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How To Create a Monster

Recipes for Disaster


by Skip Williams • illustrated by Darrell Riche
All the really great monsters id you recognize the vampire, Sometimes a descriptive name
have one thing in common—you
can sum them up in just a few
words. That’s the first and most
D the mind flayer, the red dragon,
and the umber hulk?
If you can’t boil down your new mon-
doesn’t cut it. Think of the umber hulk.
Would it seem as fearsome if you
called it the bug-eyed burrower? The
ster idea to something as simple as these confusion beast? The four-eyed hor-
essential item in any monster examples, you need more focus. Think ror? You’ll need a name with a more
recipe—a solid and fairly simple harder about what your monster does. literary or mythical sound for such
statement of what the monster All the elements of our monster creatures (though “umber hulk” is
is all about. See if you can recipe serve to put your concept into somewhat descriptive). Make up any-
words and numbers so you can use the thing that sounds good to you, but
recognize these classic beasties: monster in play. There is no set order keep the following in mind: The name
for dealing with these elements, so let’s should be fairly easy to read, pro-
Shape—changing, undead examine them in the same order they nounce, and spell. Also, keep it reason-
bloodsucker are presented in the Monster Manual. ably short, and if you’re writing in
English, spell it like a normal English
Tentacled horror that will fry MONSTER NAME word. In the new D&D game, we’re
You can create a really great monster, making an effort to avoid irregular
your mind and eat your brain but if you give it a silly name nobody plurals. That means when you’re talking
takes the creature seriously. The best about two or more of your monsters,
Flying, fire—breathing reptile place to start is your basic monster just add an “s” to the name. If your
concept. Can you come up with a name doesn’t work with an “s,” change
Bug-eyed burrower that will descriptive name that’s one or two it so that it does.
words long? If you can, you’ll often
make you lose your mind have a perfectly good name; I suspect SIZE
the mind flayer was named in just this A creature’s size affects its combat
fashion. One good thing about descrip- abilities in numerous ways. In general,
tive names is that anyone who sees the the bigger the creature, the nastier it is.
name automatically has some idea of (That was not always the case in previ-
what the monster is like. ous editions of the game.) The Monster

1 october 2000 1
Manual uses the size categories shown
in the Monster Size Categories table.
When assigning a size to your mon-
MATCHING YOUR CONCEPT
ster, think about your monster concept.
Does the creature need to be really
strong and tough? Does it have a vora-
TO A MONSTER TYPE
cious appetite? If so, it should be big. Is It’s usually a good idea to develop a concept for your monster first, then
the creature sneaky, agile, and easy to pick a type that fits the concept.
overlook? If so, it should be smaller.
A creature’s size will affect its ability ABERRATION: This type works best for FEY: Fey creatures include fairies and
scores and its number of Hit Dice. (See creatures that look just plain weird. most good sylvan creatures. They also
the “Creature Types” section below.) Aberrations with high Intelligence will include evil creatures such as the shee
have a good mix of skills and feats. and unseelie fairies.
CREATURE TYPE They have fairly good combat abilities,
A creature’s type defines what the crea- but not a lot of hit points. If you want GIANT: If your creature is human-
ture is like and what it can do in much your creature to be a tough customer shaped and is at least as big as an ogre,
the same way that a character’s class in combat, you’ll need to give it some it’s probably a giant, especially if it
defines the character’s abilities. A crea- sort of special attack ability. For exam- doesn’t have a lot of special abilities.
ture’s type determines the size of its Hit ple a carrion crawler has eight tentacle
Dice and how magic affects the creature; attacks that cause paralysis. HUMANOID: Anything that resembles a
for example, the hold animal spell affects human and is smaller than an ogre
only creatures of the animal type. Type, ANIMAL: This type usually won’t be probably should be a humanoid.
along with size, helps determine its ability suitable for any creature you’ve
scores, number of Hit Dice, and damage dreamed up yourself unless you’re set- MAGICAL BEAST: If your creature
ratings (as shown below). ting out to create a completely alien resembles an animal but has supernatu-
When choosing a type for your mon- ecology and you need creatures to fill ral or spell-like abilities, it’s probably a
ster, consider your concept and choose the same ecological niches that Earth magical beast.
the type that best matches that concept. animals do.
MONSTROUS HUMANOID: Use this
READING THE TYPE ENTRIES BEAST: This is a step up from a normal type for just about anything that com-
Each entry begins with a short descrip- animal. Use it for any fairly mundane bines elements of human and animal or
tion of the type. Specific information creature that doesn’t have any magical monster anatomy unless it is weird
follows: abilities. Though beasts can be smarter enough to qualify as an aberration.
HIT DIE: The size of the type’s Hit than animals, they can have animal
Dice. Intelligence (Intelligence score of 1 or 2) OOZE: If it’s a mindless, amorphous
ATTACK BONUS: The type’s attack as well. You can use this type for real- blob, it’s an ooze. Otherwise, it’s proba-
bonus as a function of its Hit Dice world creatures that were extinct at bly an aberration.
(each Hit Die equals one level on the the dawn of recorded history, such as
appropriate column on Table 3-1 in the dinosaurs. OUTSIDER: If it comes from another
Player’s Handbook). plane and it’s not an elemental, it’s an
GOOD SAVING THROWS: The type’s CONSTRUCT: Use this type for any outsider.
saving bonus as a function of its Hit creature that was built rather than born.
Dice (each Hit Die equals one level). PLANT: If it’s vegetable, it’s a plant.
Any saving throw type listed here uses DRAGON: Use the dragon type for
the higher value on Table 3-1 in the variations on the basic dragon design (a SHAPECHANGER: Use this type for
Player’s Handbook. Other saving throw flying reptile with supernatural abilities). any creature whose favorite trick is
types use the lower value. This type is exceptionally powerful, turning into something or someone else.
SKILL POINTS: Calculate the creature’s combining excellent saves with great
skill points according to the formula combat abilities and a wide selection of UNDEAD: If it’s dead, but still kicking,
given. Most creatures gain more skill skills. (The game is called DUNGEONS & it’s undead (although it could be a con-
points if they have more than the mini- DRAGONS, after all.) If your creature is struct if it’s just a collection of parts
mum number of Hit Dice for their size. essentially just a flying reptile (such as animated through an arcane process). If
(Treat a fractional Hit Die as a full Hit a pterodactyl), the beast type is proba- the creature has an energy draining or
Die when calculating skill points.) Sub- bly more suitable. ability draining ability, it’s more likely
tract the minimum number of Hit Dice undead than a construct.
for the creature’s size category from ELEMENTAL: Use the elemental type
the creature’s actual Hit Dice to deter- for any creature from the elemental VERMIN: Use this type for giant bugs
mine how many extra Hit Dice it has. planes. and other mindless invertebrates. If your
See the section on skills below for creature has an Intelligence score and
information on spending the creature’s you’ve considered the vermin type, it’s
skill points. probably a beast or aberration instead.

2 october 2000 reprint


S C OT T F I S C H E R

unless it is unusually formidable. If only


Aberration one number of Hit Dice is given, size
has little effect on total Hit Dice. Treat
Aberrations have bizarre anatomies, strange abilities, alien
mindsets, or any combination of the three (a beholder, for the number given as the minimum Hit
example). Dice for the size.
SLAM DAMAGE: The suggested dam-
Hit Die................................d8 age rating for any blunt attack the
Attack Bonus....................As cleric creature might have (such as punches,
Good Saving Throws.....Will constriction, slaps, and the like).
Skill Points ........................2 x Int score (+2/extra Hit Die) BITE DAMAGE: The suggested damage
Feats ...................................Int bonus (+1/4 extra Hit Dice) rating for any attack the creature deliv-
Notes..................................Aberrations have darkvision with a range ers with its mouth or teeth.
of 60 feet. CLAW DAMAGE: The suggested dam-
Slam Bite Claw Gore age rating for any attack the creature
Size Str Dex Con Hit Dice
Damage Damage Damage Damage makes by scratching, tearing, raking, or
1 1 poking with an appendage.
Fine 1 22-23 10-11 ⁄16 d8- ⁄8 d8 — 1d2 — 1
1⁄8 d8-1⁄4 d8 GORE DAMAGE: The suggested dam-
Diminutive 1 20-21 10-11 — 1d3 1 1d2
1 4 d8-1⁄2 d8 age rating for any attack the creature
Tiny 2-3 18-19 10-11 ⁄ 1 1d4 1d2 1d3
Small 6-7 16-17 10-11 1⁄2 d8-1d8 1d2 1d6 1d3 1d4 makes with a horn or antlers.
Medium-size 10-11 14-15 12-13 1d8–2d8 1d3 2d4 1d4 1d6
Large 18-19 12-13 16-17 2d8–4d8 1d4 2d6 1d6 1d8 TYPE MODIFIERS
Huge 26-27 12-13 20-21 4d8–16d8 1d6 2d8 2d4 2d6 A monster associated with an element,
Gargantuan 34-35 10-11 24-25 16d8–32d8 1d8 4d6 2d6 2d8 form of energy, or the like also gets a
Colossal 42-43 10-11 28-29 32d8+ 2d6 4d8 2d8 4d6 parenthetical modifier to its type. Such
modifiers include: Air, Earth, Fire,
FEATS: To determine the number of STRENGTH, DEXTERITY, AND Water, Aquatic, Cold, Incorporeal,
feats, see the description for each CONSTITUTION: These are typical values Chaotic (outsiders only), Evil (outsiders
monster type. for a creature of the listed type and only), Good (outsiders only), Lawful
NOTES: This line contains miscella- size. The creature can have higher or (outsiders only).
neous information about the type, lower scores. See the section on ability A type modifier creates a subtype
including any standard abilities the scores for tips on assigning the crea- within a larger type, such as undead
type has. ture’s remaining ability scores. (incorporeal); links creatures that share
SIZE: The table shows characteristics # OF HIT DICE: If a range of Hit Dice characteristics, such as humanoid (gob-
that go with each size. These are only is specified, the creature’s total Hit linoid); or connects members of differ-
suggestions, not absolute limits. Dice should fall within the listed range ent types. For example, white dragons
and frost giants belong to the dragon
and giant types, respectively, but they
Animal are also of the cold subtype.
Some common type modifiers that
Animals are nonhumanoid creatures, usually vertebrates. If the creature lived
affect the creature’s abilities are listed
on Earth during human history (a bear, for example), it’s an animal. A creature
below.
that is just a larger or fiercer version of a normal animal is also an animal.
COLD: Cold creatures are immune to
cold damage. They take double damage
Hit Die................................d8
from fire unless a saving throw for half
Attack Bonus....................As cleric
damage is allowed, in which case they
Good Saving Throws.....Fortitude or Reflex
take half damage on a success and
Skill Points ........................10-15
double damage on a failure.
Feats ...................................None
FIRE: Fire creatures are immune to
Notes ................................Animals have Intelligence scores of 1 or 2 (predatory animals tend
fire damage. They take double damage
to have Intelligence scores of 2). Animals have low-light vision.
from cold unless a saving throw for
Slam Bite Claw Gore half damage is allowed, in which case
Size Str Dex Con Hit Dice they take half damage on a success and
Damage Damage Damage Damage
Fine 1 22-23 10-11 1⁄16 d8-1⁄8 d8 — 1 — 1 double damage on a failure.
Diminutive 1 20-21 10-11 1⁄8 d8-1⁄4 d8 — 1d2 1 1d2 INCORPOREAL: Incorporeal creatures
Tiny 2-3 18-19 10-11 1⁄4 d8-1⁄2 d8 1 1d3 1d2 1d3 have no physical bodies. They can be
Small 6-7 16-17 10-11 1⁄2 d8-1d8 1d2 1d4 1d3 1d4 harmed only by other incorporeal crea-
Medium-size 10-11 14-15 12-13 1d8-2d8 1d3 1d6 1d4 1d6 tures, +1 or better magic weapons, and
Large 18-19 12-13 16-17 2d8-4d8 1d4 1d8 1d6 1d8 spells, spell-like abilities, or supernatural
Huge 26-27 12-13 20-21 4d8-16d8 1d6 2d6 2d4 2d6 abilities. They are immune to all non-
Gargantuan 34-35 10-11 24-25 16d8-32d8 1d8 2d8 2d6 2d8 magical attack forms. Even when hit by
Colossal 42-43 10-11 28-29 32d8+ 2d6 4d6 2d8 4d6 spells or magic weapons, they have a

3 october 2000 3
M AT T M I TC H E L L
50% chance to ignore any damage
from a corporeal source (except for
force effects, such as magic missile, or
Beast
Beasts are vertebrates with reasonably normal anatomies
attacks made with ghost touch
and no magical abilities (an owlbear, for example).
weapons). An incorporeal creature has
no natural armor but has a deflection Hit Die................................d10
bonus equal to its Charisma modifier Attack Bonus....................As cleric
(always at least +1). Good Saving Throws.....Fortitude and Reflex
Incorporeal creatures can pass Skill Points ........................2 x Int score (+1/extra Hit Die)
through solid objects at will, but not Feats ...................................None
force effects. Their touch attacks pass Notes..................................Beasts have low-light vision and darkvision
through natural armor, armor, and with a range of 60 feet.
shields, although deflection bonuses and
force effects (such as mage armor) Slam Bite Claw Gore
Size Str Dex Con Hit Dice
work normally against them. Damage Damage Damage Damage
Incorporeal creatures move silently Fine 1 22-23 10-11 1⁄16 d10-1⁄8 d10 — 1 — 1
and cannot be heard with Listen checks Diminutive 1 20-21 10-11 1⁄8 d10-1⁄4 d10 — 1d2 1 1d2
if they don’t wish it. They have no Tiny 2-3 18-19 10-11 1⁄4 d10-1⁄2 d10 1 1d3 1d2 1d3
Strength scores, so their Dexterity Small 6-7 16-17 10-11 1⁄2 d10-1d10 1d2 1d4 1d3 1d4
modifiers apply to both their melee and
Medium-size 10-11 14-15 12-13 1d10-2d10 1d3 1d6 1d4 1d6
ranged attacks.
Large 18-19 12-13 16-17 2d10-4d10 1d4 1d8 1d6 1d8
HUMANOID TYPE MODIFIERS: In gen-
Huge 26-27 12-13 20-21 4d10-16d10 1d6 2d6 2d4 2d6
eral each species of humanoid is its
own subtype. For example, the type Gargantuan 34-35 10-11 24-25 16d10-32d10 1d8 2d8 2d6 2d8
entry for an elf is Humanoid (Elf). Colossal 42-43 10-11 28-29 32d10+ 2d6 4d6 2d8 4d6

HIT DICE SPEED change its direction of movement, fly-


List the number and size (number of Give the creature’s land movement rate ing upward, downward, forward, or
sides) of Hit Dice and any bonus hit in feet per move. All speeds must be backward, all in the same round. It can
points. The size of the Hit Dice will evenly divisible by 5 feet. Most bipeds fly straight up with no loss of speed,
depend on the creature’s type. The have a speed of 30 feet (human speed) and can fly downward at any angle at
number of Hit Dice will be a function of if they are at least Medium-size; bipeds double its normal rate of speed.
the creature’s type and sometimes its that are smaller than Medium-size have This kind of super maneuverability is
size. The number of bonus hit points is speeds of 20 feet. Most quadrupeds fairly rare. Creatures that rely on
a function of the creature’s Hit Dice have speeds of at least 30 feet (unless wings for flight probably shouldn’t be
and Constitution score. they are remarkably slow) regardless this maneuverable unless they are very
A parenthetical listing of the crea- of size. Predators or creatures noted small or have wings that beat very fast.
ture’s average hit points follows the Hit for fast movement should have speeds Creatures native to the Plane of
Dice listing. To calculate the creature’s of 40 feet or more. Elemental Air, incorporeal creatures,
average hit points, take the average If the creature has other modes of and other wingless creatures most
value of each Hit Die, apply the crea- movement, list all that apply in alphabet- often have this kind of maneuverability.
ture’s Constitution modifier (a creature ical order. If the creature wears armor, Good: The creature can fly like a
always has at least 1 hit point per Hit list its reduced movement rate in a hummingbird. It can turn up to 90
Die), multiply by the number of Hit parenthetical following the main entry. degrees in any direction (even up and
Dice, and round down. The other modes of movement are: down) for each 5 feet of forward
Average Hit Die Values BURROW: The ability to move by dig- movement. It can also spend 5 feet of
Die Size Average ging through the ground. movement to turn 90 degrees in place,
1d4 2.5 CLIMB: The ability to move up and but no more than 180 degrees at once.
1d6 3.5 down vertical surfaces. Creatures with The creature can hover and fly
1d8 4.5 a climb speed have the Climb skill at no backwards, but reversing direction
1d10 5.5 cost and gain a +8 bonus to Climb costs it 5 feet of movement. It moves
1d12 6.5 checks. A climb movement rate usually
should be about half the creature’s land Note: If a monster 1 Hit Dice or less
INITIATIVE movement rate. has a class (a kobold fighter, for
This is the creature’s modifier to initia- FLY: The creature can fly through the example) the attack bonus, skill points,
tive rolls. A parenthetical note shows air. All flying speeds must include a par- and feats are calculated according to
where the bonuses come from (most enthetical note about its maneuverability, the character class, not according to
commonly the creature’s Dexterity using one of the following terms: the Hit Dice of the monster. If a
modifier and the Improved Initiative Perfect: The creature is as maneu- monster with more than 1 HD has a
feat if the creature has it). verable as a classic UFO. It can hover class, it retains its monster abilities in
in place and freely turn. It can freely addition to its class abilities.

4 october 2000 reprint


at half speed when flying upward at flying speed or it stalls. It can move move forward at least half its normal
any angle, including straight up. The upward at a 60 degree angle, and it flying speed or it stalls. It can move
creature can fly downward at any moves at half speed when flying upward or downward at a 45 degree
angle at double speed and can fly both upward at any angle. The creature can angle. The creature moves at half speed
up and down in the same round. fly downward at any angle at double when flying upward and double speed
Giant insects, fey creatures, and speed. It can fly both up and down in when flying downward. It can fly both
some outsiders have this kind of the same round, but each climb or dive up and down in the same round, but
maneuverability. must be separated by at least 5 feet of each climb or dive must be separated
Average: The creature can fly as well level movement. by at least 10 feet of level movement.
as a small bird or bat. It can turn up to Most small, agile flyers have this kind Most big flying monsters have this
45 degrees in any direction (even up of maneuverability. kind of maneuverability.
and down) for each 5 feet of forward Poor: The creature flies as well as a Clumsy: The creature can barely fly
movement. It can also spend 5 feet of very large bird. It can turn up to 45 at all; it is about as graceful in flight as
movement to turn 45 degrees in place, degrees in any direction (even up and a barnyard chicken. It can turn up to
but no more than 90 degrees at once. down) for each 5 feet of forward 45 degrees in any direction (even up
The creature cannot hover or fly movement. It cannot turn in place. and down) but each turn must be sepa-
backwards, and each round it must The creature cannot hover or fly rated by 5 feet of straight and level
move forward at least half its normal backwards, and each round it must movement.
The creature cannot hover or fly
WAY N E R E Y N O L D S

Construct backwards, and each round it must


move forward at least half its normal
Constructs are animated objects or artificially constructed flying speed or it stalls. It can move
creatures (a golem, for example). upward or downward at a 45 degree
angle. The creature moves at half
Hit Die................................d10 speed when flying upward and double
Attack Bonus....................As cleric speed when flying downward. It cannot
Good Saving Throws.....None fly both upward and downward during
Skill Points ........................None the same round.
Feats ...................................None SWIM: The creature can move
Notes..................................Constructs usually have no Intelligence through water without making a Swim
scores and never have Constitution scores. check. If it should ever need to make a
Constructs are immune to mind-influencing Swim check (to avoid a hazard, for
effects (charms, compulsions, phantasms, example) it gets a +8 bonus .
patterns, and morale effects) and to poison, Do not create new modes of
sleep, paralysis, stunning, disease, death movement.
effects, and necromantic effects.
Constructs are not subject to critical
hits, subdual damage, ability damage,
ability drain, or energy drain. They are
immune to anything that requires a ABERRATION, BEAST, OR
Fortitude save (unless the effect also works MAGICAL BEAST?
on objects). Constructs are not at risk of
Sometimes these three creature
death from massive damage (see Injury and
types can be hard to sort out. Here
Death in Chapter 8: Combat in the Player’s
are some pointers:
Handbook), but when reduced to 0 hit
• Anything that’s just a collection of
points or less, they are immediately
animal parts, with no supernatural
destroyed. Since it was never alive, a
or spell-like abilities, is a beast. For
construct cannot be raised or resurrected.
example, an owlbear is a beast.
Constructs have darkvision with a range
• Anything that’s a collection of
of 60 feet.
animal parts with spell-like or
Slam Bite Claw Gore supernatural abilities is a magical
Size Str Dex Con Hit Dice
Damage Damage Damage Damage beast. For example, a chimera is a
Fine 4-5 18-19 — 1⁄16 d10-1⁄8 d10 1 — — 1 magical beast.
Diminutive 6-7 16-17 — 1⁄8 d10-1⁄4 d10 1d2 — 1 1d2 • If the creature doesn’t really
Tiny 8-9 14-15 — 1⁄4 d10-1⁄2 d10 1d3 1 1d2 1d3 resemble anything found in nature
Small 10-11 12-13 — 1⁄2 d10-1d10 1d4 1d2 1d3 1d4 and if it has any special abilities it’s
Medium-size 12-13 10-11 — 1d10-2d10 1d6 1d3 1d4 1d6 an aberration. For example, both
Large 20-21 10-11 — 2d10-4d10 1d8 1d4 1d6 1d8 the carrion crawler and the behold-
Huge 28-29 8-9 — 4d10-16d10 2d6 1d6 2d4 2d6 er are aberrations. Something odd-
Gargantuan 32-33 6-7 — 16d10-32d10 2d8 1d8 2d6 2d8 looking that has no special abilities
Colossal 36-37 4-5 — 32d10+ 4d6 2d6 2d8 4d6 is probably a beast.

5 october 2000 5
TO D D LO C K W O O D
ARMOR CLASS
Give the creature’s Armor Class for
Dragon
Dragons are reptilian creatures, usually winged, with
normal combat.
magical or unusual abilities (a red dragon, for example).
All creatures start with a base Armor
Any dragon with magical abilities or breath weapons should
Class of 10, which is modified by the
include an elemental subtype (air, earth, fire, or water).
creature’s size, Dexterity, and armor
(usually natural armor). Hit Die................................d12
Don’t just pick an Armor Class num- Attack Bonus....................As fighter
ber out of thin air. Consider the crea- Good Saving Throws.....Fortitude, Reflex, and Will
ture’s anatomy and overall toughness. Skill Points ........................6/HD (Int modifier applies per Hit Die)
The table below shows some typical Feats ...................................1 (+1/4 extra Hit Dice)
values for natural armor. Notes..................................Dragons are immune to sleep and paralysis
TYPICAL NATURAL ARMOR VALUES effects. Dragons have darkvision with a
Type Bonus Example range of 60 feet and low-light vision.
Creature Slam Bite Claw Gore
Normal Skin +0 Human Size Str Dex Con Hit Dice
Damage Damage Damage Damage
Thick Skin +1 to +3 Baboon (+1) Fine 2-3 14-15 10-11 1d6-1d12 — 1d2 1 1
or fur Black Bear (+2) Diminutive 6-7 12-13 10-11 1d12-3d12 — 1d3 1d2 1d2
Shark (+3) Tiny 10-11 10-11 12-13 3d12-6d12 — 1d4 1d3 1d3
Tough Hide +4 to +7 Crocodile (+4) Small 12-13 10-11 12-13 4d12-9d12 — 1d6 1d4 1d4
Polar Bear (+5) Medium-size 14-15 10-11 14-15 7d12-13d12 1d4 1d8 1d6 1d6
Boar (+6) Large 18-19 10-11 16-17 10d12-21d12 1d6 2d6 1d8 1d8
Rhinoceros (+7) Huge 26-27 10-11 20-21 19d12-33d12 1d8 2d8 2d6 2d6
Scales +5 to +10 Dragon (varies) Gargantuan 34-35 10-11 24-25 27d12-38d12 2d6 4d6 2d8 2d8
or more Colossal 42-43 10-11 28-29 38d12+ 2d8 4d8 4d6 4d6

Don’t forget to include the creature’s suffer only a –2 penalty to secondary have a good reason to do so.
size modifier in your final Armor Class attacks. In general, a creature attacks once
calculation. If the creature wears armor, A monster threatens critical hits on a with each natural weapon it has. For
its natural armor value stacks with the roll of 20 unless you specify otherwise; most monsters, that will be two claws
value of its armor. For example, a cen- do not specify otherwise unless you and a bite (or the other way around).
taur is a Large creature with a Dexterity

TO D D LO C K W O O D
score of 14 (+2 AC bonus) and +2 natu-
ral armor. If the centaur carries a large
shield and wears a chain shirt, its Armor
Elemental
Elementals are composed of one of the four classical
Class will be 19 (–1 size, +2 Dex, +2 natu-
elements (an invisible stalker, for example). All elementals
ral, +2 large shield, +4 chain shirt).
require an elemental subtype (air, earth, fire, or water).
ATTACKS Hit Die................................d8
List all the creature’s physical attacks; Attack Bonus....................As cleric
natural weapon attacks first (if any), Good Saving Throws.....Varies by subtype: Reflex (Air, Fire),
followed by weapon attacks (if any). Fortitude (Earth, Water)
NATURAL WEAPONS: Give the number Skill Points ........................2 x Int score (+2/extra Hit Die)
of attacks along with the weapon used Feats ...................................Int bonus (+1/4 extra Hit Dice)
(for example: bite, 2 claws, sting) along Notes ................................Elementals are immune to poison, sleep, paralysis, and stunning.
with the attack bonus and the type of Elementals have no clear front or back and are therefore not
attack (melee or ranged). The first subject to critical hits or flanking. Unless noted otherwise, they
weapon (or weapons) you list will be the have darkvision with a range of 60 feet.
creature’s primary weapon. Primary A slain elemental cannot be raised or resurrected, although a
weapons use the creature’s full attack wish or miracle spell can restore it to life.
bonus, no matter how many primary Slam Bite Claw Gore
weapons there are. A creature’s attack Size Str Dex Con Hit Dice
Damage Damage Damage Damage
bonus depends on its type, Hit Dice, size, Fine 4-5 18-19 10-11 1⁄8 d8–1⁄4 d8 1 1 — —
and Strength modifier (for melee attacks) Diminutive 6-7 16-17 10-11 1⁄4 d8–1⁄2 d8 1d2 1d2 1 —
or Dexterity modifier (for ranged Tiny 8-9 14-15 10-11 1⁄2 d8–1d8 1d3 1d3 1d2 1
attacks). Don’t forget the size modifier. Small 10-11 12-13 10-11 1d8–2d8 1d4 1d4 1d3 1d2
All other natural weapons are sec- Medium-size 12-13 10-11 12-13 2d8–4d8 1d6 1d6 1d4 1d3
ondary. Reduce the creature’s attack Large 20-21 10-11 16-17 4d8–8d8 1d8 1d8 1d6 1d4
bonus by 5 for all secondary weapons, Huge 24-25 8-9 20-21 8d8–16d8 2d6 2d6 2d4 1d6
no matter how many there are. Gargantuan 28-29 6-7 24-25 16d8–32d8 2d8 2d8 2d6 1d8
Creatures with the Multiattack feat Colossal 32-33 4-5 28-29 32d8+ 4d6 4d6 2d8 2d6

6 october 2000 reprint


WEAPONS: Creatures that use order you used for the creature’s 1d3 rating for a creature with a very
weapons follow all the rules characters attacks. The damage rating will depend small or weak mouth, and the 2d6 rat-
do, including multiple attacks with the on the creature’s size and type, as ing for a creature with large or very
same weapon and penalties for using noted in the section on types, above. powerful mouth parts.
two weapons at once. List all the steps Particularly tough or weak creatures NATURAL WEAPONS: A creature’s
in a multiple attack sequence, and might have stronger or weaker attacks. primary attack gets the creature’s full
include all adjustments that apply. (See In general you can move up or down damage bonus from Strength (1 1⁄2
the section on natural weapons, above.) one or two lines, or left or right one times the bonus if it is the creature’s
column on the table. For example, a sole attack). Secondary attacks gain
DAMAGE Medium-size vermin’s bite usually has a half the creature’s Strength bonus.
List the damage that each of the crea- damage rating of 1d6, but it could be as If any of the creature’s attacks also
ture’s attacks inflict; use the same low as 1d3 or as much as 2d6. Use the cause some special effect other than
damage (poison, disease, energy drain,
MONSTER SIZE CATEGORIES paralysis, and so on), list it here. Use
the word “and” to indicate that the two
Size Examples Modifier1 Dimension2 Typical Weight3 items go together. For example: Sting
Colossal Moby Dick –8 64 ft. or more 250,000 lb. or more 1d6 and poison.
Gargantuan whale –4 32–64 ft. 32,000 lb. to 250,000 lb. Unless you note otherwise, creatures
Huge giraffe, elephant –2 16–32 ft. 4,000 lb. to 32,000 lb. inflict double damage with a critical hit;
Large gorilla, horse –1 8–16 ft. 500 lb. to 4,000 lb. don’t note otherwise without a good
Medium-size human, pony 0 4–8 ft. 60 lb. to 500 lb. reason.
Small halfling, coyote +1 2–4 ft. 8 lb. to 60 lb. WEAPON-USING CREATURES:
Tiny cat +2 1–2 ft. 1 lb. to 8 lb. Creatures that use weapons follow all
Diminutive toad +4 6 in. to 1 ft. 1⁄8 lb. to 1 lb. the rules characters do; two-handed
Fine housefly +8 6 in. or less 1⁄8 lb. or less weapons gain 1 1⁄2 times the creature’s
Strength bonus. Secondary weapons
1. This modifier applies to the creature’s Armor Class and attack rolls. gain 1⁄2 the creature’s Strength bonus.
2. This indicates either the biped’s height or the quadruped’s body length (nose
to base of tail). FACE/REACH
3. It is important to remember that a creature’s total volume is what determines This says how much space the creature
its size. If a creature is significantly more or less dense than a regular animal, needs to fight effectively and how close
then its weight is a poor indicator of size. For example, the ghost of a human it has to be to an opponent to threaten
weighs nothing but is still Medium-size. that opponent. (See Big and Little
Creatures in Combat, in Chapter 8 of
the Player’s Handbook.) List the face
R K P O ST

number first (this shows how much


Fey space the creature needs to fight),
width first, length second. List the
Fey are creatures with supernatural abilities and reach number second. If the creature
connections to nature or to some other force or place has exceptional reach (due to a weapon
(a dryad, for example). They are usually human-shaped. or for any other reason), note the
extra reach in parenthesis.
Hit Die................................d6 A creature’s Face/Reach entry
Attack Bonus....................As wizard depends on its size and anatomy. (See
Good Saving Throws.....Reflex and Will the Face/Reach by Size chart.)
Skill Points ........................3 x Int score (+2/extra Hit Die)
Feats ...................................1 + Int bonus (+1/4 extra Hit Dice) SPECIAL ATTACKS
Notes..................................Fey have low-light vision. List all the creature’s special attacks in
the order they are most likely to be
Slam Bite Claw Gore
used in play. If two special attacks are
Size Str Dex Con Hit Dice equally important, list them in alphabeti-
Damage Damage Damage Damage
1⁄16 d6-1⁄8 d6 cal order.
Fine 1 22-23 10-11 — — — 1
1⁄8d6-1⁄4 d6 A special attack is anything the crea-
Diminutive 1 20-21 10-11 — 1 1 1d2
1⁄4 d6-1⁄2 d6 ture uses offensively to harm or hinder
Tiny 2-3 18-19 10-11 1 1d2 1d2 1d3
1⁄2 d6-1d6 another creature. Use one or two-word
Small 6-7 16-17 10-11 1d2 1d3 1d3 1d4
descriptions.
Medium-size 10-11 12-13 10-11 1d6-2d6 1d3 1d4 1d4 1d6
Brief notes on common special
Large 14-15 12-13 12-13 2d6-4d6 1d4 1d6 1d6 1d8
attacks are listed in the introduction to
Huge 18-19 12-13 14-15 4d6-16d6 1d6 1d8 2d4 2d6
the Monster Manual.
Gargantuan 22-23 10-11 16-17 16d6-32d6 1d8 2d6 2d6 2d8
If the creature has no special attacks,
Colossal 26-27 10-11 18-19 32d6+ 2d6 2d8 2d8 4d6
drop this line.

7
SPECIAL QUALITIES makes the creature no smarter than a Wisdom: Reflects the creature’s level
A special quality is any ability the typical animal. Intelligence scores of 4 of perception and strength of will. A
creature can use to protect itself. The to 6 represent a limited ability to rea- creature can have a very low Intel-
special quality line is also the catch-all son and a certain low cunning. ligence score and still be very wise.
for anything the creature might do or Intelligence scores of 7 to 9 begin to Wisdom scores of 3 or less indicate a
have that does not logically go in reach into the human range. Scores of creature that is barely sentient. Scores
another line in the statistics listing. As 10 to 12 cover the human norm. Scores of 4 to 6 represent a limited ability to
with special attacks, use one or two- of 13 to 18 reflect above average to perceive the environment and react to
word descriptions. genius level Intelligence. Scores of 19 and it. Scores of 7 to 9 approach the
Brief notes on common special quali- above represent superhuman intellect. human range of perception. Scores of
ties are listed in the introduction to the

S C OT T F I S C H E R
Monster Manual.
If the creature has no special quali-
Giants are humanoid creatures of great strength, usually
Giant
ties, drop this line.
of at least Large size (an ogre, for example).
SAVING THROWS Hit Die................................d8
List the creature’s saving throw Attack Bonus....................As cleric
bonuses. The creature’s base saving Good Saving Throws.....Fortitude
throw bonuses depend on its type and Skill Points ........................6 + Int modifier (+1/extra Hit Die)
Hit Dice. Include all adjustments that Feats ...................................1 (+1/4 extra Hit Dice)
apply to each save, provided they Notes..................................Giants have darkvision with a range of 60
apply all the time (such as ability score feet. Giants are proficient with all simple
modifiers, armor modifiers, and racial weapons and with any weapons listed in
bonuses). Conditional saving throw their entries.
bonuses should be noted on the crea- Slam Bite Claw Gore
Size Str Dex Con Hit Dice
ture’s special qualities line and Damage Damage Damage Damage
explained in the Combat section of the Fine 1 12-13 10-11 1⁄16 d8-1⁄8 d8 — — — 1
creature’s description. Diminutive 1 12-13 10-11 1⁄8 d8-1⁄4 d8 — 1 1 1d2
Tiny 2-3 10-11 10-11 1⁄4 d8-1⁄2 d8 1 1d2 1d2 1d3
ABILITIES Small 6-7 10-11 10-11 1⁄2 d8-1d8 1d2 1d3 1d3 1d4
List all six of the creature’s ability Medium-size 14-15 10-11 12-13 1d8-2d8 1d3 1d4 1d4 1d6
scores, in order: Str, Dex, Con, Int, Large 20-21 8-9 14-15 2d8-4d8 1d4 1d6 1d6 1d8
Wis, Cha. Huge 24-25 8-9 18-19 4d8-16d8 1d6 1d8 2d4 2d6
Gargantuan 28-29 8-9 22-23 16d8-32d8 1d8 2d6 2d6 2d8
ASSIGNING ABILITIES Colossal 32-33 6-7 26-27 32d8+ 2d6 2d8 2d8 4d6
Physical abilities such as Strength,

SAM WOOD
Dexterity, and Constitution are largely a
function of a creature’s type and size.
In general, the bigger a creature gets,
Humanoid
Humanoids usually have two arms, two legs, and one
the better its Strength and Constitution
head, or a humanlike torso, arms, and head. They have
scores and the lower its Dexterity.
few or no supernatural or extraordinary abilities, and
Exceptions abound. The suggestions
usually are Small or Medium-size (a goblin, for example).
given on the type tables assume crea-
tures with fairly sedentary, non-preda- Hit Die................................d8
tory lifestyles. Hunting creatures need Attack Bonus....................As cleric
better Strength and Dexterity scores. Good Saving Throws.....Varies (usually Reflex)
Tree-dwelling, climbing, or swift crea- Skill Points ........................6 + Int modifier (+1/extra Hit Die)
tures need better Dexterity scores. Feat .....................................1 (+1/4 extra Hit Dice)
Tough or resilient creatures need higher Notes ................................Every humanoid has a type modifier
Constitution scores.
The remaining attributes (Intelligence, Slam Bite Claw Gore
Wisdom, and Charisma) are seldom a Size Str Dex Con Hit Dice
Damage Damage Damage Damage
function of size. You’ll need to assign Fine 1 12-13 10-11 1⁄16 d8-1⁄8 d8 — — — 1
values to these abilities to match your Diminutive 1 12-13 10-11 1⁄8 d8-1⁄4 d8 — 1 1 1d2
concept of your creature. Tiny 2-3 10-11 10-11 1⁄4 d8-1⁄2 d8 1 1d2 1d2 1d3
Intelligence: Reflects how well the Small 6-7 10-11 10-11 1⁄4 d8-1d8 1d2 1d3 1d3 1d4
creature learns and reasons. In most Medium-size 10-11 10-11 10-11 1d8-2d8 1d3 1d4 1d4 1d6
cases, it affects how many skills and Large 14-15 8-9 14-15 2d8-4d8 1d4 1d6 1d6 1d8
feats the creature has. A creature Huge 18-19 8-9 18-19 4d8-16d8 1d6 1d8 2d4 2d6
needs an Intelligence score of at least Gargantuan 22-23 6-7 22-23 16d8-32d8 1d8 2d6 2d6 2d8
3 to speak a language; anything less Colossal 26-27 4-5 26-27 32d8+ 2d6 2d8 2d8 4d6

8 october 2000 reprint


SAM WOOD

Magical Beast Strength: Any creature that can


physically manipulate other things has
Magical beasts are similar to beasts (see above), but at least 1 point of Strength.
have supernatural or extraordinary abilities (a displacer A creature with no Strength score
beast, for example). can’t exert force, usually because it
Hit Die................................d10 has no physical body (such as a ghost)
Attack Bonus....................As fighter or because it doesn’t move (such as a
Good Saving Throws.....Fortitude and Reflex shrieker). If the creature can attack,
Skill Points ........................2 x Int score (+1/extra Hit Die) apply its Dexterity modifier to its base
Feats ...................................1 + Int bonus (+1/4 extra Hit Dice) attack in place of its Strength modifier.
Notes..................................Magical beasts have darkvision with a The creature cannot make Strength
range of 60 feet and low-light vision. checks.
Dexterity: Any creature that can
Slam Bite Claw Gore
Size Str Dex Con Hit Dice move has at least 1 point of Dexterity.
Damage Damage Damage Damage
1⁄16 d10–1⁄8 d10 A creature with no Dexterity score
Fine 1 22-23 10-11 — 1 — 1
1⁄8 d10–1⁄4 d10 can’t move (such as a shrieker). If it
Diminutive 1 20-21 10-11 — 1d2 1 1d2
1⁄4 d10–1⁄2 d10 can act (such as by casting spells),
Tiny 2-3 18-19 10-11 1 1d3 1d2 1d3
1⁄2 d10–1d10 apply its Intelligence modifier to its
Small 6-7 16-17 10-11 1d2 1d4 1d3 1d4
Initiative roll instead of its Dexterity
Medium-size 10-11 14-15 12-13 1d10–2d10 1d3 1d6 1d4 1d6
modifier. The creature cannot make
Large 18-19 12-13 16-17 2d10–4d10 1d4 1d8 1d6 1d8
Dexterity checks and automatically
Huge 26-27 12-13 20-21 4d10–16d10 1d6 2d6 2d4 2d6
fails all Reflex saves.
Gargantuan 34-35 10-11 24-25 16d10–32d10 1d8 2d8 2d6 2d8
Constitution: Any living creature
Colossal 42-43 10-11 28-29 32d10+ 2d6 4d6 2d8 4d6
has at least 1 point of Constitution.
A creature with no Constitution has
D AV I D M A R T I N

Monstrous Humanoid no body (such as a specter) or no


metabolism (such as a golem). The
These are humanoid creatures with monstrous or animalis- creature is immune to anything that
tic features, often having supernatural abilities (a medusa, requires a Fortitude save—unless the
for example). effect works on objects. For example,
a zombie is immune to any type of
Hit Die................................d8
poison, but is susceptible to a disinte-
Attack Bonus....................As fighter
grate spell. The creature automatically
Good Saving Throws.....Reflex and Will
passes most Constitution checks, and
Skill Points ........................2 x Int Score (+2/extra Hit Die)
it uses its Charisma modifier for
Feats ...................................1 + Int bonus (+1/4 extra Hit Dice)
Concentration checks.
Slam Bite Claw Gore Intelligence: Any creature that can
Size Str Dex Con Hit Dice
Damage Damage Damage Damage think, learn, or remember has at least
Fine 1 22-23 10-11 1⁄16 d8–1⁄8 d8 — — — 1 1 point of Intelligence.
Diminutive 1 20-21 10-11 1⁄8 d8–1⁄4 d8 — 1 1 1d2 A creature with no Intelligence score
Tiny 2-3 18-19 10-11 1⁄4 d8–1⁄2 d8 1 1d2 1d2 1d3 is an automaton; it operates according
Small 6-7 16-17 10-11 1⁄2 d8–1d8 1d2 1d3 1d3 1d4 to simple instincts or programmed
Medium-size 10-11 12-13 10-11 1d8–2d8 1d3 1d4 1d4 1d6 instructions. It is immune to all mind-
Large 18-19 12-13 12-13 2d8–4d8 1d4 1d6 1d6 1d8 influencing effects (charms, compul-
Huge 26-27 12-13 14-15 4d8–16d8 1d6 1d8 2d4 2d6 sions, phantasms, patterns, and morale
Gargantuan 34-35 10-11 16-17 16d8–32d8 1d8 2d6 2d6 2d8 effects). It fails all Intelligence checks.
Colossal 42-43 10-11 18-19 32d8+ 2d6 2d8 2d8 4d6 Wisdom: Any creature that can
perceive its environment in any way
10 to 12 cover the human norm. Scores limited sense of self. Scores of 7 to 9 has at least 1 point of Wisdom
of 13 to 18 reflect acute senses and approach the human range of self aware- Anything with no Wisdom score is an
unusual guile. Scores of 19 and above ness. Scores of 10 to 12 cover the human object, not a creature. Anything without
represent superhuman perceptions. norm. Scores of 13 to 18 reflect a strong a Wisdom score also has no Charisma
Charisma: Reflects the creature’s presence. Scores of 19 and above repre- score and vice versa.
sense of self and ability to influence sent superhuman Charisma. Charisma: Any creature that is
other creatures for good or for ill (a par- capable of telling the difference
ticularly scary creature will have a high NONABILITIES between itself and things that are not
Charisma score). A creature can have a Some creatures lack some ability itself has at least 1 point of Charisma.
very low Intelligence score and still be scores. These creatures do not have Anything with no Charisma score is
very charismatic. Charisma scores of 3 ability ratings of 0, they lack the ability an object, not a creature.
or less indicate a creature that is barely altogether. The ability modifier for a
sentient. Scores of 4 to 6 represent a nonability is +0 (but see below):

9
SKILLS the number of feats a creature can for skills. For example, spellcasting crea-
List the creature’s skills in alphabetical have. Note that very weak creatures tures can benefit from Combat Casting.
order, along with each skill’s score; add can benefit from the Weapon Finesse Creatures that depend on their senses to
all adjustments that apply to each skill, feat, which allows the creature to use its locate prey or alert them to danger can
provided they apply all the time (such Dexterity bonus for melee attacks (very benefit from the Alertness feat. Crea–
as ability score modifiers, armor modi- useful for Tiny, Small, and Diminutive tures that attack from ambush can use
fiers, and racial bonuses). Some skills creatures). Likewise, very big or strong Improved Initiative.
have additional modifiers that you must creatures can benefit from the Power
take into account (such as the Hide Attack feat, which allows them to con- CLIMATE/TERRAIN
skill, which has a size modifier). Other vert attack bonuses into extra damage. Consider where the creature lives. Use
skills might be affected by the feats you When in doubt, most creatures can ben- the terms listed below. You can list mul-
choose for the creature. If the creature efit from the feats that improve saving tiple types, but do not combine types.
has conditional ability adjustments, do throws (Great Fortitude, Lightning For example, hills or forests is okay, but
not apply them. Instead mark the skill Reflexes, and Iron Will). In general, how- hilly forests is not okay. You can substi-
score with an asterisk and note the ever, you should assign feats with your tute the word “Any” for a climate or ter-
conditional modifier in the Skills section creature concept in mind, just as you did rain. As in Any Mountains, Any Cold, or
of the creature’s description.

TO D D LO C K W O O D
ASSIGNING SKILLS: Assign whatever
skills you think the creature ought to
have. The number of skill points the
Ooze
Oozes are amorphous or mutable creatures
creature has depends on its type, Hit (a gelatinous cube, for example).
Dice, and Intelligence.
Assume that any skill you choose for Hit Die................................d10
the creature is a class skill (costs 1 skill Attack Bonus....................As cleric
point per rank). Spend all the creature’s Good Saving Throws.....None
skill points. When assigning Craft or Skill Points ........................None
Knowledge skills you can list “Any” as Feats ...................................None
the skill type, as in Craft (Any) +6. Notes..................................Oozes are immune to poison, sleep,
As always, it is useful to consider paralysis, stunning, and polymorphing.
your concept when assigning skills. They have no clear front or back and are
Creatures that live by hunting need therefore not subject to critical hits or
Hide, Spot, and Listen skills, and flanking. Oozes are blind but have the blindsight special
probably the Move Silently skill. quality. They have no Intelligence scores and are therefore
Creatures that use spells or spell-like immune to all mind-influencing effects (charms, compulsions,
abilities need the Concentration skill and phantasms, patterns, and morale effects).
probably the Spellcraft skill. Creatures Oozes have no natural armor ratings, but they are
that do not have a climb or swim speed nevertheless difficult to kill because their bodies are mostly
might benefit from the Climb or Swim simple protoplasm. This is reflected by bonus hit points (in
skills. Skills such as Balance and Escape addition to those from Hit Dice and Constitution scores)
Artist can be useful for almost any according to size, as shown below.
creature. Ooze Size Bonus Hit Points
MAXIMUM SKILL RANK: The maximum Fine —
rank for any skill is the creature’s Hit Diminutive —
Dice + 3. Tiny —
SKILL BONUSES: Often a creature will Small 5
need a better skill score than its abilities Medium-size 10
and skill points allow. In such cases, it’s Large 15
a good idea to assign it a racial bonus Huge 20
(which works all the time), or a specific Gigantic 30
circumstance bonus. For example most Colossal 40
big cats get a bonus to Hide and Move Slam Bite Claw Gore
Silently, and even bigger conditional Size Str Dex Con Hit Dice
Damage Damage Damage Damage
Hide and Move Silently bonuses when Fine 4-5 18-19 10-11 1⁄16 d10–1⁄8 d10 1 1 — —
they’re in the right terrain. They’d have Diminutive 6-7 16-17 10-11 1⁄8 d10–1⁄4 d10 1d2 1d2 1 —
a hard time surviving as predators Tiny 8-9 14-15 10-11 1⁄4d10–1⁄2 d10 1d3 1d3 1d2 1
without them. Small 10-11 12-13 10-11 1⁄2 d10–1d10 1d4 1d4 1d3 1d2
Medium-size 12-13 10-11 10-11 1d10–2d10 1d6 1d6 1d4 1d3
FEATS Large 20-21 10-11 14-15 2d10–4d10 1d8 1d8 1d6 1d4
List all the creature’s feats alphabetically Huge 28-29 8-9 18-19 4d10–16d10 2d6 2d6 2d4 1d6
by name. Gargantuan 32-33 6-7 22-23 16d10–32d10 2d8 2d8 2d6 1d8
ASSIGNING FEATS: The charts show Colossal 36-37 4-5 26-27 32d10+ 4d6 4d6 2d8 2d6

10 october 2000 reprint


SAM WOOD

Any Land. Don’t use just the word “Any”

Outsider unless the creature literally can be found


anywhere from the depths of the sea to
Outsiders are nonelemental creatures that come from the top of the highest mountain.
other dimensions, realities, or planes (a devil, for example).
Unless they’re neutral, outsiders have alignment-based CLIMATE TYPES
subtypes (chaos, evil, good, lawful, or any compatible Cold: Arctic and subarctic climes. Any
pair out of the four). area that has winter conditions for the
greater portion of the year is cold.
Temperate: Any area that has alternat-
Hit Die................................d8 ing warm and cold seasons.
Attack Bonus....................As fighter Warm: Tropical and subtropical climes.
Good Saving Throws.....Fortitude, Reflex, Will Any area that has summer conditions for
Skill Points ........................8/HD (Int modifier applies per Hit Die) the greater portion of the year is warm.
Feats ...................................1 (+1/4 extra Hit Dice)
Notes ................................See the Monster Manual for outsider TERRAIN TYPES
special abilities. Aquatic: Fresh or salt water.
Desert: Any dry area with sparse
Slam Bite Claw Gore vegetation.
Size Str Dex Con Hit Dice
Damage Damage Damage Damage Plains: Any fairly flat area that is not a
Fine 4-5 18-19 10-11 1⁄16 d8–1⁄8 d8 1 1 — — desert, marsh, or forest.
Diminutive 6-7 16-17 10-11 1⁄8 d8–1⁄4 d8 1d2 1d2 1 — Forest: Any area covered with trees.
Tiny 8-9 14-15 10-11 1⁄4 d8–1⁄2 d8 1d3 1d3 1d2 1 Hill: Any area with rugged, but not
Small 10-11 12-13 10-11 1⁄2 d8–1d8 1d4 1d4 1d3 1d2 mountainous, terrain.
Medium-size 12-13 10-11 12-13 1d8–2d8 1d6 1d6 1d4 1d3 Mountains: Rugged terrain, higher than
Large 20-21 10-11 16-17 2d8–4d8 1d8 1d8 1d6 1d4 hills.
Huge 28-29 8-9 20-21 4d8–16d8 2d6 2d6 2d4 1d6 Marsh: Low, flat, waterlogged areas.
Gargantuan 32-33 6-7 24-25 16d8–32d8 2d8 2d8 2d6 1d8 Underground: Subterranean area
Colossal 36-37 4-5 28-29 32d8+ 4d6 4d6 2d8 2d6 (unlike the other terrain types, this does
not require a climate listing).
Do not create new climate or terrain
M AT T M I TC H E L L

Plant types.

This type comprises vegetable creatures (a shambling


ORGANIZATION
Use a descriptive term for the kinds of
mound, for example).
groups the creature might form (there
can be more than one). Include a par-
Hit Die................................d8 enthetical note that says how many
Attack Bonus....................As cleric creatures are in each type of group.
Good Saving Throws.....Fortitude The note should be a number, not a
Skill Points ........................None dice range, but it is helpful if the range
Feats ...................................None you give can be generated easily with
Notes..................................Plants are immune to poison, sleep, one die. For example, 1-4 (1d4), or 3-10
paralysis, stunning, and polymorphing. They (1d8+2).
are not subject to critical hits or mind- Some suggestions for terms and
influencing effects (charms, compulsions, numbers can be found on the
phantasms, patterns, and morale effects). Organization Examples chart.
Plants either have low-light vision or are
blind and have the blindsight special quality. CHALLENGE RATING
This shows the party level for which the
Slam Bite Claw Gore
Size Str Dex Con Hit Dice creature would make a good encounter
Damage Damage Damage Damage
1⁄16 d10-1⁄8 d10 of moderate difficulty. You should
Fine 4-5 18-19 10-11 1 — — 1
1⁄8 d10-1⁄4 d10 assume that the party is composed of
Diminutive 6-7 16-17 10-11 1d2 — 1 1d2
1⁄4 d10-1⁄2 d10 four fresh characters (full hit points, full
Tiny 8-9 14-15 10-11 1d3 1 1d2 1d3
1⁄2 d10-1d10 spells, and an assortment of equipment
Small 10-11 12-13 10-11 1d4 1d2 1d3 1d4
appropriate to their levels). Given rea-
Medium-size 12-13 10-11 12-13 1d10-2d10 1d6 1d3 1d4 1d6
sonable luck, the four characters should
Large 20-21 10-11 16-17 2d10-4d10 1d8 1d4 1d6 1d8
be able to win the encounter with some
Huge 28-29 8-9 20-21 4d10-16d10 2d6 1d6 2d4 2d6
damage, but no casualties.
Gargantuan 32-33 6-7 24-25 16d10-32d10 2d8 1d8 2d6 2d8
There is no tried and true way to
Colossal 36-37 4-5 28-29 32d10+ 4d6 2d6 2d8 4d6
assign challenge ratings. The best

11
SAM WOOD
method is to page through the Monster
Manual until you find a comparable Shapechanger
creature. The Challenge Rating
Guesstimator table will help you estimate These are nonamorphous creatures that can assume other
the creature’s challenge rating, but you’ll forms (a doppelganger, for example).
need to both check the Monster Manual
Hit Die................................d8
and playtest the creature against a few
Attack Bonus....................As cleric
sample parties to arrive at an appropri-
Good Saving Throws.....Fortitude, Reflex, Will
ate challenge rating.
Skill Points ........................2 x Int score (+1/extra Hit Die)
Feats ...................................1 + Int bonus (+1/4 extra Hit Dice)
TREASURE
Notes..................................Shapechangers have darkvision with a
Most creatures will have no treasure
range of 60 feet.
(None) or Standard treasure. Very
intelligent creatures might have double Slam Bite Claw Gore
Size Str Dex Con Hit Dice
or triple treasure. Some creatures Damage Damage Damage Damage
might collect only certain types of 1⁄16 1
Fine 4-5 18-19 10-11 d8- ⁄8 d8 1 1 — —
treasure. See the Introduction to the 1⁄8 1
Diminutive 6-7 16-17 10-11 d8- ⁄4 d8 1d2 1d2 1 —
Monster Manual for details. 1⁄4 1
Tiny 8-9 14-15 10-11 d8- ⁄2 d8 1d3 1d3 1d2 1
1⁄2
Small 10-11 12-13 10-11 d8-1d8 1d4 1d4 1d3 1d2
ALIGNMENT Medium-size 12-13 10-11 12-13 1d8-2d8 1d6 1d6 1d4 1d3
List the alignment that the majority of Large 20-21 10-11 16-17 2d8-4d8 1d8 1d8 1d6 1d4
creatures of this type have. Use two Huge 28-29 8-9 20-21 4d8-16d8 2d6 2d6 2d4 1d6
terms: lawful, neutral, or chaotic fol- Gargantuan 32-33 6-7 24-25 16d8-32d8 2d8 2d8 2d6 1d8
lowed by good, neutral, or evil. You Colossal 36-37 4-5 28-29 32d8+ 4d6 4d6 2d8 2d6
don’t have to write neutral neutral or
true neutral—just neutral will do fine. All HD. Most creatures will get larger if FIRST PARAGRAPH: This is a short
alignments have a qualifier: Always, the DM adds a lot of Hit Dice. For description of what the monster is all
Usually, or Often, as noted in the intro- example, the advancement range entry about (in other words, a more lengthy
duction to the Monster Manual. for a Large creature with 4 Hit Dice version of your basic concept). This
might read: 5 to 8 HD (Large); 9 to 12 should not exceed 30 words, no matter
ADVANCEMENT RANGE HD (Huge). See the types section for how long the monster entry is. Con-
This is a measure of how tough the guidelines on size and Hit Dice. sider this paragraph a sales pitch for
creature can get if the DM decides to why the DM should include the monster
pump it up. In general, a creature THE MONSTER’S DESCRIPTION in an adventure.
should be able to gain up to three times Your monster design is not complete SUBSEQUENT PARAGRAPHS: Two or
its original Hit Dice (that is, a 4 Hit Die without some text about what the three paragraphs that briefly describe
creature should be able to go up to 12 creature is like. what the creature looks like, what it
eats, how it acts when it’s not fighting,
FACE/REACH BY SIZE and any other interesting tidbits you
Example Natural can dream up.
Size Creature Face1 Reach This section should say how big the
Fine Housefly 1⁄2 ft. 0 creature really is (height or length in
Diminutive Toad 1 ft. 0 feet, weight in pounds) and what lan-
Tiny Giant rat 2-1⁄2 ft. 0 guages it can speak.
Small Halfling 5 ft. 5 ft. COMBAT SECTION: Begins with a brief
Medium-size Human 5 ft. 5 ft. description of how the monster fights.
Large (tall)2 Ogre 5 ft. 10 ft. It should include notes about the crea-
Large (long)3 Horse 5 ft. by 10 ft. 5 ft. ture’s favorite tactics.
Huge (tall)2 Hill giant 10 ft. by 5 ft. 15 ft. SPECIAL ATTACKS SECTION: These
Huge (long)3 Bulette 10 ft. by 20 ft. 10 ft. explain everything listed in the Special
Retriever 15 ft. by 15 ft. 10 ft. Attacks line in the statistics block.
Gargantuan (tall)2 50-foot animated statue 20 ft. by 20 ft. 20 ft. Always list the special attacks in the
Gargantuan (long)3 Kraken 20 ft. by 40 ft. 10 ft. (bite) same order as they appear in the sta-
Purple worm 30 ft. by 30 ft. (coiled) 15 ft. tistics block.
Colossal (tall)2 The tarrasque 40 ft. by 40 ft. 25 ft. Special attacks are extraordinary
Colossal (long)3 Great red wyrm 40 ft. by 80 ft. 15 ft. (Ex), spell-like (Sp), or supernatural
(Su). (See Special Abilities in Chapter 10
1 Listed width by length.
of the Player’s Handbook.)
2 Tall creatures are those that are taller than they are long or wide. Long creatures are as long or
longer, or as wide or wider, than they are tall. Extraordinary: Extraordinary abilities
3 Long creatures can be in any of several shapes. A Huge spider fills a 10-foot-square area, but a are nonmagical, don’t go away in an
Huge snake fills a space 20 feet long and 5 feet wide (unless it coils itself into a circle, in which case antimagic field, and are not subject to
it would take up a 10-foot by 10-foot space).

12 october 2000 reprint


anything that disrupts magic. Using an used “at will” has no such limit. Using a spell-like abilities. However, using
extraordinary attack is a free action spell-like ability is a standard action supernatural abilities does not provoke
unless noted otherwise. unless noted otherwise, and doing so attacks of opportunity and never
Spell-Like: Spell-like abilities are while threatened provokes an attack of requires Concentration checks.
magical and work just like spells (though opportunity. A spell-like ability can be The most common special attacks are
they are not spells and so have no ver- disrupted just as a spell can. briefly described in the Introduction to
bal, somatic, material, focus, or XP Supernatural: Supernatural abilities the Monster Manual.
components). They go away in an are magical and go away in an anti- Saving Throws For Special Attacks:
antimagic field and are subject to spell magic field but are not subject to spell Each special attack section should
resistance. resistance. Using a supernatural ability include the type of saving throw the
Spell-like abilities usually have a limit is a standard action unless noted other- attack allows (if any) and the DC of the
on the number of times they can be wise. Supernatural abilities might have save. Determine the saving throw type
used. A spell-like ability that can be a use limit or be usable at will, just like as follows:
WAY N E R E Y N O L D S

Undead • Fortitude saving throws apply to


attacks on the defender’s vitality such
Undead are once-living creatures animated by spiritual or as poison, magic that causes instant
supernatural forces (a zombie, for example). death, level draining, or magic that
causes physical transformation.
Hit Die................................d12
Attack Bonus....................As wizard • Reflex saving throws apply to mas-
Good Saving Throws.....Will sive attacks such as a wizard’s fireball
Skill Points ........................3 x Int score (+2/extra Hit Die) or a damage-inflicting breath weapon.
Feats ...................................1 + Int bonus (+1/4 extra Hit Dice)
Notes ................................Undead are immune to poison, sleep, • Will saving throws apply to mental
paralysis, stunning, disease, death effects, influence and domination as well as any
and necromantic effects, and they ignore magical effect that doesn’t fall into the
mind-influencing effects (charms, previous two categories.
compulsions, phantasms, patterns, and
morale effects). Undead are not subject to
critical hits, subdual damage, ability damage,
ability drain, or energy drain. They have no CHALLENGE RATING GUESSTIMATOR
Constitution scores and are therefore Effective
immune to anything requiring a Fortitude Hit Dice* Challenge Rating
Less than 3 1⁄2
saving throw (unless it affects objects).
Undead spellcasters use their Charisma 3-6 1
modifier when making Concentration 6-8 2
checks. 8-10 3
Undead creatures are not at risk of 10-13 4
death from massive damage, but when 13–16 5
reduced to 0 hit points or less, they are 16-19 6
immediately destroyed. Most undead have 19-22 7
darkvision with a range of 60 feet. 22-25 8
Undead cannot be raised. Resurrection 25-28 9
can affect them, but since undead 28-31 10
creatures are usually unwilling to return to 31-34 11
life, these attempts typically fail. (See 34-37 12
Bringing Back the Dead in Chapter 10 in 37-40 13
the Player’s Handbook). 40-43 14
43-46 15
46-49 16
Slam Bite Claw Gore
Size Str Dex Con Hit Dice 49-52 17
Damage Damage Damage Damage
1⁄16 d8–1⁄8 d8 52-55 18
Fine 4-5 18-19 — 1 1 — —
1⁄8 d8–1⁄4 d8 55-58 19
Diminutive 6-7 16-17 — 1d2 1d2 1 —
1⁄4 d8–1⁄2 d8 58-61 20
Tiny 8-9 14-15 — 1d3 1d3 1d2 1
1⁄2 d8–1d8 62 or more 21st or higher
Small 10-11 12-13 — 1d4 1d4 1d3 1d2
Medium-size 12-13 10-11 — 1d8–2d8 1d6 1d6 1d4 1d3
*Divide its average hit points by 4.5 to
Large 20-21 10-11 — 2d8–4d8 1d8 1d8 1d6 1d4
calculate the creature’s basic Hit Dice, then
Huge 28-29 8-9 — 4d8–16d8 2d6 2d6 2d4 1d6 add one or two for each special attack or
Gargantuan 32-33 6-7 — 16d8–32d8 2d8 2d8 2d6 1d8 useful special quality the creature has. Add
Colossal 36-37 4-5 — 32d8+ 4d6 4d6 2d8 2d6 two for an AC of 20 or higher.

13
ORGANIZATION EXAMPLES
CALCULATING SAVING THROW DCS: The 2 2-5 5-20 20-40 40-60 61+
formula for most save DCs is 10 + 1⁄2 Brace Bevy Colony Band Battalion Army
extra Hit Dice of the creature + the rel- Pair Brood Nest Drove Cabal Nation
evant Ability Score Modifier from the Bunch Ride Flight Clan Tribe
creature using the attack. (For a spell-like Cluster Knot Flotilla Flock
ability, the formula is 10 + the spell level Company Pack Herd Horde
+ the creature’s Charisma modifier.) The Covey Pod Mob Host
relevant stats are: Crew Pride Platoon Plague
Strength: Any application of force, Family Squad School Shoal
crushing, binding, or constriction. Gang Swarm Troop
Dexterity: Movement, movement String Patrol
restrictions, hitting with a missile, Team
entanglement, or webs.
Constitution: Almost anything that Include the creature’s favored multi- That wraps up our monster recipe.
comes from the creature’s body: poi- class. (See Multiclass Characters in Remember that you can move through
son, breath weapons. Chapter 3 of the Player’s Handbook.) If these sections in just about any order
Intelligence: Illusion effects. the creature is prone to worship a cer- you choose (as long as you started out
Wisdom: Mental or perception tain deity, list the domains of cleric with a good, solid monster concept).
effects except charms and compulsions; spells the deity provides. You’ll probably want to choose a size,
see Charisma. type, and number of Hit Dice for your
Charisma: Anything pitting the crea- SOCIETY monster before doing anything else.
ture’s will against an opponent: gaze This optional section describes in detail Once you’ve done that, assign the
attacks, charms, compulsions, energy how the creature lives and functions in creature’s ability scores and generate
drain. Also use Charisma for any DC the world. hit points, Armor Class, skills, feats,
that normally would be based on an and saving throws. Flesh out the rest
ability score the creature does not in any order you like.
have. For example, undead creatures
have no Constitution scores, so any
poison attacks they have would use
Charisma to determine DC.
Vermin
This type includes insects, arachnids, arthropods, worms, and similar
Other Notes On Special Attacks: If an invertebrates (a monstrous spider, for example).
attack involves an element or form of
energy, state which form it is: Fire Hit Die................................d8
(heat, flame); Cold (ice, frost); Attack Bonus....................As cleric
Electricity (lightning, electrical current); Good Saving Throws.....Fortitude
Force (like magic missile or wall of Skill Points ........................10-12
force); Acid (any caustic substance); or Feats ...................................None
Sonic (sound, ultrasound, subsonic). Notes..................................Vermin have no Intelligence scores and are immune to all mind-
influencing effects (charms, compulsions, phantasms, patterns
SPECIAL QUALITIES and morale effects). Unless noted otherwise, vermin have
These are handled just like special darkvision with a range of 60 feet. Poisonous vermin of at least
attacks. Common special qualities are Medium-size get a bonus to the DCs for their poisons based on
described in the introduction to the their size, as shown below.
Monster Manual. Vermin Size Poison DC Bonus
Medium-size +2
SKILLS Large +4
Use this section to list a racial bonus or Huge +6
conditional bonus the creature has for Gargantuan +8
skill checks. Drop the section if the Colossal +10
creature has no special modifiers to Slam Bite Claw Gore
Size Str Dex Con Hit Dice
skills. Damage Damage Damage Damage
Fine 1 12-13 10-11 1⁄16 d8–1⁄8 d8 — 1 — 1
FEATS Diminutive 1 12-13 10-11
1⁄8 1⁄4
d8– d8 — 1d2 1 1d2
Like the skills section, this is an optional Tiny 2-3 10-11 10-11 1⁄4 d8–1⁄2 d8 1 1d3 1d2 1d3
section used to explain anything special Small 6-7 10-11 10-11 1⁄2 d8–1d8 1d2 1d4 1d3 1d4
about the creature’s feats. Medium-size 10-11 10-11 10-11 1d8–2d8 1d3 1d6 1d4 1d6
Large 18-19 8-9 14-15 2d8–4d8 1d4 1d8 1d6 1d8
CHARACTERS Huge 26-27 8-9 18-19 4d8–16d8 1d6 2d6 2d4 2d6
This is an optional section. If the crea- Gargantuan 34-35 6-7 22-23 16d8–32d8 1d8 2d8 2d6 2d8
ture tends to become a member of a Colossal 42-43 6-7 26-27 32d8+ 2d6 4d6 2d8 4d6
character class, talk about that here.

14 october 2000 reprint

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