Introduction 2 Part : Scalers Making Monsters 4 Combat Levels 8 Combat Ranks 10 Combat Roles 15 Paragon Features 22 Making Encounters 25 Part : Features Monstrous Traits 30 Making Features 38 Making Effects 44 Frenzy Attacks 48 Overkill Attacks 49 The Tides of Battle 53 Part : Archetypes The Spellcaster 57 The Summoner 60 The Swarm 63 The Sidekick 66 The Hazard 69 The Lifelinker 71 Part : Appendices Expanded Conditions 74 Randomizing Damage 77 Scaler Templates 79 FAQs 111 Contents Contents Giffyglyph game-icons.net 4th Edition, Song of the Blade (2015, "Improved Monster Stats table for D&D 5th Edition") Lex Raine, Raspilicious Strider ARandomShark, Adam, Anthoux, Ben_Scerri, Binary Limbo, cheatisnotdead, CrashGem, CrazyDave, dark_james, Dylan Hardy, Durins_cat, Fabreh, Filthy Kenku, Gargle_Fritz, Gerald_Mountaindew, gerni, hajjiman, HidesHisEyes, Horazath, HKYK, jagerune, jasimon, JetrayDadM, LeVentNoir, LexRaine, mulac_snotcloak, nigel037, Osmodius, Qualanqui, QuickTakeMyHand, RadioBehemoth, Rashizar, Raspilicious, ReskinBordran, SageDaMage, Skolas, Spilled Ale Studios, Strider, TDuncker, Thunder_2414, Velivanne, William, Xheotris, ygg, zeemeerman2, and Zieryk. Special thanks to all 447 patrons for their generous support, in particular: Ady Veisz Dragia, AlDragonus, Anthony Campla, Fabreh, Faolan Twinbear, Hoots Kenku, Majikaloo, Necrotic Fawn, Polyblium, Rinzler, Strider, Veygabond GIFFYGLYPH'S GIFFYGLYPH'S MONSTER MAKER MONSTER MAKER Writing, Art, & Layout Writing, Art, & Layout Iconography Iconography Monster Roles & Stats Monster Roles & Stats Discord Defenders Discord Defenders Twitch Tyrant Twitch Tyrant Advice & Testing Advice & Testing Patrons Patrons PATREON.COM/GIFFYGLYPH Giffyglyph's Monster Maker Giffyglyph's Monster Maker N o adventure is complete without a menagerie of monsters to cause trouble for your bold heroes. But what do you do when the game needs a brand new villain? Or when you want to add some new tricks to an old favorite? Or when the party does something unexpected and you need to prep an encounter fast ? Don't worry— Giffyglyph's Monster Maker is here to help! This supplement introduces a range of mechanics, guides, templates, examples, and advice to help you build new monsters and encounters in seconds—perfect for the GM on the go, and compatible with any 5th Edition game. Surprise your players with minions, grunts, elites, and paragons at any character level! About Version 3.0.0 Created by Giffyglyph, March 21st 2022 ♥ If you like this project and want to see more in the future, you can help out by: To keep up-to-date with my work, visit: If you have any questions, contact me at: Becoming a Patron: patreon.com/giffyglyph • Buying a Coffee: ko-fi.com/giffyglyph • Spreading the word: like / share / review • My website: www.giffyglyph.com • Twitch: www.twitch.tv/giffyglyph • Reddit: reddit.com/r/MonsterMaker5e • Discord: Giffyglyph#7632 • Email: giffyglyph@gmail.com • Twitter: twitter.com/giffyglyph • Features Features Complete step-by-step guides to help you build level-scaling monsters and encounters • Use 4 combat ranks to fill your monster vault with minions, grunts, elites, and paragons. • Use 6 combat roles , 18 specializations , and 6 archetypes to create powerful controllers, defenders, lurkers, skirmishers, strikers, and supporters. • Equip your monsters with scaling features , paragon power , and battletide conditions • Use encounter points and monster threat to easily build and balance your encounters. • Sigil Supporters This 5th Edition supplement was kindly supported by: Ady Veisz Dragia, AlDragonus, Anthony Campla, Fabreh, Faolan Twinbear, Hoots Kenku, Majikaloo, Necrotic Fawn, Polyblium, Rinzler, Strider, Veygabond and 435 other patrons Become a Patron Become a Patron Talk on Twitch Talk on Twitch More 5e supplements More 5e supplements ∞ PATREON.COM/GIFFYGLYPH GIFFYGLYPH'S MONSTER MAKER Part Part Scalers Scalers Build scaling monsters for your combat encounters. CHAPTER Making Monsters An introduction to combat scalers and scaling monsters CHAPTER Combat Levels How to choose a combat level based on a party, region, or tier. CHAPTER Combat Ranks Create 4 ranks of monster: minions, grunts, elites, and paragons. CHAPTER Combat Roles Customize your monsters with 6 combat roles, 18 subroles, and 90 special combat abilities. CHAPTER Paragon Features Give your elites and paragons more actions per round with paragon power CHAPTER Making Encounters Pit your new monsters against the party with scaling encounters PATREON.COM/GIFFYGLYPH 1 1 Making Monsters Making Monsters D angerous encounters need devious monsters-but how do you make a monster and how do you balance it against player characters? This chapter introduces scalers to help you build fun, balanced, combat-ready monsters with ease. This supplement makes extensive use of scalers , a special type of monster profile that has level-scaling , rank-scaling , and role-scaling attributes: hit points, armor class, damage, ability modifiers, etc. With standardized monster math and threat ratings, scalers can help to drastically cut down the time you need to build monsters and design encounters: For more information about scalers and their particulars, see the FAQs (p111). Scalers Scalers Quick to Build: With just three key dials (level, rank, role), you can get combat-ready stats in seconds. • Predictable Power: Forget challenge ratings—use combat levels to build a monster just like a PC. • Ranks and Roles: Customize your scalers with 4 combat ranks (minions, grunts, elites, and paragons) and 6 combat roles (controllers, defenders, lurkers, scouts, strikers, and supporters). • Decoupled Combat Stats: You don't need to micromanage equipment—use whatever's flavorful. • Combat-First Profile: Scaler profiles are laid out for combat with quick-reference icons, colors, and text. • Big Bosses: With a fully-featured paragon power system, your paragons can be effective solo bosses. • Powers over Spell Slots: No spell slots. Ever. • Improvisation-Friendly: Scalers tell you everything you need to improvise new actions on-the-go. • Kobold Pyroblaster Level 4 Grunt, Striker Small humanoid (kobold) STR 8 −1 DEX 18 +4 CON 8 −1 INT 18 +4 WIS 12 +1 CHA 12 +1 AC 13. Saving Throws Int +6, Wis +3. HP 44. Bloodied 22. Resistant to fire. ♥ ATK +2. DC +10. DMG 12. Reach 5 ft. Range 30 ft. ⚔ Speed 30 ft. ⚡ Senses darkvision 60 ft., passive Perception 11. Languages Common, Draconic. Proficiency +2. CR 1. XP 275. Items spellbook. TRAITS Pack Tactics : You have advantage when attacking a creature adjacent to any ally that isn't incapacitated. FREE Brutal (1/turn) : You critically hit on a roll of 19-20. ACTIONS Firebolt : Spell: Cantrip, Evocation, S. Ranged: +6 to hit, range 30 ft., one target. Hit: 12 (3d6 + 2) fire damage. Immolate (Cooldown 3) : Spell: 1st-level, Evocation, VS. Ranged: +6 to hit, range 30 ft., one target. Hit: 15 (4d6 + 1) fire damage (ongoing, DC 14 CON). Fireblast (1/sr) : Spell: 1st-level, Evocation, VS. Save: DC 14 vs DEX, a 30 ft. cone extending from yourself, all targets. Hit: 15 (4d6 + 1) fire damage. Scalers & Statics All of the modules and mechanics presented in this supplement are fully compatible with any static monster profile (i.e. those found in other 5th Edition materials). PATREON.COM/GIFFYGLYPH MAKING MONSTERS Listed below are some of the key differences between a scaler profile and a conventional 5th Edition stat block. At the forefront of every scaler is a combat level, combat rank, and combat role—use these descriptors to quickly judge how to use a scaler in battle. Attack rolls and ability checks depend on ability modifiers—find them at the very top of the stat block. Armor class and saving throws are grouped together into one quick-reference defensive line. Health attributes (HP, vulnerabilities, immunities, etc.) are grouped together into one quick-reference health line. If your scaler can be bloodied or enraged (p53), or has a damage threshold , those values are also listed here. Three basic attack stats serve as a central reference point when using attacks and actions: If your scaler has an initiative bonus, find it listed next to your speeds . This bonus (if displayed) already includes your DEX ability modifier. If your scaler is carrying any notable items (potions, scrolls, spellbooks), equipment (weapons, armor, trinkets), or treasure (coins, gems, art), it is listed here. Some scalers lie dormant until they are activated by a triggering action or event. Special features are grouped together by their activation cost: traits (passive features), free actions, bonus actions, actions, and reactions. Features come in one of three rarities of increasing power—common (green), uncommon (yellow), and rare (red)—and may be highlighted with melee or ranged icons for easy reference. For more information on how to build special features, see Making Features (p38). Some scalers can be controlled or subdued in non- traditional ways—disabling, baiting, persuading, etc. This section describes any unique countermeasures. Scaler Combat Profiles Level, Rank, and Role 1 Ability Modifiers 2 Defences 3 Health 4 Combat Stats 5 ATK: Add this to an ability modifier when you attack a target's AC (d20 + ability modifier + ATK). • DC: Add this to an ability modifier when you force a target to make a saving throw (ability modifier + DC). • DMG: This is the average amount of damage that can be caused with a single, common action (don't add ability modifiers to this value). If an action would make several separate attacks, divide this damage across each attack. • Reach/Range: These are basic attack ranges. • Initiative 6 Items 7 Trigger 8 Special Features 9 Countermeasures 10 Aberrant Monolith Level 6 Elite, Controller (Hexer) Large hazard (aberration) STR 14 +2 DEX 1 −5 CON 20 +5 INT 20 +5 WIS 14 +2 CHA 1 −5 AC 16. Saving Throws Str +5, Con +8, Int +8. HP 116. Bloodied 58. Damage Threshold 10. Immune to psychic and blinded, charmed, deafened, exhaustion, frightened, paralyzed, prone, stunned. ♥ ATK +3. DC +11. DMG 15. Reach 5 ft. Range 120 ft. ⚔ Speed 5 ft., climb 5 ft. Initiative −1. ⚡ Senses blindsight 120 ft., passive Perception 12. Languages understands deep speech but can't speak. Proficiency +3. CR 4. XP 1150. Items bloodstone. TRIGGER You lie dormant until a willing creature feeds you fresh blood. You may then remain active for 1 hour per unit of blood consumed (where one unit equals one hit die). If an unwilling creature touches you while you are dormant, it must succeed on a Constitution saving throw (DC 16) or lose one hit die. TRAITS Regenerating Flesh : At the start of your turn, if you have at least 1 hit point, you regain 12 hit points. Focused : You have advantage on Concentration saving throws. FREE Paragon Power (1/round) : At the end of another creature's turn, you may either a) take an action and regain your reaction or b) reroll a saving throw. ACTIONS Eyebeam : Ranged: +8 to hit, range 120 ft., one creature. Hit: 15 (2d12 + 2) psychic damage, and the creature must succeed on an Intelligence saving throw (DC 16) or fall prone. Hypnotic Sound : Ranged: DC 16 vs INT, range 120 ft., one or two creatures. Hit: the creature has disadvantage on attack rolls and ability checks until the end of its next turn. Otherworldly Visions (Recharge 4-6) : Save: DC 16 vs INT, range 60 ft., one creature. Hit: the creature is blinded and vulnerable to psychic damage until the end of your next turn. Song of the Great Ones (Concentration, 1/lr) : Save: DC 16 vs INT, range 30 ft., one creature that is not deafened. Hit: the creature is stunned for up to one minute. Recovery: Regain one use when you are first bloodied (once per long rest). COUNTERMEASURES Sacrifice of Blood : If you are bloodied, an adjacent creature may spend an action to sacrifice one hit die and compel you to fall dormant (DC 6 Persuasion or Intimidate). The creature must be able to speak in deep speech. 1 2 3 4 5 6 7 8 9 10 GIFFYGLYPH'S MONSTER MAKER PATREON.COM/GIFFYGLYPH MAKING MONSTERS Once you have some inspiration, it's time to make a monster! To turn your idea into a fully-featured combat profile, follow the six steps below. First, you must define your monster's combat power — how dangerous is it in a fight? Choose a combat level, a combat rank, and (optionally) a combat role. A combat level (p8) describes how powerful a monster is —the higher the level, the greater its starting stats (hit points, damage, armor class, ability modifiers, etc.). Combat levels work in the exact same way as character levels , so consider choosing a level between 1- 20 that's suitable for the party's average character level. A combat rank (p10) describes how influential your monster is on the battlefield—the higher the rank, the bigger the danger it presents. There are four basic ranks of increasing strength: minions (p12), grunts (p11), elites (p13), and paragons (p14). Choose one. A combat role (p15) specializes your monster's fighting style with new features, skills, and stat adjustments. There are six basic roles: controllers (p16), defenders (p17), lurkers (p18), skirmishers (p19), strikers (p20), and supporters (p21). Choose one. Once you know your monster's combat power, use the Scaler Template tables (see p79) to get its starting stats. Your monster's starting template include a set of six recommended ability modifiers: two high, two mid, and two low. Assign these modifiers to your abilities (STR, DEX, CON, INT, WIS, and CHA) in order of preference. If it doesn't make sense for the monster to have a particular ability, either a) set the ability modifier to −5 or b) set the ability score to 0 (the monster automatically fails ability checks/saving throws). Your monster's starting template also specifies a number of trained saving throws (TSTs): choose these saving throws. Try to split these evenly between strong and weak saving throw categories: Basic attack stats (attack bonus, DC bonus, and average damage) are also included in the starting template. Define a reach and/or range for these basic attacks and actions. Note that specific features may override these distances whenever appropriate. With the core attributes in place, it's time to choose some extras. There are eight common categories to consider: use these to flesh out your monster. Try to keep in mind the overall combat power of the monster—the lower the level (or the lower the rank), the fewer extras your monster should need. If you want to to give your monster some special tricks, equip them with scaling features . There are three different types of feature: For some quick flavor, equip your monster with at least one ancestral (racial) feature, one (if applicable) combat role feature, and one attack action. Be sure not to overcomplicate your monster—a combat profile should be easy to read and easy to run. Aim for the following: For a full exploration of how to build scaling features and choose effects, see Making Features (p38). Make a Monster Make a Monster Define your Combat Power Choose a Combat Level Choose a Combat Rank Choose a Combat Role (Optional) Valiant, Clanda, and Chansi have been waylaid by some bandits—a combat begins! There are three player characters, and the average party level is 5; the GM opts for three 5th level grunts to provide a medium-challenge encounter. To mix things up, the GM gives each bandit a different combat role: one striker to deal damage, one defender to soak up some hits, and one lurker to snipe from a distance. Get your Stats Assign your Attributes Pick your Saving rows Strong: Dexterity, Constitution, Wisdom. • Weak: Strength, Intelligence, Charisma. • Choose a Reach and/or Range Pick some Extras (Optional) Extra Categories Speeds • Senses • Skills • Vulnerabilities • Resistances • Immunities • Languages • Items • Create some Features Trait: A passive ability that's always on. • Attack: An activated ability that tries to affect an unwilling target. • Utility: An activated ability that tries to affect a willing target. • Number of Features Combat Rank Features Minion 1-5 Grunt 3-8 Elite 5-11 Paragon 7-14 GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH MAKING MONSTERS Some creatures have extra-special powers: casting magic, summoning allies, forming swarms, etc. These monsters can be built with an archetype —a prepackaged bundle of features, rules, and advice. Choose one of six archetypes: the lifelinker (p71), the hazard (p69), the sidekick (p66), the spellcaster (p57), the summoner (p60), and the swarm (p63). Now compare your monster against the adventuring party and adjust any values that may seem over or under-powered (e.g. lower the AC or HP if your party has trouble dealing damage, or increase the average damage dealt by the monster if the party's defenses or healing resources are high). Your monster is now ready! Start your encounter and improvise any additional features as you go. It may turn out that your monster is too weak or too strong for the party. That's ok—it's hard to predict how powerful some features can be. If you need to update a monster during live play, try to do so naturally. Avoid explicitly telling players what you're changing—fold it into the fiction. Once you have the basics down, you can start to explore some new mechanics—such as paragon power (p22), expanded conditions (p74), and battletide effects (p53). Use these to spice up your scaling monsters. Pick an Archetype (Optional) Dragonborn Bandit Level 5 Grunt, Defender Medium humanoid (dragonborn) STR 18 +4 DEX 8 −1 CON 12 +1 INT 8 −1 WIS 12 +1 CHA 18 +4 AC 17. Saving Throws Dex +2, Con +4, Cha +7. HP 38. Bloodied 19. Resistant to lightning. ♥ ATK +3. DC +11. DMG 11. Reach 10 ft. ⚔ Speed 25 ft. ⚡ Senses darkvision 60 ft., passive Perception 11. Languages Common, Draconic. Proficiency +3. CR 2. XP 450. Items shield, spear. TRAITS Opportunist : When you make an attack of opportunity, you have advantage. BONUS ACTIONS Stop Right There (1/sr) : Save: DC 15 vs CHA, range 30 ft, one creature. Hit: the creature is restrained until the end of its next turn. ACTIONS Spear : Melee: +7 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Shield Slam : Melee: +7 to hit, reach 5 ft., one target. Hit: the target is knocked prone. Dwarf Bandit Level 5 Grunt, Lurker Medium humanoid (dwarf) STR 8 −1 DEX 18 +4 CON 12 +1 INT 12 +1 WIS 18 +4 CHA 8 −1 AC 9. Saving Throws Wis +7. HP 38. Bloodied 19. ♥ ATK +3. DC +11. DMG 19. Reach 5 ft. Range 60 ft. ⚔ Speed 30 ft. ⚡ Skills Stealth +7. Senses darkvision 60 ft., passive Perception 14. Languages Common, Dwarvish. Proficiency +3. CR 2. XP 450. Items heavy crossbow. TRAITS Sure-Footed : You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone. BONUS ACTIONS Sneaky : You take the Hide action. ACTIONS Heavy Crossbow : Ranged: +7 to hit, range 60 ft., one target. Hit: 19 (4d8 + 1) piercing damage. Orc Bandit Level 5 Grunt, Striker Medium humanoid (orc) STR 18 +4 DEX 8 −1 CON 18 +4 INT 8 −1 WIS 12 +1 CHA 12 +1 AC 13. Saving Throws Str +7, Con +7. HP 51. Bloodied 26. ♥ ATK +3. DC +11. DMG 15. Reach 5 ft. ⚔ Speed 30 ft. ⚡ Senses darkvision 60 ft., passive Perception 11. Languages Common, Orc. Proficiency +3. CR 2. XP 450. Items greataxe. FREE Brutal (1/turn) : You critically hit on a roll of 19-20. BONUS ACTIONS Aggressive (Cooldown 3) : You move up to your speed towards a hostile creature that you can see. ACTIONS Greataxe : Melee: +7 to hit, reach 5 ft., one target. Hit: 15 (2d12 + 2) slashing damage. Tailor the Fit Start Playing Refine as you Play During the encounter, the party is having unexpected trouble hitting the defender's high AC. The GM decides to reduce the AC by 2 on the next attack. GM: As you slam your mace against the shield, Valiant, there is a loud crack; the bandit's shield splits in two from the force of your attack... • What's Next? GIFFYGLYPH'S MONSTER MAKER PATREON.COM/GIFFYGLYPH MAKING MONSTERS 2 2 Combat Levels Combat Levels T o overcome the enemy, you must first understand the enemy: what are their strengths and weaknesses, and just how much danger are you in? Knowledge is power—but how do you describe danger in simple terms? And how can you use ratings to set the strength of your scalers? This chapter introduces combat levels and their gameplay purpose, how to use them, and how you can integrate them with challenge ratings Scaling monsters use combat levels (i.e. character levels) to set their core attributes (ability modifiers, hit points, average damage, etc.)—the higher the level, the higher these core attributes will be. Your first step in creating a new scaling monster is (typically) to choose their level, and there are three common approaches: If you want to combat a specific adventuring party, target the average party level . You can create a weaker monster by going below the average party level or a stronger monster by going above it. Use this approach when you want to build some narrative content to scale alongside your players. If you want to populate a region (a dark dungeon, a sinister forest, a cosmic plane, etc.), target the average region level . You can create a weaker monster by going below the average region level or a stronger monster by going above it. Use this approach when you want to build some sandbox content with a fixed challenge for your world (e.g. a hexcrawl or dungeoncrawl). Choosing a Level Choosing a Level A Target the Party: Build monsters to combat a specific group of players based on the average party level B Target a Region: Build monsters to populate a specific region base on the average region level C Target a Tier: Build monsters for a particular tier of gameplay—adventurer, heroic, paragon, or epic. Core vs. Extended Combat Features Combat levels set core combat features—hit points, attack bonuses, armor classes, saving throws, etc. Once these core details are in place, you can add extended combat features (if necessary) to flesh out your creation—immunities, vulnerabilities, actions, etc. Target the Party A Party Combat Level Challenge Combat Level Weak Average Party Level - 3 Competent Average Party Level Strong Average Party Level + 3 The GM wants to create a group of orc warlocks to fight a 5th-level adventuring party. The orcs are intended to be a competent threat, so the GM makes them 5th-level to match the party. Another GM wants to build a combat encounter for a varied adventuring party—two 2nd-level characters and three 4th-level characters. The average party level is 3, so the GM uses 3rd-level scalers in the battle. Target a Region B PATREON.COM/GIFFYGLYPH COMBAT LEVELS If you want to build content for a power tier (adventurer, heroic, paragon, and epic), target a level range. Use this approach when you want to build some shareable content that others can easily drop into their own games and campaign settings. Challenge ratings (CR) are another means of describing danger. To find out what challenge rating your scaling monster has (or to convert a static monster into a scaler) use the Combat Levels to Challenge Ratings table. When you convert scalers from combat levels to challenge ratings (and vice versa), be aware that this is more art than science: no two scalers are 100% alike, and depending on the particulars of your NPC you may wish to make some modifications to keep the threat inline with expectations. For example: Region Combat Level Challenge Combat Level Weak Average Region Level - 3 Competent Average Region Level Strong Average Region Level + 3 The GM wants to create some encounters in the Firemaw Basin , a 7th-level adventuring region in their hexcrawl-style campaign. With an average region level of 7, the GM can comfortably use a range of combat levels from 4th-level (weak) to 10th-level (strong). Pick a Power Tier C Tiered Combat Level Tier Combat Level Adventurer 1-4 Heroic 5-10 Paragon 11-16 Epic 17+ The GM wants to create some scaling monsters for an adventure they plan to share online. The adventure is to be set in the Heroic tier of gameplay, and so the GM uses a range of combat levels from 5th-level to 10th-level. Challenge Ratings Challenge Ratings Adjust the armor class and/or hit points to make your scaler more (or less) durable. • Change attack bonuses to hit more (or less) often. • Add some paragon power. • Add or remove some damage/condition immunities. • Apply a combat role. • Boost damage to keep your players on edge. • Add some extra movement options. • Combat Levels to Challenge Ratings Combat Level Minion Grunt Elite Paragon T4 0 0 1/8 1/4 1/2 1 0 1/4 1/2 1 2 1/8 1/2 1 2 3 1/8 1/2 1 3 4 1/4 1 2 4 5 1/2 2 3 5 6 1/2 2 4 6 7 1/2 3 4 7 8 1 3 5 8 9 1 4 6 9 10 1 4 7 10 11 2 5 7 11 12 2 5 8 12 13 2 6 9 13 14 3 6 9 14 15 3 7 10 15 16 3 7 11 16 17 4 8 12 17 18 4 9 13 18 19 4 9 13 19 20 4 10 14 20 21 5 11 16 21 22 6 13 18 22 23 7 14 20 23 24 7 16 20 24 25 8 17 21 25 26 9 19 22 26 27 10 20 23 27 28 11 20 23 28 29 12 21 24 29 30 12 21 25 30 CHALLENGE RATING (CR) The GM wants to use a remorhaz (a CR 11 monster worth 7,200 XP) in an encounter alongside some scalers. This CR 11 monster can be used as if it were an 11th-level Paragon, a 16th-level elite, a 21st-level grunt, or a 28th-level minion. Later, the GM creates a new monster–a 7th-level grunt. Using the table above, the GM can see that this monster has a challenge rating of CR 3. Danger is Relative Danger ratings are rarely absolute; each encounter is a unique combination of variables (party composition, player knowledge, magic items, encounter layout, etc.), where some combat features may be overpowered whilst others are never used at all. What objective value is fire immunity, for example, if the party never deals fire damage? For this reason, extended combat features (such as traits, immunities, resistances, and abilities) don't impact a scaler's combat level or challenge rating. GIFFYGLYPH'S MONSTER MAKER PATREON.COM/GIFFYGLYPH COMBAT LEVELS 3 3 Combat Ranks Combat Ranks I t is said that authority creates power and grants you more influence and notoriety on the battlefield. But how exactly do you assign authority to a monster, and how does it empower them? This chapter introduces combat ranks and pre-made templates to help you field an army of minions, grunts, elites, and paragons. A combat rank defines how threatening you are in battle, adjusting attributes and granting access to special features. There are four ranks you can choose from: Choose the rank that best describes how your monster acts in combat and then apply attribute modifiers as shown in the Combat Ranks table below. Each rank comes with a recommended set of six ability modifiers—two high modifiers, two mid modifiers, and two low modifiers. Allocate these ability modifiers as best fits your scaling monster. If it wouldn't make sense for your monster to have a particular ability, either a) set the relevant modifier to −5 or b) set the ability score to 0 (you automatically fail ability checks/saving throws). When you create a new scaling monster, you can choose one or more trained saving throws (TSTs). Try to split these evenly between strong and weak save categories: Each rank has a threat rating that describes how many players (of equal level) should be threatened by this monster in combat. A grunt, for example, is a threat for one player character while an elite is a threat for two. Use threat ratings to mix-and-match ranks easily. For more details, see Making Encounters (p25). Choosing a Rank Choosing a Rank Grunts are the rank-and-file members of any fighting force—one grunt is the counterpart to one PC. • Minions are frail but make up for it by fighting in large numbers—for the cost of one grunt you can field four minions. • Elites are tough champions and powerful captains with twice the staying power of an grunt. • Paragons are a force to be reckoned with, able to face an entire adventuring party single-handed. • Ability Modifiers Trained Saving rows Strong: Dexterity, Constitution, Wisdom. • Weak: Strength, Intelligence, Charisma. • reat Combat Ranks Rank Threat Modifiers INIT AC HP TST DMG XP Special Features Minion 0.25 — — — ×0.2 1 ×0.75 ×0.25 Elusive Grunt 1 — — — — 2 — — — Elite 2 +1 +PB/2 +1 ×2 3 ×1.1 ×2 Paragon Power Paragon Variable +2 +PB +2 ×Threat 3 ×1.2 ×Threat Paragon Power, Paragon Defence PATREON.COM/GIFFYGLYPH COMBAT RANKS Grunts are the basic combatants, fighters, and soldiers of your monstrous hordes—creatures that can go toe- to-toe with a player character. One grunt is a threat for one adventurer of equal level. To start building a grunt, either a) choose a combat level and look at the Grunt Templates table, or b) create your own grunt using the Grunt Template Grunts Grunts The GM wants to create a new grunt for their campaign —a sparking lightmare hexblade In battle, the lightmare hexblade makes an INT-based melee attack. They add their INT modifier (+4) to their base attack bonus (+3) for a total attack bonus of +7. To get started, the GM chooses a combat level—in this case, level 7. • They then assign six ability modifiers in order of preference—for the hexblade, the GM assigns STR −1, DEX +1, CON +1, INT +4, WIS −1, CHA +4. • The hexblade is then given AC 13 and 65 HP. • Next, the GM assigns two trained saving throws—in this case, the GM chooses WIS and CHA. • The hexblade has an attack bonus of +3, an attack DC of +11, and deals 21 damage on a successful hit. • Grunt Template Level (LVL) Your combat level (i.e. character level) Armor Class 12 + LVL/4 Ability Modifier (Low) LVL/12 − 1 Ability Modifier (Mid) 1 + LVL/8 Ability Modifier (High, LVL < 8) 3 + LVL/4 Ability Modifier (High, LVL >= 8) 5 + (LVL−8)/8 ⚔ Attack Bonus PB Attack DC 8 + PB Attack Damage LVL×3 ♥ Hit Points 16 + LVL×7 ⚡ Initiative Bonus 0 Proficiency Bonus (PB) 1 + (LVL+3)/4 Trained Saving Throws 2 Threat 1 Other Features: Choose 3-8 traits/attacks/utilities. Using Grunts For a quick combat encounter, deploy one grunt for each player character (e.g. for five 6th-level players, deploy five 6th-level grunts). • A grunt should be defeated within 4 successful attacking actions. • Grunts are suitable for any combat role. • Grunt Templates Level Ability Modifiers PB INIT AC HP TST ATK DC DMG CR XP 0 +3, +3, +1, +1, −1, −1 +2 — 12 16 2 +2 +10 1 1/8 25 1 +3, +3, +1, +1, −1, −1 +2 — 12 23 2 +2 +10 3 1/4 50 2 +3, +3, +1, +1, −1, −1 +2 — 12 30 2 +2 +10 6 1/2 112 3 +3, +3, +1, +1, −1, −1 +2 — 12 37 2 +2 +10 9 1/2 175 4 +4, +4, +1, +1, −1, −1 +2 — 13 44 2 +2 +10 12 1 275 5 +4, +4, +1, +1, −1, −1 +3 — 13 51 2 +3 +11 15 2 450 6 +4, +4, +1, +1, −1, −1 +3 — 13 58 2 +3 +11 18 2 575 7 +4, +4, +1, +1, −1, −1 +3 — 13 65 2 +3 +11 21 3 725 8 +5, +5, +2, +2, −1, −1 +3 — 14 72 2 +3 +11 24 3 975 9 +5, +5, +2, +2, −1, −1 +4 — 14 79 2 +4 +12 27 4 1,250 10 +5, +5, +2, +2, −1, −1 +4 — 14 86 2 +4 +12 30 4 1,475 11 +5, +5, +2, +2, −1, −1 +4 — 14 93 2 +4 +12 33 5 1,800 12 +5, +5, +2, +2, +0, +0 +4 — 15 100 2 +4 +12 36 5 2,100 13 +5, +5, +2, +2, +0, +0 +5 — 15 107 2 +5 +13 39 6 2,500 14 +5, +5, +2, +2, +0, +0 +5 — 15 114 2 +5 +13 42 6 2,875 15 +5, +5, +2, +2, +0, +0 +5 — 15 121 2 +5 +13 45 7 3,250 16 +6, +6, +3, +3, +0, +0 +5 — 16 128 2 +5 +13 48 7 3,750 17 +6, +6, +3, +3, +0, +0 +6 — 16 135 2 +6 +14 51 8 4,500 18 +6, +6, +3, +3, +0, +0 +6 — 16 142 2 +6 +14 54 9 5,000 19 +6, +6, +3, +3, +0, +0 +6 — 16 149 2 +6 +14 57 9 5,500 20 +6, +6, +3, +3, +0, +0 +6 — 17 156 2 +6 +14 60 10 6,250 21 +6, +6, +3, +3, +0, +0 +7 — 17 163 2 +7 +15 63 11 8,250 22 +6, +6, +3, +3, +0, +0 +7 — 17 170 2 +7 +15 66 13 10,250 23 +6, +6, +3, +3, +0, +0 +7 — 17 177 2 +7 +15 69 14 12,500 24 +7, +7, +4, +4, +1, +1 +7 — 18 184 2 +7 +15 72 16 15,500 25 +7, +7, +4, +4, +1, +1 +8 — 18 191 2 +8 +16 75 17 18,750 ATTRIBUTES DEFENCE OFFENSE RATINGS GIFFYGLYPH'S MONSTER MAKER PATREON.COM/GIFFYGLYPH COMBAT RANKS Minions have few hit points and deal reduced damage. These are your lackeys, underlings, and lesser henchmen—things that should be easily overcome. Yet minions can be a major threat when they attack the enemy in large numbers . Four minions are a threat for one adventurer of similar level; they are a great option when you want to pit the party against a mob. To starting building a minion, either a) choose a combat level and look at the Minion Templates table, or b) apply the Minion Template below to any grunt. Minions are elusive —they take no damage from a missed attack, even if it would normally deal damage on a miss or with a successful saving throw (e.g. a Fireball spell). Minions Minions Elusive The GM wants to create a minion variant of the 7th-level lightmare hexblade—a lightmare hexing . They start by applying the minion template to the hexblade: The hexing is given 13 HP. • As a minion, the hexing has only one trained saving throw; the GM chooses WIS. • The hexing deals only 16 damage on a successful hit. • Minion Template Armor Class — ♥ Hit Points ×0.2 T. Saving Throws 1 ⚡ Initiative — Ability Modifiers — Attack Damage ×0.75 XP ×0.25 Threat 0.25 Elusive: You take no damage from a missed attack (even if it would normally deal damage on a miss). Other Features: Choose 1-5 traits/attacks/utilities. Using Minions For a quick combat encounter, deploy four minions for each player character or replace one grunt with four minions of equal level (e.g. for four 5th-level players, deploy 16 5th-level minions). • A minion should be defeated by 1 successful attacking action. • Minions are natural swarmers—use their large numbers to outflank and overwhelm the party, and make good use of the Help action. • With few hit points, melee minions are especially vulnerable to ranged attacks—use cover to keep them out of sight until they can close the gap. • If you use large numbers of minions, make sure not to slow down the round time for your players. • Minion Templates Level Ability Modifiers PB INIT AC HP TST ATK DC DMG CR XP 0 +3, +3, +1, +1, −1, −1 +2 — 12 3 1 +2 +10 1 0 6 1 +3, +3, +1, +1, −1, −1 +2 — 12 5 1 +2 +10 2 0 12 2 +3, +3, +1, +1, −1, −1 +2 — 12 6 1 +2 +10 5 1/8 28 3 +3, +3, +1, +1, −1, −1 +2 — 12 7 1 +2 +10 7 1/8 43 4 +4, +4, +1, +1, −1, −1 +2 — 13 9 1 +2 +10 9 1/4 68 5 +4, +4, +1, +1, −1, −1 +3 — 13 10 1 +3 +11 11 1/2 112 6 +4, +4, +1, +1, −1, −1 +3 — 13 12 1 +3 +11 14 1/2 143 7 +4, +4, +1, +1, −1, −1 +3 — 13 13 1 +3 +11 16 1/2 181 8 +5, +5, +2, +2, −1, −1 +3 — 14 14 1 +3 +11 18 1 243 9 +5, +5, +2, +2, −1, −1 +4 — 14 16 1 +4 +12 20 1 312 10 +5, +5, +2, +2, −1, −1 +4 — 14 17 1 +4 +12 23 1 368 11 +5, +5, +2, +2, −1, −1 +4 — 14 19 1 +4 +12 25 2 450 12 +5, +5, +2, +2, +0, +0 +4 — 15 20 1 +4 +12 27 2 525 13 +5, +5, +2, +2, +0, +0 +5 — 15 21 1 +5 +13 29 2 625 14 +5, +5, +2, +2, +0, +0 +5 — 15 23 1 +5 +13 32 3 718 15 +5, +5, +2, +2, +0, +0 +5 — 15 24 1 +5 +13 34 3 812 16 +6, +6, +3, +3, +0, +0 +5 — 16 26 1 +5 +13 36 3 937 17 +6, +6, +3, +3, +0, +0 +6 — 16 27 1 +6 +14 38 4 1,125 18 +6, +6, +3, +3, +0, +0 +6 — 16 28 1 +6 +14 41 4 1,250 19 +6, +6, +3, +3, +0, +0 +6 — 16 30 1 +6 +14 43 4 1,375 20 +6, +6, +3, +3, +0, +0 +6 — 17 31 1 +6 +14 45 4 1,562 21 +6, +6, +3, +3, +0, +0 +7 — 17 33 1 +7 +15 47 5 2,062 22 +6, +6, +3, +3, +0, +0 +7 — 17 34 1 +7 +15 50 6 2,562 23 +6, +6, +3, +3, +0, +0 +7 — 17 35 1 +7 +15 52 7 3,125 24 +7, +7, +4, +4, +1, +1 +7 — 18 37 1 +7 +15 54 7 3,875 25 +7, +7, +4, +4, +1, +1 +8 — 18 38 1 +8 +16 56 8 4,687 ATTRIBUTES DEFENCE OFFENSE RATINGS GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH COMBAT RANKS Elites are formidable champions, commanders, and leaders. These powerful combatants pose a great danger with their tougher armor, increased hit points, and boosted attack damage—one elite can threaten two adventurers of similar level. Elites are a great option for mid-boss encounters where they can serve as direct underlings, agents, and emissaries of the adventure's primary threat; consider using them as your secondary antagonists. To start building an elite, either a) choose a combat level and look at the Elite Templates table, or b) apply the Elite Template below to any grunt. Paragon power is a measure of exceptional ability—with it, you can take multiple actions each round and fend off even the most persistent of ongoing effects. For a full exploration of paragon power , see p22. Elites Elites Paragon Power The GM creates a 7th-level lightmare hexmaster to lead their monsters by applying the elite template to a lightmare hexblade. With increased attributes, defences, and damage, the hexmaster is a formidable foe. Elite Template Armor Class +1 ♥ Hit Points ×2 T. Saving Throws 3 ⚡ Initiative +PB/2 Ability Modifiers +1 Attack Damage ×1.1 XP ×2 Threat 2 Paragon Power (1/round): At the end of another creature's turn, you may either a) take an action and regain your reaction or b) repeat a saving throw against an ongoing effect. Other Features: Choose 5-11 traits/attacks/utilities. Using Elites For a quick combat encounter, deploy one elite for every two player characters or replace two grunts with one elite of equal level (e.g. for six 7th-level players, deploy three 7th-level elites). • An elite should be defeated within 8 successful attacking actions. • Elites are tough and durable; they make great leaders, tankbusters, and frontline fighters. • With paragon power, an elite can act twice each round—use this to be cinematic. • Significant NPCs and named/notable villains are great candidates for the elite rank. • Elite Templates Level Ability Modifiers PB INIT AC HP TST ATK DC DMG CR XP 0 +4, +4, +2, +2, +0, +0 +2 +1 13 32 3 +2 +10 1 1/4 50 1 +4, +4, +2, +2, +0, +0 +2 +1 13 46 3 +2 +10 3 1/2 100 2 +4, +4, +2, +2, +0, +0 +2 +1 13 60 3 +2 +10 7 1 225 3 +4, +4, +2, +2, +0, +0 +2 +1 13 74 3 +2 +10 10 1 350 4 +5, +5, +2, +2, +0, +0 +2 +1 14 88 3 +2 +10 13 2 550 5 +5, +5, +2, +2, +0, +0 +3 +1 14 102 3 +3 +11 17 3 900 6 +5, +5, +2, +2, +0, +0 +3 +1 14 116 3 +3 +11 20 4 1,150 7 +5, +5, +2, +2, +0, +0 +3 +1 14 130 3 +3 +11 23 4 1,450 8 +6, +6, +3, +3, +0, +0 +3 +1 15 144 3 +3 +11 26 5 1,950 9 +6, +6, +3, +3, +0, +0 +4 +2 15 158 3 +4 +12 30 6 2,500 10 +6, +6, +3, +3, +0, +0 +4 +2 15 172 3 +4 +12 33 7 2,950 11 +6, +6, +3, +3, +0, +0 +4 +2 15 186 3 +4 +12 36 7 3,600 12 +6, +6, +3, +3, +1, +1 +4 +2 16 200 3 +4 +12 40 8 4,200 13 +6, +6, +3, +3, +1, +1 +5 +2 16 214 3 +5 +13 43 9 5,000 14 +6, +6, +3, +3, +1, +1 +5 +2 16 228 3 +5 +13 46 9 5,750 15 +6, +6, +3, +3, +1, +1 +5 +2 16 242 3 +5 +13 50 10 6,500 16 +7, +7, +4, +4, +1, +1 +5 +2 17 256 3 +5 +13 53 11 7,500 17 +7, +7, +4, +4, +1, +1 +6 +3 17 270 3 +6 +14 56 12 9,000 18 +7, +7, +4, +4, +1, +1 +6 +3 17 284 3 +6 +14 59 13 10,000 19 +7, +7, +4, +4, +1, +1 +6 +3 17 298 3 +6 +14 63 13 11,000 20 +7, +7, +4, +4, +1, +1 +6 +3 18 312 3 +6 +14 66 14 12,500 21 +7, +7, +4, +4, +1, +1 +7 +3 18 326 3 +7 +15 69 16 16,500 22 +7, +7, +4, +4, +1, +1 +7 +3 18 340 3 +7 +15 73 18 20,500 23 +7, +7, +4, +4, +1, +1 +7 +3 18 354 3 +7 +15 76 20 25,000 24 +8, +8, +5, +5, +2, +2 +7 +3 19 368 3 +7 +15 79 20 31,000 25 +8, +8, +5, +5, +2, +2 +8 +4 19 382 3 +8 +16 83 21 37,500 ATTRIBUTES DEFENCE OFFENSE RATINGS GIFFYGLYPH'S MONSTER MAKER PATREON.COM/GIFFYGLYPH COMBAT RANKS Paragons are a force to be reckoned with; they hit hard, have high defenses, act multiple times each round, and can shrug off effects that would bring any lesser creature to their knees. These are your big bosses, brutes, solos, and showstoppers—the big-bad usually waiting at the climax of an adventure: a mighty red dragon, a dominating elder brain, a bone-chilling skeleton queen, etc. To start building a paragon, either a) choose a combat level and look at the Paragon Templates table, or b) apply the Paragon Template below to any grunt. Paragons can threaten a variable number of enemies (typically