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half of the turn order deck at the Move target must pass a Strength saving throw within range, the Orc Shaman performs a
Melee Attack +4 (1d6+2) against a 12 in order to avoid this effect. Ranged Heal by rolling 1d8 to determine
beginning of every round. Immobilize (STR Check 12)
how many hit points its target heals.
We are now ready to begin combat! We Let’s look at one more monster, the Orc
reveal the top card of the turn order deck. Target Priority: HIGHEST HP Shaman, to see how it acts on its turn. The next condition is a proximity
When a monster turn card is revealed, Special Traits: Haste, Slippery condition of 1 space. Check to see if any
each monster of that type will take its turn
individually. We can assign a number to The next A.I. condition is a proximity
Orc Shaman targetable enemies are within 1 space of
the Orc Shaman. If this were true, the Orc
Shaman targets all enemies adjacent to it.
each individual monster and have them
take their turns in ascending numerical
condition of 1 or more. We check to see if
there are any targetable enemies within the 15 13 6 3 Each target is pushed 1 space away from
order, or just decide the turn order Warg’s effective range. HP DEF SPD RNG the Orc Shaman. They are also dealt the
ourselves. We keep revealing turn cards status effect Daze unless they pass a
Wait, why do we check the Warg’s effective
and taking turns in this way until the turn +1 +3 +1 Constitution saving throw against an 11.
range? First, the Warg is performing a Move STR DEX CON INT WIS CHA
order deck runs out and everyone has and then an Attack, so we use its effective The last condition is a proximity condition
taken a turn. Then we shuffle the turn range to target an enemy. Second, if there of 2 or more. Since the Orc Shaman is
If self or ally has less than half of its
order deck and a new round begins. were no enemies within the Warg’s effective max HP, performing a Move and then a Ranged
Move Attack, we check to see if there are any
Let’s take a look at the Warg monster range, it would have to take two Move
Ranged Heal 1d8
scheme (pictured above right). actions towards its closest enemy instead of Charge targetable enemies within the Orc
performing this A.I. behavior. Shaman’s effective range. The Orc Shaman
1
The first A.I. condition is a special Target all adjacent enemies. prioritizes the target with the lowest HP.
condition that asks to check “If the Warg The Warg’s effective range is 11 (its Speed stat Push 1
Daze (CON Check 11) It then moves along the shortest path to its
has 10 or less HP”. If this were true, the of 10 plus its Range stat of 1). Let’s assume
target until it is within range to perform
Warg performs a Heal on itself (more on there is more than one targetable enemy Move
healing later). Then we shade in the three within 11 spaces of the Warg. We use the 2+ Ranged Magic Attack +3 (1d10)
Roll 1d4 for effect:
its Attack. On a successful hit, we roll 1d4
to add an additional effect to the attack.
charge circles. Wargs cannot perform this Warg’s target priority to choose which of our 1: Nothing 2-3: Heal self 2
available targets the Warg targets with its 4: Disarm (STR Check 12)
A.I. behavior again until all charges have
been removed. At the beginning of every actions. The Warg’s target priority is the
Target Priority: LOWEST HP
round, we erase one of the charges. enemy with the highest HP. If more than one
Bosses Example Encounters for a Party of 4 Players
A icon on a monster scheme indicates that monster type is a boss. Bosses are more
powerful than normal creatures. It is recommended that you have only one boss Level 1 Encounters
monster in an encounter, with additional non-boss monsters filling out the ranks.
4 Goblin Warriors 1 Goblin Hag
Optionally, you may add additional boss turn cards to the turn order deck. This is great
2 Goblin Archers 3 Goblin Warriors
for facing off against lone boss monsters, or to increase the encounter’s challenge at any
1 Goblin Thief 1 Warg and 1 Goblin Torcher OR 2 Wargs
point during combat.
Errata
3 Goblin Warriors 1 Goblin Hag (plus extra boss turn cards)
Changes introduced in Monster A.I. Version 1.25:
1 Warg 2 Goblin Thieves
• A shorter name.
1 Goblin Torcher 1 Orc Shaman
• A new card-based turn order system and changes to A.I. conditions that used to
2 Goblin Archers
activate based on initiative.
• Significant changes to the rules for Charge, Daze, Haste, and Retaliate.
• Significant revisions to the rules for targeting and range in sections “How the
Monster Acts” and “Attacks”.
Level 1
+2 -1 -1 +2 -1 -1 +2 -1 -1
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1+ Move
Melee Attack +4 (1d6) 3+ Move
Ranged Attack +4 (1d6-1) 1+
Move
Melee Attack +4 (1d6-1)
Daze (DEX Check 12)
Rules Reference
Cowardly: This creature retreats if it Target Priority: CLOSEST Target Priority: CLOSEST Target Priority: MOST GOLD
becomes terrified. Special Traits: Cowardly Special Traits: Cowardly, Slippery Special Traits: Cowardly, Evasive, Haste,
Slippery
Daze: Dazed creatures have
disadvantage on their attacks and saving
throws until the end of their next turn. Goblin Torcher Warg Goblin Hag
Evasive: Creatures have disadvantage on
attacks against this creature.
5 12 6 5 15 12 10 1 30 14 6 5
HP DEF SPD RNG HP DEF SPD RNG HP DEF SPD RNG
Explode 3: When this creature dies, it
deals 3 damage to each creature adjacent
+1 -2 -1 +2 +1 -2 +1 +1 +1 -1
to it. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Haste