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__NOAUTOLINKS__ | __NOAUTOLINKS__ | ||
The Creature Compendium offers you tons of monsters that you can use to terrorize your heroes. Sometimes, though, you will want a specific monster or a variation on a monster that isn’t quite covered by anything in the Creature Compendium. When this is the case, you can use the guidelines in this chapter to design your own unique monsters. | The Creature Compendium offers you tons of monsters that you can use to terrorize your heroes. Sometimes, though, you will want a specific monster or a variation on a monster that isn’t quite covered by anything in the Creature Compendium. When this is the case, you can use the guidelines in this chapter to design your own unique monsters. | ||
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=== Tweaking === | === Tweaking === | ||
You can also make small modifications to a monster’s stat block to help reskin a little more effectively. Maybe you want an NPC that knows the Fireball spell to do toxic damage instead of fire, or you want to use a Large creature’s stat block as though it were a Medium creature. | You can also make small modifications to a monster’s stat block to help reskin a little more effectively. Maybe you want an NPC that knows the Fireball spell to do toxic damage instead of fire, or you want to use a Large creature’s stat block as though it were a Medium creature.<blockquote>For example, a loud, brawny pirate that gets into bar fights and has a terrifying reputation might simply use the stats of a Grash. Decrease his Size to Medium, and increase his INT and CHA to 0 or 1 (adjusting LOG and WILL accordingly). Then describe his climb speed as his skill around rigging, and describe his beak and claw attacks as cutlasses and daggers instead. The Grash’s screech ability might instead be a fearsome bellow that strikes fear into the hearts of all who hear it. By making a couple very small mechanical changes, you have turned a Grash into a pirate.</blockquote>When reskinning and tweaking a monster, you may overlook a few mechanics that arise in the middle of a combat. If a hero tries to disarm the pirate in the example by knocking their cutlass away, this technically would not be possible because the Grash’s claws and beak are natural weapons. Logically, though, one should be able to disarm a pirate of their cutlass. It’s fine to make such rulings in the spur of the moment as it makes sense for the story and situation. | ||
For example, a loud, brawny pirate that gets into bar fights and has a terrifying reputation might simply use the stats of a Grash. Decrease his Size to Medium, and increase his INT and CHA to 0 or 1 (adjusting LOG and WILL accordingly). Then describe his climb speed as his skill around rigging, and describe his beak and claw attacks as cutlasses and daggers instead. The Grash’s screech ability might instead be a fearsome bellow that strikes fear into the hearts of all who hear it. By making a couple very small mechanical changes, you have turned a Grash into a pirate. | |||
When reskinning and tweaking a monster, you may overlook a few mechanics that arise in the middle of a combat. If a hero tries to disarm the pirate in the example by knocking their cutlass away, this technically would not be possible because the Grash’s claws and beak are natural weapons. Logically, though, one should be able to disarm a pirate of their cutlass. It’s fine to make such rulings in the spur of the moment as it makes sense for the story and situation. | |||
== Customizing NPCs == | == Customizing NPCs == | ||
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=== Monster Archetypes === | === Monster Archetypes === | ||
Once you have picked a monster stat block to modify, consider what kind of archetype might best describe that monster. Archetypes are not strictly mechanical but can help you think about how creatures are represented and how you might modify them. Is the monster you’re modifying a low-health, high damage assassin? Maybe it summons minions to fight on its behalf. | Once you have picked a monster stat block to modify, consider what kind of archetype might best describe that monster. Archetypes are not strictly mechanical but can help you think about how creatures are represented and how you might modify them. Is the monster you’re modifying a low- health, high damage assassin? Maybe it summons minions to fight on its behalf. | ||
Having identified what archetype the monster fits, you can remove the features that define it as that archetype and give it new features or different HP and defenses based on a new archetype that better fits your vision. Changing a summoner to a beefcake, for example, would entail removing its ability to summon minions and dramatically increasing its HP. You might give a couple of its defenses a small boost as well, and give it the Exploit advanced maneuver so that it can control the battlefield a little more effectively. | Having identified what archetype the monster fits, you can remove the features that define it as that archetype and give it new features or different HP and defenses based on a new archetype that better fits your vision. Changing a summoner to a beefcake, for example, would entail removing its ability to summon minions and dramatically increasing its HP. You might give a couple of its defenses a small boost as well, and give it the Exploit advanced maneuver so that it can control the battlefield a little more effectively. | ||
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|- | |- | ||
|Invisible | |Invisible | ||
| | |A creature with this trait is Unseen and remains Unseen even when under circumstances that would normally end the Unseen condition. | ||
|- | |- | ||
|Iron Will | |Iron Will | ||
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=== Mythic === | === Mythic === | ||
Mythic monsters are incredibly challenging to fight. A Mythic monster has the Iron Will and Steel Mind traits. A Mythic monster also is more difficult to kill: if it gains the Helpless condition, it is not reduced to 0 HP when it takes damage. Instead, all damage that it takes is considered critical. | Mythic monsters are incredibly challenging to fight. A Mythic monster has the Iron Will and Steel Mind traits. A Mythic monster also is more difficult to kill: if it gains the Helpless condition, it is not reduced to 0 HP when it takes damage. Instead, all damage that it takes is considered critical. | ||
Finally, Mythic monsters do not roll Initiative, but instead act after every 2 characters in Initiative order, making them much more capable of devastating a battlefield. | Finally, Mythic monsters do not roll Initiative, but instead act after every 2 characters in Initiative order, making them much more capable of devastating a battlefield. | ||
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Another way to quickly create a custom monster is by mixing and matching monster tags. The monster tags are as follows: | Another way to quickly create a custom monster is by mixing and matching monster tags. The monster tags are as follows: | ||
'''Mundane:''' | '''Mundane:''' beast, humanoid, monstrosity, plant | ||
'''Planar:''' | '''Planar:''' avadri, celestial, eldritch, elemental, fae, fiend | ||
'''Magical:''' | '''Magical:''' arcane, divine, occult, primal, psionic | ||
'''Modifying:''' | '''Modifying:''' abominable, constructed, giant, shapechanger, swarm, undead | ||
By giving a monster a different tag, it will interact with some of your heroes’ abilities differently (such as the cleric’s Sense Planar ability). You can also look at other monsters in the Creature Compendium that do have that tag and apply their features to your monster. | By giving a monster a different tag, it will interact with some of your heroes’ abilities differently (such as the cleric’s Sense Planar ability). You can also look at other monsters in the Creature Compendium that do have that tag and apply their features to your monster.<blockquote>For example, if you want to make a biotechnical avadri steed, you might take the stats of a warhorse to start. Change its tag from beast to avadri. Then, look at some similar creatures that have the avadri tag, like the trench abomination. Maybe you want to give your warhorse a similar Rapid Mutation table or the Electric Skin feature.</blockquote> | ||
For example, if you want to make a biotechnical avadri steed, you might take the stats of a | |||
== MythCraft Monster Math (MCMM) == | == MythCraft Monster Math (MCMM) == | ||
MythCraft Monster Math (MCMM) is the formula that the designers used when creating official monsters for the game. You can use the tables | MythCraft Monster Math (MCMM) is the formula that the designers used when creating official monsters for the game. You can use the following tables when creating a monster from scratch, or when checking your redesigned monster against the balance of the monsters in the Creature Compendium. A monster’s typical HP, attributes, simulated AP, and approximate damage per round (DPR) are listed by ML. | ||
Note that these are only benchmarks, not hard and fast rules. Remember a creature’s archetype: a monster that functions as an assassin will have lower max HP and higher DPR than the average for its ML. | Note that these are only benchmarks, not hard and fast rules. Remember a creature’s archetype: a monster that functions as an assassin will have lower max HP and higher DPR than the average for its ML. | ||
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==== AP Simulated ==== | ==== AP Simulated ==== | ||
AP Simulated is the number of Action Points that the monster is assumed to have. MCs do not track AP for monsters, as it would be very time consuming to attempt this for multiple NPCs and would cause no shortage of headaches. Instead, use the AP Sim’d column to convert AP into Monster Actions | AP Simulated is the number of Action Points that the monster is assumed to have. MCs do not track AP for monsters, as it would be very time consuming to attempt this for multiple NPCs and would cause no shortage of headaches. Instead, use the AP Sim’d column to convert AP into Monster Actions. | ||
==== Armor ==== | ==== Armor ==== | ||
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|18 | |18 | ||
|21 | |21 | ||
| | |14 | ||
|102 | |102 | ||
|30 | |30 | ||
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|18 | |18 | ||
|21 | |21 | ||
| | |14 | ||
|102 | |102 | ||
|30 | |30 | ||
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== Monster Actions == | == Monster Actions == | ||
Monster actions allow monsters to simulate using AP. Monsters of higher ML will have more monster actions and/or their monster actions will be capable of doing more. You can use the table | Monster actions allow monsters to simulate using AP. Monsters of higher ML will have more monster actions and/ or their monster actions will be capable of doing more. You can use the following table as a guiding principle when figuring out how many AP a monster action should simulate costing. | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
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|Powerful Ability | |Powerful Ability | ||
|12+ | |12+ | ||
|10d6 | |10d6+ | ||
|} | |} | ||
Using this formula, you can extrapolate out to 18 AP, although monsters that simulate this many AP are exceedingly rare. | Using this formula, you can extrapolate out to 18 AP, although monsters that simulate this many AP are exceedingly rare. | ||
Of course, some abilities will deal damage and others will have entirely different effects. This is simply a frame of reference that you can use as a quick litmus test to ensure that your monster’s abilities are reasonably balanced. You can use the table | Of course, some abilities will deal damage and others will have entirely different effects. This is simply a frame of reference that you can use as a quick litmus test to ensure that your monster’s abilities are reasonably balanced. You can use the following table to determine how many types of actions a monster should be able to take based on the number of AP simulated. | ||
On the table | On the following table, moving is also considered a light ability, so if a monster can use a light action or ability, they could choose to spend it moving. | ||
Finally, note that some monsters might have enough simulated AP for a strong or powerful ability, but this does not mean that they have to possess such an ability. Many AP might simply let the monster use light abilities much more rapidly. It all depends on the feeling you want to evoke when your heroes fight the monster. A nimble halfling rogue might have many light actions, while a heavyset trollkin berzerker might have only a couple actions that pack a stronger punch. | Finally, note that some monsters might have enough simulated AP for a strong or powerful ability, but this does not mean that they have to possess such an ability. Many AP might simply let the monster use light abilities much more rapidly. It all depends on the feeling you want to evoke when your heroes fight the monster. A nimble halfling rogue might have many light actions, while a heavyset trollkin berzerker might have only a couple actions that pack a stronger punch. | ||
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|- | |- | ||
|5 | |5 | ||
|AND take 2 light actions/abilities or take the same action twice | |The monster can move AND take 2 light actions/abilities or take the same action twice. | ||
|OR take 1 medium action/ability. | |OR take 1 medium action/ability. | ||
| - | | - | ||
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| - | | - | ||
|- | |- | ||
| | |8 | ||
|OR the monster can take 2 light actions/abilities or take the same action twice | |OR the monster can take 2 light actions/abilities or take the same action twice | ||
|AND take 1 medium action/ability. | |AND take 1 medium action/ability. | ||
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| - | | - | ||
|- | |- | ||
| | |9 | ||
|OR the monster can take 2 light actions/abilities or take the same action twice. | |OR the monster can take 2 light actions/abilities or take the same action twice. | ||
|AND take 1 medium action/ability. | |AND take 1 medium action/ability. | ||
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| - | | - | ||
|- | |- | ||
| | |10 | ||
|OR the monster can take 3 light actions/abilities or take the same action three times. | |OR the monster can take 3 light actions/abilities or take the same action three times. | ||
|AND take 1 medium action/ability. | |AND take 1 medium action/ability. | ||
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| - | | - | ||
|- | |- | ||
| | |10 | ||
|OR the monster can take 1 light action/ability. | |OR the monster can take 1 light action/ability. | ||
|AND take 2 medium actions/abilities. | |AND take 2 medium actions/abilities. | ||
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| - | | - | ||
|- | |- | ||
| | |11 | ||
|OR the monster can take 3 light actions/abilities or take the same action three times | |OR the monster can take 3 light actions/abilities or take the same action three times | ||
|AND take 1 medium action/ability. | |AND take 1 medium action/ability. | ||
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| - | | - | ||
|- | |- | ||
| | |11 | ||
|OR the monster can take 1 light action/ability | |OR the monster can take 1 light action/ability | ||
|AND take 2 medium actions/abilities. | |AND take 2 medium actions/abilities. | ||
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|OR the monster can take 1 powerful action/ability. | |OR the monster can take 1 powerful action/ability. | ||
|- | |- | ||
| | |12 | ||
|OR the monster can take 4 light actions/abilities or take the same action four times | |OR the monster can take 4 light actions/abilities or take the same action four times | ||
|AND take 1 medium action/ability. | |AND take 1 medium action/ability. | ||
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| | | | ||
|- | |- | ||
| | |12 | ||
|OR the monster can take 2 light actions/abilities or take the same action twice | |OR the monster can take 2 light actions/abilities or take the same action twice | ||
|AND take 2 medium actions/abilities. | |AND take 2 medium actions/abilities. | ||
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| | | | ||
|- | |- | ||
| | |12 | ||
|OR the monster can take 1 light action/ability | |OR the monster can take 1 light action/ability | ||
| | | | ||