the_gneech (
the_gneech) wrote2009-08-05 02:02 pm
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Creating a Monster, 3.75 Style!
Combined in one place for my own reference...
All monsters, regardless of type or size, start with the following template. Halves are rounded down.
BAB level x ¾
Hit Die d8 for all but construct (d10) and undead (d12)
AC 10 + Dex mod + size mod + natural armor (if any) + worn armor (if any) + ½ level
Saves (Defense Scores) 10 + stat mod + type mod* + ½ level
Damage Threshold Fort save + size mod
Feats 1 each at 1st, 3rd, 6th, etc., plus Simple Weapon Proficiency**
Skills 2 + Int mod***
*Beast: +2 Ref, +1 Fort. Humanoid: +2 Ref. Construct: +0 to all. Plant: +2 Fort, +1 Will. Undead: +2 Will.
**Humanoids, Constructs, and Undead also gain Martial Weapon Proficiency, Light Armor Proficiency, and Shield Proficiency if desired. To gain more weapon or armor proficiencies, they must spend a feat or take levels in a class that will provide the desired proficiency.
***Monsters use the Saga Edition skill list unless specified otherwise. They do not use skill ranks, but simply are either "trained" in a skill (getting +5 to checks with it) or not. All monster skill checks go up by +1/level after 1st.
Creatures may take character classes in addition to or instead of their creature levels. The following guidelines apply:
One of the implications of the table above is that if you know the desired CR of a creature, you can figure out what levels it should have. For instance, if you know you want to have a CR 8 Elite ghoul lord, you can figure out its target level thus:
CR 8 gives a starting BAB of 8, -1 for Elite, -1 for Undead, gives you a target BAB of 6. To have a BAB of 6, the ghoul lord must be level 8 - 9.
Hit Die reduced one step (minimum d4)
Speed +2 squares
Ability Scores -2 Str, +4 Dex, -2 Con
Feats/Talents gain one of the following (need not meet prerequisites): Careful Shot, Charging Fire, Deadeye, Double Attack, Far Shot, Keen Shot, Lucky Shot, Mounted Archery, Point Blank Shot, Precise Shot, Rapid Shot, Running Attack, Sniper, Triple Attack, Weapon Focus
Defense Scores +2 Ref, -2 Fort; change to reflect ability scores
Attacks change to reflect ability scores
CR +0
Hit Die advanced one step (maximum d12)
Ability Scores +4 Str or +2 Str and +2 Con, -2 Dex, -2 Wis
Skills gain Initiative or Endurance
Feats/Talents gain one of the following (need not meet prerequisites): Berserk, Crush, Damage Reduction 1/–, Devastating Attack, Double Attack, Expert Grappler, Greater Weapon Focus, Greater Weapon Specialization, Juggernaut, Melee Smash, Mighty Swing, Penetrating Attack, Power Attack, Powerful Charge, Toughness, Triple Attack, Triple Critical, Weapon Focus, Weapon Specialization, Whirlwind Attack
Defense Scores +2 Fort, -2 Will, change to reflect ability scores
Attacks change to reflect ability scores
CR +0
Skills gain Acrobatics or Initiative
Feats/Talents gain one of the following (need not meet prerequisites): Bull Rush, Combat Reflexes, Disruptive, Expert Grappler, Exotic Weapon Proficiency, Improved Disarm, Pin, Running Attack, Stunning Strike, Throw, Trip, Walk the Line
CL +0
Ability Scores -2 Str, -2 Dex, +2 Wis, +2 Cha
Skills gain Persuasion, Knowledge (Tactics), or Heal
Feats/Talents gain one of the following (need not meet prerequisites): Bolster Ally, Born Leader, Coordinate, Coordinated Attack, Distant Command, Ignite Fervor, Inspire Confidence, Inspire Haste, Inspire Zeal, Healing Touch, Plan, Rally, Skilled Advisor, Skill Focus (Knowledge: Tactics), Skill Focus (Heal/Treat Injury), Trick, Trust
Defense Scores -2 Fort, +2 Will
CR +0
Hit Die reduced one step (minimum d4)
Ability Scores +4 Dex, -2 Con
Skills Gain Deception or Stealth
Feats/Talents gain one of the following (need not meet prerequisites): Acrobatic Strike, Blackjack, Careful Shot, Dastardly Strike, Deadeye, Devastating Attack, Hidden Movement, Improved Disarm, Improved Stealth, Mobility, Penetrating Attack, Precise Shot, Running Attack, Skill Focus (Deception), Skill Focus (Stealth), Sneak Attack, Sniper, Stunning Strike, Total Concealment, Walk the Line, Weapon Finesse, Weapon Focus
Natural Armor if any, x¾
CR +0
Hit Die reduced by 1 step (minimum d4)
Speed +2 squares
Ability Scores +2 Dex
Skills Gain Acrobatics or Initiative
Feats/Talents gain one of the following (need not meet prerequisites): Dodge, Evasion, Fortune's Favor, Improved Initiative, Improved Trap Sense, Juggernaut, Mobility, Skill Focus (Acrobatics), Skill Focus (Initiative), Skirmisher, Trap Sense, Uncanny Dodge I, Uncanny Dodge II, Uncanny Perception
CR +0
Speed -2 squares (or by armor, whichever is greater)
Ability Scores -2 Dex, +2 Con
Feats/Talents gain one of the following (need not meet prerequisites): Armor Mastery, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Armored Defense, Battle Analysis, Block, Damage Reduction 1/–, Demand Surrender, Disruptive, Distraction, Dodge, Harm’s Way, Improved Armored Defense, Improved Damage Threshold, Improved Defenses, Improved Weaken Resolve, Melee Defense, Mounted Combat, Phalanx, Presence, Remain Conscious, Second Skin, Shake It Off, Shield Defense, Toughness, Tower Shield Defense, Tower Shield Proficiency, Walk the Line, Weaken Resolve
Natural Armor if any, x1½
Defense Scores +2 AC, +2 Ref, -2 Will
CR +0
Size and Type size increases by +1 step, which may change the creature's Str, Dex, Con, BAB/AC/Ref defense, Stealth checks, Damage Threshold, and Grapple checks. The base damage dice for a creature's natural attacks do not change, but the Str modifier probably will. Swarms have a minimum fighting space of 1 square x 1 square.
Level For a base creature lower than 3rd level and diminutive or smaller, raise to 3rd level.
Hit Points change to reflect new level and Con score, or double the base creature's, whichever is higher
Ability Scores change to reflect size
Feats/Talents no change, other than gaining swarm traits
Defense Scores change to reflect new size and ability scores
Attacks melee attacks become swarm damage area effects with no attack roll necessary; ranged attacks also become area effect, but still require attack rolls; damage changes to reflect new ability scores
CR +2 (or refigure by hand)
Hit Points maximum of (1 + Con mod) x level, minimum = level
Ability Scores -2 to all ability scores that are 10 or higher
Skills lose 1 trained skill to reflect lowered Int if appropriate
Feats/Talents lose all but Armor/Shield/Weapon Proficiencies, race/species abilities, or any other template abilities; if trained soldiery or otherwise appropriate, gain Coordinated Attack
Natural Armor if any, x¾
CR -2
Hit Points 1st level hit points become 3x hit die maximum (as for heroic characters)
Ability Scores +2 to all ability scores (except Int for creatures of animal intelligence)
Skills gain 1 trained skill to reflect Int change if appropriate
Feats/Talents gain a feat, talent, or special ability of GM's choice (need not meet prerequisites)
Natural Armor if any, x1¼ or creature's level, whichever is lower
Defense Scores add the creature's level instead of ½ their level
CL +1
Hit Points 1st level hit points become 3x hit die maximum (as for heroic characters); all hit dice are considered to have maximum roll
Ability Scores +4 to all ability scores (except Int for creatures of animal intelligence)
Skills gain 2 trained skills to reflect Int change if appropriate
Feats/Talents gain two of the following (need not meet prerequisites): Block, Cleave, Combat Reflexes, Damage Reduction 1/–, Double Attack, Dual Weapon Mastery I, Dual Weapon Mastery II, Dual Weapon Mastery III, Evasion, Extra Second Wind, Fortune’s Favor, Great Cleave, Indomitable, Melee Defense, Remain Conscious, Shake It Off, Tough As Nails, Toughness, Triple Attack, Uncanny Dodge I, Uncanny Dodge II, Whirlwind Attack
Natural Armor if any, x1½ or creature's level, whichever is higher
Defense Scores add the creature's level rather than ½ their level, then +2 AC, +2 Ref, +2 Fort, +2 Will;
CL: +2
-The Gneech
Starting Values
All monsters, regardless of type or size, start with the following template. Halves are rounded down.
BAB level x ¾
Hit Die d8 for all but construct (d10) and undead (d12)
AC 10 + Dex mod + size mod + natural armor (if any) + worn armor (if any) + ½ level
Saves (Defense Scores) 10 + stat mod + type mod* + ½ level
Damage Threshold Fort save + size mod
Feats 1 each at 1st, 3rd, 6th, etc., plus Simple Weapon Proficiency**
Skills 2 + Int mod***
*Beast: +2 Ref, +1 Fort. Humanoid: +2 Ref. Construct: +0 to all. Plant: +2 Fort, +1 Will. Undead: +2 Will.
**Humanoids, Constructs, and Undead also gain Martial Weapon Proficiency, Light Armor Proficiency, and Shield Proficiency if desired. To gain more weapon or armor proficiencies, they must spend a feat or take levels in a class that will provide the desired proficiency.
***Monsters use the Saga Edition skill list unless specified otherwise. They do not use skill ranks, but simply are either "trained" in a skill (getting +5 to checks with it) or not. All monster skill checks go up by +1/level after 1st.
Size
Creature Size | Min CR | Min Lvl | Str1 | Dex1 | Con1 | BAB/AC/Ref | Stealth | DMG Threshold | Carrying2 | Grapple | Bite/Gore | Claw/Slam/Sting | Swarm |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Colossal (64' or more) | 10 | 16 | +32 | -4 | +32 | -10 | -20 | +50 | x20 | +20 | 4d6 | 3d6 | 5d6 |
Gargantuan (32'-64') | 6 | 8 | +24 | -4 | +24 | -5 | -15 | +20 | x10 | +15 | 3d6 | 2d6 | 4d6 |
Huge (16'-32') | 4 | 4 | +16 | -4 | +16 | -2 | -10 | +10 | x5 | +10 | 2d6 | 1d8 | 3d6 |
Large (8'-16') | 2 | 2 | +8 | -2 | +8 | -1 | -5 | +5 | x2 | +5 | 1d8 | 1d6 | 2d6 |
Medium (4'-8') | – | – | +0 | +0 | +0 | +0 | +0 | +0 | x1 | +0 | 1d6 | 1d4 | 1d8 |
Small (2'-4') | – | – | -2 | +2 | +0 | +1 | +5 | +0 | x¾ | -5 | 1d4 | 1d3 | 1d6 |
Tiny (1'-2') | – | – | -4 | +4 | +0 | +2 | +10 | +0 | x½ | -10 | 1d3 | 1d2 | 1d4 |
Diminutive (6"-1') | – | – | -6 | +6 | +0 | +5 | +15 | +0 | x¼ | -15 | 1d2 | 1 pip | 1d3 |
Fine (6" or less) | – | – | -8 | +8 | +0 | +10 | +20 | +0 | x0.1 | -20 | 1 pip | 1 pip | 1d2 |
1Minimum of 1 unless specified otherwise. 2Creatures with four or more legs double their carrying capacity. |
Typical Movement Speeds
Creature Type | Slow | Normal | Fast | Example Creature |
---|---|---|---|---|
Tiny or small biped | 3 sq. | 4 sq. | 6 sq. | chimpanzee |
Medium biped | 4 sq. | 6 sq. | 8 sq. | human |
Large or huge biped | 6 sq. | 8 sq. | 10 sq. | ogre |
Tiny quadruped | 3 sq. | 4 sq. | 6 sq. | cat |
Small or medium quadruped | 6 sq. | 8 sq. | 10 sq. | wolf |
Large or huge quadruped | 6 sq. | 10 sq. | 12 sq. | horse |
Tiny or small flier | 8 sq. | 10 sq. | 12 sq. | bird |
Medium flier | 8 sq. | 12 sq. | 18 sq. | gargoyle |
Large or huge flier | 12 sq. | 18 sq. | 24 sq. | griffon |
Swimmer | 8 sq. | 12 sq. | 16 sq. | shark |
Monsters With Character Classes
Creatures may take character classes in addition to or instead of their creature levels. The following guidelines apply:
- Creatures may only take class levels if their Int is 3 or higher. Mindless creatures may not take class levels.
- When taking levels in character classes instead of creature levels, they take the better of the bonus between the two classes for things such as BAB and saving throws/defense scores. They also take the higher of the two hit dice.
- Levels in character classes do not add to AC.
- If the creature takes a heroic class (fighter, wizard, etc.) as their 1st level class, they get the benefit of triple hit points at first level.
- Creatures with character classes allocate skill points just as characters do. Once these have been allocated, their skill checks go up by +1/creature level after that.
- Creatures with class levels gain class features at the normal level for that class, in addition to whatever abilities they may gain for their creature type.
- Nonheroic classes (warrior, adept, etc.) do not alter the creature's CR. For creatures with heroic classes, figure their CR normally for the creature + nonheroic levels (see below), then add +1 CR for each heroic level. The minimum CR for a creature with heroic levels is the number of heroic levels they possess.
Roughly Determining CR
Base | Equal to BAB |
---|---|
Construct or Undead | +1 |
Incorporeal | +1 |
All ability scores 15 or lower | -1 |
Any ability scores over 20 | +1 |
Any ability scores over 30 | +2 |
Flight | +1 |
No attacks | -2 |
Area-effect attack or aura | +1 |
Size | * |
Tiny | -1 |
Diminutive | -2 |
Fine | -3 |
*See Creature Size Chart for minimum CL by size. | |
If you end up with a value below 1, the CL becomes: 0 = CL ½, -1 = CL 1/3, -2 = CL ¼, -3 = CL 1/6, -4 CL = 1/8, -5 CL or less = 1/10. |
Reverse-Engineering Monster to Desired CR
One of the implications of the table above is that if you know the desired CR of a creature, you can figure out what levels it should have. For instance, if you know you want to have a CR 8 Elite ghoul lord, you can figure out its target level thus:
CR 8 gives a starting BAB of 8, -1 for Elite, -1 for Undead, gives you a target BAB of 6. To have a BAB of 6, the ghoul lord must be level 8 - 9.
Combat Role Templates
Artillery Template
Hit Die reduced one step (minimum d4)
Speed +2 squares
Ability Scores -2 Str, +4 Dex, -2 Con
Feats/Talents gain one of the following (need not meet prerequisites): Careful Shot, Charging Fire, Deadeye, Double Attack, Far Shot, Keen Shot, Lucky Shot, Mounted Archery, Point Blank Shot, Precise Shot, Rapid Shot, Running Attack, Sniper, Triple Attack, Weapon Focus
Defense Scores +2 Ref, -2 Fort; change to reflect ability scores
Attacks change to reflect ability scores
CR +0
Brute Template
Hit Die advanced one step (maximum d12)
Ability Scores +4 Str or +2 Str and +2 Con, -2 Dex, -2 Wis
Skills gain Initiative or Endurance
Feats/Talents gain one of the following (need not meet prerequisites): Berserk, Crush, Damage Reduction 1/–, Devastating Attack, Double Attack, Expert Grappler, Greater Weapon Focus, Greater Weapon Specialization, Juggernaut, Melee Smash, Mighty Swing, Penetrating Attack, Power Attack, Powerful Charge, Toughness, Triple Attack, Triple Critical, Weapon Focus, Weapon Specialization, Whirlwind Attack
Defense Scores +2 Fort, -2 Will, change to reflect ability scores
Attacks change to reflect ability scores
CR +0
Controller Template
Skills gain Acrobatics or Initiative
Feats/Talents gain one of the following (need not meet prerequisites): Bull Rush, Combat Reflexes, Disruptive, Expert Grappler, Exotic Weapon Proficiency, Improved Disarm, Pin, Running Attack, Stunning Strike, Throw, Trip, Walk the Line
CL +0
Leader Template
Ability Scores -2 Str, -2 Dex, +2 Wis, +2 Cha
Skills gain Persuasion, Knowledge (Tactics), or Heal
Feats/Talents gain one of the following (need not meet prerequisites): Bolster Ally, Born Leader, Coordinate, Coordinated Attack, Distant Command, Ignite Fervor, Inspire Confidence, Inspire Haste, Inspire Zeal, Healing Touch, Plan, Rally, Skilled Advisor, Skill Focus (Knowledge: Tactics), Skill Focus (Heal/Treat Injury), Trick, Trust
Defense Scores -2 Fort, +2 Will
CR +0
Lurker Template
Hit Die reduced one step (minimum d4)
Ability Scores +4 Dex, -2 Con
Skills Gain Deception or Stealth
Feats/Talents gain one of the following (need not meet prerequisites): Acrobatic Strike, Blackjack, Careful Shot, Dastardly Strike, Deadeye, Devastating Attack, Hidden Movement, Improved Disarm, Improved Stealth, Mobility, Penetrating Attack, Precise Shot, Running Attack, Skill Focus (Deception), Skill Focus (Stealth), Sneak Attack, Sniper, Stunning Strike, Total Concealment, Walk the Line, Weapon Finesse, Weapon Focus
Natural Armor if any, x¾
CR +0
Skirmisher Template
Hit Die reduced by 1 step (minimum d4)
Speed +2 squares
Ability Scores +2 Dex
Skills Gain Acrobatics or Initiative
Feats/Talents gain one of the following (need not meet prerequisites): Dodge, Evasion, Fortune's Favor, Improved Initiative, Improved Trap Sense, Juggernaut, Mobility, Skill Focus (Acrobatics), Skill Focus (Initiative), Skirmisher, Trap Sense, Uncanny Dodge I, Uncanny Dodge II, Uncanny Perception
CR +0
Soldier Template
Speed -2 squares (or by armor, whichever is greater)
Ability Scores -2 Dex, +2 Con
Feats/Talents gain one of the following (need not meet prerequisites): Armor Mastery, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Armored Defense, Battle Analysis, Block, Damage Reduction 1/–, Demand Surrender, Disruptive, Distraction, Dodge, Harm’s Way, Improved Armored Defense, Improved Damage Threshold, Improved Defenses, Improved Weaken Resolve, Melee Defense, Mounted Combat, Phalanx, Presence, Remain Conscious, Second Skin, Shake It Off, Shield Defense, Toughness, Tower Shield Defense, Tower Shield Proficiency, Walk the Line, Weaken Resolve
Natural Armor if any, x1½
Defense Scores +2 AC, +2 Ref, -2 Will
CR +0
Encounter Role Templates
Swarm Template
Size and Type size increases by +1 step, which may change the creature's Str, Dex, Con, BAB/AC/Ref defense, Stealth checks, Damage Threshold, and Grapple checks. The base damage dice for a creature's natural attacks do not change, but the Str modifier probably will. Swarms have a minimum fighting space of 1 square x 1 square.
Level For a base creature lower than 3rd level and diminutive or smaller, raise to 3rd level.
Hit Points change to reflect new level and Con score, or double the base creature's, whichever is higher
Ability Scores change to reflect size
Feats/Talents no change, other than gaining swarm traits
Defense Scores change to reflect new size and ability scores
Attacks melee attacks become swarm damage area effects with no attack roll necessary; ranged attacks also become area effect, but still require attack rolls; damage changes to reflect new ability scores
CR +2 (or refigure by hand)
Minion Template
Hit Points maximum of (1 + Con mod) x level, minimum = level
Ability Scores -2 to all ability scores that are 10 or higher
Skills lose 1 trained skill to reflect lowered Int if appropriate
Feats/Talents lose all but Armor/Shield/Weapon Proficiencies, race/species abilities, or any other template abilities; if trained soldiery or otherwise appropriate, gain Coordinated Attack
Natural Armor if any, x¾
CR -2
Elite Template
Hit Points 1st level hit points become 3x hit die maximum (as for heroic characters)
Ability Scores +2 to all ability scores (except Int for creatures of animal intelligence)
Skills gain 1 trained skill to reflect Int change if appropriate
Feats/Talents gain a feat, talent, or special ability of GM's choice (need not meet prerequisites)
Natural Armor if any, x1¼ or creature's level, whichever is lower
Defense Scores add the creature's level instead of ½ their level
CL +1
Solo Template
Hit Points 1st level hit points become 3x hit die maximum (as for heroic characters); all hit dice are considered to have maximum roll
Ability Scores +4 to all ability scores (except Int for creatures of animal intelligence)
Skills gain 2 trained skills to reflect Int change if appropriate
Feats/Talents gain two of the following (need not meet prerequisites): Block, Cleave, Combat Reflexes, Damage Reduction 1/–, Double Attack, Dual Weapon Mastery I, Dual Weapon Mastery II, Dual Weapon Mastery III, Evasion, Extra Second Wind, Fortune’s Favor, Great Cleave, Indomitable, Melee Defense, Remain Conscious, Shake It Off, Tough As Nails, Toughness, Triple Attack, Uncanny Dodge I, Uncanny Dodge II, Whirlwind Attack
Natural Armor if any, x1½ or creature's level, whichever is higher
Defense Scores add the creature's level rather than ½ their level, then +2 AC, +2 Ref, +2 Fort, +2 Will;
CL: +2
-The Gneech
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