, but if you use it ranged attack number the equation is very nearly the same as not including it. (.75*CR+2.25 vs .85*CR+2.0)

So roughly, your creatures should have 2 + their cr in to hit, with a tendency to err on the side of low. If a creature has a to hit number 3 points higher than the average for its cr, that is about the same as giving it advantage and could count as a benefit. If it is 3 points too low, that is roughly the same as disadvantage and should count as a penalty.

Damage:

This has a couple of caveats: If a creature had multiple attacks, I combined their average damages. This is a little inaccurate, but good enough for the accuracy of the data I am working with. It is also balanced by undervaluing multiple attacks. If you look at damage done per round vs a given AC, a second attack is pretty close to doubling the damage if there are no attack penalties. Also, I used WOTC’s damage estimation method. Half the die plus bonuses. The CR4 creature had no melee attack, so i used its ranged attacks. What we get is 3.8 + 3.15*cr damage which is roughly 1d8+ (1d6 per CR). A CR 2 creature thus gets about 10 damage per attack. You can do that as 2d8+2 or 1d8+2d6 or 2 1d8+1 attacks. For every extra die or +3 damage bonus, count that as a benefit, and for each lost die or any minus to damage count it as a penalty.

Ranged

Since ranged attacks are secondary for most creatures, i counted them as pure bonus. The chart isn’t super useful since about 2/3rds of the creatures had no ranged attacks. I assigned them bonus value at a rate of 1 point per die of damage ignoring bonuses and 1 point per 2 points of to hit (round up). So a +5 to hit attack that does 2d8 damage is worth 5 bonus points. It may turn out that in creature creation, that is too many points, but ranged can be a powerful addition.

Other benefits

CR benefits
0 0
0.125 1
0.25 1.25
0.5 1
1 2
2 1.8
3 2.25
4 4

This is things like Poison or 5 spell levels of spell casting or shape changing or attacks with advantage when ambushing. These are the special text block benefits you can give a monster. Remember, bonuses are countered by penalties. (The number on the chart are bonuses not counted anywhere else in the accounting for a monster.)

Oops. I forgot saving throws and ability difficulty classes.

CR average save
0 10
0.125
0.25
0.5
1 11.5
2 12.33333333
3 13
4 13

There were no saving throws between CR 0 and 1. I set CR 0 to 10. There were fairly few data points in the packet. 13 abilities between fewer monsters. I also set the 0 intersect for the trend line by hand to 10 since 10 is the base number. That gives me DC = 10 + .91*CR At CR1 there are creatures with DCs between 10 and 13, so there is a lot of range. My suggestion is if you use a number above the suggested count every 2 points higher as one benefit and every 2 points below the goal as a penalty.So let’s use this system to create a couple of monsters.

 

Kobold

Small and viscous, these doglike humanoids are most comfortable working in packs.

We will start out by assigning a CR.

We’ll make them about equivalent to goblins, so CR 1/4

AC The formula sets it at just over 12, but I imagine them as nasty tenacious beasties, so lets make it 14 which means we have one benefit

HP: Kobolds are weak and easy to kill, the bottom of the food chain in a lot of places. The formula is 10.5*.25 + 9 or about 12. I think we want to go down a bit, say 5 (1d6+2 hp) That is one penalty.

Speed Small and fast, we’ll give them a 30. Great from running away from their natural predators: Everything

Stats:They are pegged at just under one total stat point.Str 6 -2Dex 16 +3Con 14 +2Int 10 +0Wis 8 -1Cha 8 -1

That gives a +1 total to their stats. I think that is fine. No boon or penalty here.

Kobolds are trap makers, and I think they need a save vs their own creations so lets give a benefit in the realm of a Dex+ 0 save.  1 benefit.

________________________________________________________________

So far we are at +2 benefits and -1 penalty.

Skills None

Senses Darkvision 60 feet, passive perception 9  (1 benefit for darkvision)

Languages Common, Kobold.

Challenge 1/4 (50xp)

______________________________________________________________

Cowardly A kobold who is not within 10 feet of another ally is at disadvantage in all to hit rolls(penalty)

Actions:

Pick Axe: Melee Weapon Attack: +2 to hit, reach 5 ft , one target. Hit 3 (1d6) piercing damage.

This is low for a cr.25 creature, 1 penalty.

Poisoned Dart +2 to hit, Range 20ft/80ft Ranged Weapon Attack Hit 1 (1d3-1) + Fortitude DC 10 or gain the poisoned condition (2 benefits)

So we are now at +5 benefits and -3 penalties. That works out to +2 benefits, which is 1 above standard for a cr 1/4.

That is well within the variation in the book, but if you want you can gvie them an extra penalty like:

Light blindness: The first 3 rounds a kobold is in torch light, they gain the blinded condition.

2 Page RPG Character Sheet

Here is the character sheet for the two sheet adventure game:

https://drive.google.com/file/d/0B3pdDjqg6joaa1g2NXNJV05vUFU/edit?usp=sharing

Cindersprites revisited

Cindersprites are voracious, playful fey that flit over the Stone Sea and along its shores. They will chase anything that moves and eat anything that doesn’t. Often when they catch something that moves, it becomes something that doesn’t. A Cindersprite that is chasing something burns hotter and hotter until suddenly their fires burn out and they fall, inert. When this happens over the Stone Sea, their fires are refreshed by the molten stone, but a Cinder Sprite that burns out on the shores of the sea takes on the form of an inert bit of char. They can be revitalized again as well by throwing them in the magma or placing them in a bonfire. Many of the magma dwelling predators of the Stone Sea eat Cinder Sprites like fish eat mayflies. Though barely sentient, a Cinder Sprite may remember a person who returns it to the fire and, within their limited abilities, try to repay the boon.

Pathfinder Stats:

Cindersprite

CN Fine fey

Init +2; Senses low-light vision; Perception +1

Defense

AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)

hp 3 (1d6)

Fort +0, Ref +4, Will -1

Defensive Abilities fire healing

Weakness cold lethargy, generic ability, vulnerability to cold, vulnerability to water

Offense

Speed 30 ft., fly 30 ft. (perfect), swim 10 ft.

Space 0.5 ft.; Reach 0 ft.

Special Attacks heat

+10 (+8 size +2 dex) to hit, 1d6 fire damage

Statistics

Str 1, Dex 14, Con 10, Int 4, Wis 4, Cha 10

Base Atk +0; CMB -6; CMD -1

Feats Weapon Finesse

Skills Fly +22, Perception +1, Survival -2, Swim +3

Languages Sylvan

Special Abilities

Cold Lethargy (Ex) Exposure to any cold effect slows a cindersprite (as a slow spell) for 1d4 rounds.

Deathless: Unless a cindersprite is killed by physical damage, death is not final. They may be revived by causing fire damage to them.

Fire Healing (Ex) Every 3 fire dam that would be dealt heals 1 hp instead.

Flameout (Ex) A Cinder Sprite that spends more than 5 rounds further than 10 feet from a source of extreme heat (like a bonfire or the Stone Sea) burns out, falling to the ground as a burnt cinder

Flight (30 feet, Perfect) cindersprites can fly!

Heat The creature generates so much heat that its mere touch deals additional fire damage.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Swimming (10 feet) cindersprites have a Swim speed. This allows them to swim through magma.

Vulnerability to Cold cindersprites are vulnerable (+50% damage) to Cold damage.

Vulnerability to Water (Ex) a water-based effect or spell deals 1d4 points of damage per spell level.

 

Fate Accelerated Stats:

Cindersprite

Fire is Life, Ashes ashes we all fall down.

Skilled (+2) at: Flying, Catching things on Fire

Bad (-2) at: Everything that isn’t Flying or Catching things on Fire

Stress: None (First hit takes them out)

 

2 Sheet RPG Stats:

Cindersprite HP 2, Str -2, Wil 0, Qui +3, Mys 0, Def 0, Normal, Burning Touch 4 fire damage, fire damage heals them even from the dead, cold deals double damage.

 

Gumshoe Stat Block:

Cindersprite

Abilities:Athletics 2, Health 2, Scuffling 3 Flying 2

Scuffling Weapons/Damage: burning touch +1

Hit Threshold: 4

Alertness Modifier: +0

Stealth Modifier: +0

Special: At 0 hit points, a cindersprite falls to the ground inert until exposed to extreme heat. Regains Health from fire damage. Takes double damage from water or cold/

Goblin Adventure for the 2 page RPG

What is happening in Rabensford: For the last decade, the Duke’s patrols have been traveling the east road less and less often. Small communities have been falling to marauding monsters and trade in the east has become much more rare. Rabensford has weathered the bad times because their location on the Raben River and their Mayor’s ability to maintain the peace with several local tribes of humanoids. At least, he had been able to. One of the closest tribes he had an agreement with was the Bloodgnash Goblins. They were allowed, once a month, to come trade with the town so long as their raiding parties never approached. They had even staged a joint effort with the town militia to drive out a trio of ogres that had come out of the hills to the north. When no goblins came to last month’s goblin market, Mayor Avinis was a little worried, but he didn’t really worry until some of the outlying farms were attacked. Last week, wolf riding riders wearing the Bloodgnash fetishes raided the goblin market and injured Dular Gontovis who is both the town’s best scout and the head of the militia, and without his expertise, the town is not willing to mount a punitive expedition. Neither the Goblin’s Chief “King” Rekkar nor their shaman Alvarad were there.

The Bloodgnash tribe is undergoing a change in leadership. At the dark of the moon, 2 months ago, Alvarad held one of the holy rituals of Gnarsh, Goblin God of War, and the god made itself manifest in the person of one of its servitor demons. It chastised Alvarad then killed Rekkar. It then started directing the tribe to forgo the heresy of peace and begin making war again.

 

 

It has been a long week traveling across unsettled lands, and the map you got from the tinkerer you met the first night out must have been old and created by a drunk cartographer. You are also beginning to suspect that he might have been lying about the Drop Bears Two leagues out, none of the landmarks were where they should be, three different inns marked on the map were burn shells, and the first village you  reached was nearly a league further east than it should have been. And here you are, Rabensford, a small Town that strides the Raben River.

 

Mayor Avinis, the mayor of Rabensford sends his daughter with a message for the party after they have time to browse through the town and settle in. She tells them that “Da” wants to meet with them and that she is to escort them to his home.

 

Special Rules:

Group combat: If a group of npcs fight together, the group gets the best attack of the group, but deals 1 extra damage per group member past the first. 

Checks: When this adventure calls for a check, it will be in the format: Difficulty + Modifier Stat.

Difficulty refers to the difficulty chart. The modifier moves that number up or down, and the stat is the relevant stat to modify the check.

 Image

Entrance, Mild Stench, Dim Light

The way in is a long muddy sloping tunnel. Navigating it requires a Difficult Quick check to not slide down the chute If the party falls down the chute, the goblins ambush the party. The entry room is small and crowded. In the center of the room is a goblin head on a stick wearing a tin crown. Six goblins are here making rude jeers at Rekkar’s skull. If the party is not ambushed, they can attempt to parley their way in. Difficult + Will check. This can be modified by bribes. On a success they are allowed to pass. On a failure the guards alert the rest of the lair and attacks. The goblins attack as groups of 3.

Connects to Warren, Hall of Meating, and Wolf Den

Warren Strong Smell, Dark

This area is a series of twisting tunnels and hollowed out sleeping nooks. There is space for several hundred goblins, and the area is filled with the fetid stench of the horde. There are nearly 100 goblins here though only 20 are combatants. If the party fights them, the fleeing onlookers alert the rest of the lair.

If the lair is alerted, there is a burning oil trap at the entrance. It is a Difficult Will test to find the trap (first person heading in makes the test.) and if triggered, each player makes a Difficult Quick test or take 3 fire damage and alert the goblins to their presence.

The combatants fight in groups of 5. After 1 whole group is killed, a party member can intimidate the rest into fleeing with a Normal +1 Strong check.

Connects to Entrance, Larder, Hall of Meating.

Larder Dark, Smells of Rotting Meat

This dank room is full of rotting haunches of meats of and other assorted foodstuffs. The identity of the haunches does not bear consideration.

If the lair is not alerted, there is a 50% chance that there is a wolf rider with wolf in the room.

Connects to Warren, Altar, and Shaman’s Room

Shaman’s Room Light,

This is the cleanest room in the lair. Alvarad’s den is painted with representatives of the rites of Gnarsh that she uses in place of written instructions.

There are 2 Imps, 2 Acolytes, and the Shaman here. They fight as fanatics. If the lair is alerted, there are also 4 goblin warriors who fight as a group.

Acolyte: Standard Goblin with 2 sp, combat casting, and the paralysis spell.

Alvarad: HP 15, Str 0, Will +1, Quick +1, Mys +2, 0 Def, Normal, Soul Drinker (Dagger) Close 3C Melee + 3 Necrotic damage.  10 SP (Heal, Mirror Image, Summon, Teleport)

65 Treasure.

Connects to Larder, Altar

Altar Light (Bonfire), Smells of Shit, Blood, and Burning Flesh

There is a dark altar in front of a giant bonfire. The walls of the chamber are painted in blood with scenes of the perversions of Gnarsh. A naked Goblin is spread eagle on a dark altar, screaming in terror. A goat demon is standing over the altar, chanting in the Dark Tongue. There are 15 armed goblins watching the sacrifice as well as twice as many non-combatants.

If the lair is alerted, 4 rounds after the fight starts, the shaman’s acolytes come in to support.

The ritual takes 2 rounds to complete. If the Demon completes the ritual and kills the goblin on the altar, all of the followers of Gnarsh are surrounded by a dark aura that increases their defenses by 1. The ritual can be interrupted either physically by attacks or by talking to it (Hard Will check)

The goblins fight in groups of 5.

Connects to Larder, Shaman, and Hall of Meating

Wolf Den Dark

This low ceilinged room smells of dog. A doze pairs of eyes watch you from the darkness, and low menacing growls.

An elf can make a normal will check to keep the wolves from attacking. 5 Wolves are combatants.

If the Lair is alerted, there are 7 wolves and 3 riders.

Connects to Entrance and Wolf Riders.

Wolf Riders Dark, Smelly

This room hosts the quarters of the elite warriors  of the Goblin tribe. There are 6 in room at any time. If the party has not killed any wolves, the riders are willing to parley. They won’t attack the goat demon but they will make sure no wolf riders attack. One wolf rider, Name x5x, is the daughter of Rekkar and would be happy to take back over the clan. If the players convince her to stay neutral, she makes sure no wolf riders attack the party in the lair.

Wolf Rider: Str+1, Will 0, Qui +1 (3 if riding a wolf), Mys 0, Def 1, Normal, Sword Melee 4C, Bow Ranged 4P. A wolf rider on a wolf gets +2 Quick and +1 Damage. The wolf does not get to attack.)

Their goods are worth 50 Treasure.

Connects to Wolf Den, Hall of Meating.

Hall of Meating Smelly, Light, lots of cover, bonfires

If the lair is alerted, a falling block trap is set. Difficult Will check to detect, Normal Quick check to avoid damage if triggered. If triggered it does 4 damage and the passage to the Entrance is blocked.

This hall is vast, large enough to hold hundreds of goblins. There are pieces of ratty furniture interspersed with huge bonfires. If the party is detected, the goblins eating here scatter and flee. If the lair is alerted, there are 30 goblins in 6 groups of 5.  If a fight here lasts longer than 8 rounds, 5 wolf riders with wolves show up.

Connects to Entrance, Warren, Altar, Chief’s Room, Wolf Riders’s Lair.

Chief’s Room Dark

There is a pit trap with a pool of acid at the bottom. Hard Will check to notice, Normal Quick check to not fall into the pit. If a player fall in they take 3 Acid damage each round. This trap has discouraged goblins by killing all of the ones who tried to get in.

This room is lavishly appointed, for a goblin. There are dirty but thick rugs piled up in a massive sleeping pallet. There is a small chest at the foot of the pallet.

Name X3X’s ghost is here. If the players talk to it, they can make a Normal Mystic check to convince the Wraith to help kill the goat demon. If they killed the goat demon and made peace with the daughter. The king goes back to his rest.

200 Treasure.

Android Pathfinder Random Encounter Generator

This is a random encounter generator. You pick the average party level, how hard you want the fight to be, and it gives you a list of creatures and what book they are from. This version is the test file, so you will have to have the ability to install unvalidated apks.

 Image

 

The Generator

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