Chapter 7: Creating Monsters
Monsters are the lifeblood of the challenge players face! It’s literally in the name of the game! While there are a large number of monsters to choose from, they may not suite the needs of your campaign exactly. These rules explain how the existing monsters were created so you can confidently change them to fit your story or create new ones.
Types
A monster’s type is flavor to help you get a sense for the typical shape of similar monsters. Think of them as a categorization tool. They don’t include any mechanical benefits, but there are recommendations to the kinds of tags and signature moves that it may have.
- Beast
- Animals native to the material plane. Includes hybrid animals, like owlbears and griffons. They may have special vision or movement, but typically don’t have the
spicyorradiatestag and typically don’t have feats or techniques, or have the ability to cast spells. - Humanoid
- Creatures native to the material plane that form societies. They can have lineages and tags from those lineages, and may carry weapons or wear armor. They typically don’t have the
spicyorradiatestag. - Celestial
- Creatures native to the upper planes. They are usually benevolent, may carry weapons or armor, often deal radiant damage, and are often vulnerable to necrotic damage. They typically have the
extraplanartag. - Fiends
- Creatures native to the lower planes. They are usually selfish, may carry weapons or armor, often deal necrotic or fire damage, and are often vulnerable to radiant damage. They typically have the
extraplanartag. - Undead
- Creatures that have been brought back from the dead but not fully to life, like skeletons and zombies. They may carry weapons or armor, often have the
undyingorunrelentingtag, and are usually vulnerable to radiant damage. - Elemental
- Creatures from elemental planes or are manifestations of an element. They are always aligned to a specific element. They typically either have the
spicyorradiatestrait for their element, always deal damage of their specific element, are typically either resistant to, immune to, or absorb their element and often vulnerable to another appropriate element (fire vulnerable to cold, for instance). They typically have theextraplanartag. - Ooze
- Homogenous creatures made of jelly-like substances. They typically can’t talk, are are almost always have the
spicy,amorphous, andoccupiertags. - Aberration
- Creatures alien to the material plane, like an eldritch horror. Usually psychic and typically can cast spells and deal fatigue.
- Fey
- Creatures native to the feyrealm and deeply connected to nature. May carry weapons or armor and can typically cast spells.
- Dragon
- Big lizards, breath weapons, like gold, you know, a dragon. Typically flies and has a breath weapon of a given damage type based on their color (red for fire, white for cold, blue for lightning, etc…) with resistance to that damage type (and often vulnerability to another appropriate element). Older, more ancient ones, often lives in a lair they have control over.
- Construct
- Mechanical creatures. Typically can regenerate or have the
undyingorunrelentingtags. - Monstrosity
- Any creature that doesn’t fit into another type.
Tiers
Every monster is built from one of five tiers: Easy, Moderate, Hard, Very Hard, and Apex. A monster’s tier sets its baseline survivability, damage output, and action economy, and more.
| Tier | HP | AC | Abilities | Damage | Rank | Budget |
|---|---|---|---|---|---|---|
| Easy | 5 | 2/5/9 | 0 | 1d4 | 2 | 6 |
| Moderate | 8 | 3/6/10 | 3 | 1d6 | 3 | 10 |
| Hard | 16 | 4/7/11 | 6 | 2d6 | 4 | 13 |
| Very Hard | 30 | 4/8/12 | 9 | 2d8 | 5 | 18 |
| Apex | 52 | 5/9/13 | 14 | 2d10 | 7 | 24 |
- HP
- Base hit points, before +POWER is added.
- AC
- AC tiers (low/medium/high), before +CUNNING is added
- Abilities
- Ability points to spend. No ability can be higher than a monster’s Rank, and none can be lower than -5.
- Rank
- Monster equivalent to Prowess for PCs
- AP
- How many Action Points the monster can spend on a turn
- Budget
- Number of points to buy monster customization, for instance, size, speed, senses, tags, and signature moves. Some tags are rare; they can only be taken by monsters that are at least Hard tier.
- Damage
- The base damage the monster deals
Each monster tier also grants the monster a certain amount of AP,
| Tier | AP | Fatigue | Exhaustion |
|---|---|---|---|
| Easy | 3 | 3 | 2 |
| Moderate | 3 | 3 | 2 |
| Hard | 4 | 4 | 3 |
| Very Hard | 5 | 5 | 3 |
| Apex | 6 | 5 | 4 |
Roles
Two monsters of the same tier shouldn’t be the same monster. Roles let you specialize monsters within a tier. When you build a monster, pick a role for it:
| Role | Specialization |
|---|---|
| Standard | - |
| Sentinel | +1 to AC; lowered HP |
| Brute | −1 to AC; increased HP |
| Striker | Lowered HP; +1 damage die size |
| Berserker | −1 to AC; +1 damage die size |
| Controller | +2 to DCs; -1 damage die size |
| Weaver | Lowered HP; +2 to DCs |
| Hexer | −1 to AC; +2 to DCs |
| Stalwart | +1 to AC; -1 damage die size |
| Behemoth | Increased HP; -1 damage die size |
The HP Sentinels, Brutes, Strikers, Weavers, and Behemoths shift is based on the tier of the monster. The “Increased HP” and “Lowered HP” modifiers scale as follows:
| Tier | Lowered HP | Increased HP |
|---|---|---|
| Easy | −1 | 0 |
| Moderate | −1 | +1 |
| Hard | −3 | +2 |
| Very Hard | −6 | +5 |
| Apex | −9 | +9 |
Size
A monster’s size sets how far it reaches and how much room it fills. Small and medium creatures are free, creating a tiny creature will refund points you can spend on other customization options, large or greater costs points.
| Size | Reach | Space | Points |
|---|---|---|---|
| Tiny | 5 ft | 2½’x2½ | −1 |
| Small | 5 ft | 5’x5 | 0 |
| Medium | 5 ft | 5’x5 | 0 |
| Large | 10 ft | 10’x10 | +1 |
| Huge | 15 ft | 15’x15 | +2 |
| Gargantuan | 20 ft | 20’x20 | +3 |
Speed
| Movement | Points |
|---|---|
| 30 ft climb, swim, or | 1 |
| Flight, per 30 ft | +2 |
| +20 ft primary | +1 |
| -20 ft primary | -1 |
For any
Senses
Creatures by default do not have any special senses—to gain them, you buy them from your monster’s point budget.
| Sense | Points |
|---|---|
| Low-light vision | 1 |
| Darkvision | 1 |
| Blindsight or tremorsense ≤ 30 ft | 2 |
| Blindsight or tremorsense ≤ 60 ft | 3 |
| Truesight (rare) ≤ 30 ft | 3 |
| Truesight (rare) ≤ 60 ft | 4 |
Natural weapons, armor, and equipment
Most monsters have some form of natural weapons—claws, maws, maybe even psuedopods. These weapons can be used with any Strike or any appropriate weapon technique. Choose one of the weapons as their primary weapon: that gets the the full damage of their tier and role’s damage die. Every other natural weapon they have is a secondary weapon, and its damage die is 1 size smaller than the primary. Natural weapons can have properties and masteries just like equipped weapons. And just like equipped weapons, properties like agile and precise can be used to attack with Cunning or Focus. If you want to give a creature a specific weapon, like a bandit captain wielding a longsword, that’s fine, as long as the equipped weapons’ damage die does not exceed the tier and role’s damage die.
Monster AC is solely determined by tier, role, and tags. You can flavor it however you’d like, but monsters can’t mechanically benefit from wearing armor or wielding a shield.
Swarms
Sometimes one creature doesn’t pose quite the challenge you’d like, like a single insect, but many of them do! That’s where a swarm comes in! To build a swarm, you start out as normal: pick a monster tier, role, and size. Then, make the swarm at least one size category larger! A swarm of creatures has the following properties:
- They have 50% more HP than their base tier, but their AC is reduced by 1
- They resist physical damage
- They are immune to grappled, restrained, prone, and stunned
- They be healed or gain temporary
hit points - When it’s bloodied, it deals half damage
Other than those items, a swarm plays just like a single creature!
Tags
Tags turn a basic monster into something memorable. Each monster tier gets a budget to spend on customizing the monster: changing their size or giving them special movement or senses are common customizations, but more interesting are tags. There are two kinds of tags: common tags, which any monster can take, and rare tags, which can only be added to Hard or tougher monsters. Most tags give the monster some kind of advantage, however, some are weaknesses, which refund points to spend elsewhere: consider giving your monster a combination of each to make them interesting. Some tags can be taken multiple times, gaining the tag again each time it’s taken: these cannot be taken more times than a creature’s rank. They’re indicated by + or -- preceding their cost. It’s recommended that you use at least half of a monster’s total budget when building them, or they’ll feel under-powered for their tier.
| Cost | Tag | What it does |
|---|---|---|
| Common | ||
| --2 | Frail | |
| --2 | Meek | -1 damage die size |
| -1 | Photophobic | − |
| --1 | Vulnerable | Vulnerability to one damage type |
| 0 | Mindless | Immune to charmed and frightened, but drops Focus by -5. |
| 1 | Draining | Heals half the HP it deals with melee attacks, rounded up |
| +1 | Minor Condition Immunity | Immune to one minor condition |
| 2 | Aggressive | |
| +2 | Armored | +1 to AC |
| 2 | Escape Artist | Disengage and Hide cost it 1 less AP |
| 2 | Flyby | Leaving a creature's reach doesn't trigger reactions |
| 2 | Grappler | Half |
| 2 | Major Condition Immunity | Immune to one major condition |
| 2 | Reinforcements | Spend 2 Doom to summon a number of Easy tier allies equal to its Rank |
| +2 | Resistant | Resistance to one damage type |
| 2 | Undying | Spend 2 Doom to drop to |
| 2 | Unrelenting | Spend 2 Doom to clear its exhaustion and reset its |
| +2 | Vicious | +1 damage die size |
| 3 | Bursting | When it dies, creatures within twice its reach must make a Cunning save (DC Rank). On a miss, they take double its base damage, and on a weak hit, they take half damage |
| 3 | Pack | Advantage on attacks when an ally is next to its target |
| 3 | Spicy | A creature that hits it with a melee attack or starts its turn touching it takes 1d6 of its damage type |
| 4 | Bloodthirsty | +2 to damage |
| Rare | ||
| +1 | Regenerative | Heal |
| 3 | Fadeward | +2 to its saves against spells |
| 3 | Incorporeal | Moves through creatures and objects as difficult terrain |
| 3 | Lair | Spend 2 Doom to activate their lair. All hostile creatures must make an appropriate save (DC Rank). On a miss, they take primary damage and a major condition; on a weak hit, half damage and a minor condition. This can also reshape the lair, changing the layout, topography, or other physical traits of the lair. |
| 4 | Ancient | |
| 4 | Devastating Condition Immunity | Immune to one devastating condition |
| +4 | Immune | Takes no damage of one type |
| 4 | Legendary | Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit. |
| 4 | Radiates | Every creature in reach takes 1d6 of its damage type each turn |
| 4 | Reactive | One reaction per player turn instead of one per round |
| +5 | Absorbent | Damage or |
There’s another kind of tag, narrative tags, that don’t have any direct effect on a monster’s stats or combat prowess but give flavor to the monster. You can add as may of these as you’d like, or create your own: they do not cost any points from your budget.
| Trait | What it does |
|---|---|
| Abductor | Moves at full |
| Amorphous | Can move through spaces as narrow as 1 inch without squeezing. |
| Amphibious | Can breathe both air and water. |
| Aquatic | Can only breathe underwater. Suffocates if removed. |
| Besieger | Deals double damage to objects and structures. |
| Climber | Can climb difficult surfaces, including ceilings, without a check. |
| Extraplanar | Reforms on home plane in 1d4 days when killed outside it. |
| Freediver | Can hold its breath for up to 1 hour. |
| Icewalker | Ignores icy/snowy difficult terrain. |
| Illuminated | Emits bright light to twice its reach, dim light beyond. |
| Immutable | Cannot be polymorphed or shape-shifted. |
| Jumper | Jump distances are doubled. |
| Occupier | Can enter and share another creature's space. |
| Shapeshifter | Can assume the appearance of any creature or object it has seen of similar size. Mechanical stats are unchanged. |
| Tunneler | Leaves a tunnel when burrowing. |
| Webwalker | Ignores web movement restrictions. Senses web contacts. |
| Workhorse |
Signature Moves
A signature move is a monster’s superpower—think a dragon’s breath or a Balor dragging you to it with its flaming whip. Signature moves are bought using a monster’s budget. A signature move that can inflict up to a major condition costs 2 points, one that can inflict a devastating condition costs 4 points and can only be added to Hard tier monsters or harder.
To design a signature move, consider the following:
- Is it something they do on their turn, or as a reaction to something happening? If it’s something they do on their turn, is it something easy for them to do (
1 AP ), something that requires a little effort (2 AP ), or a lot of effort (3 AP ). Typically anything more than just a Strike should require at least2 AP - How much
fatigue does it cost? If it requires more effort than a basic Strike, it should costfatigue to accomplish. - Does it apply a condition? If so, make sure it pays the
fatigue cost of the condition it applies based on conditions table (see below): the statedfatigue for a single creature, plus statedfatigue cost again for each 2 additional creatures it’s likely to affect. - Is it done in melee or at range?
- What damage type does it do?
- Is this something that’s based on the attacker’s ability to hit the creature (
attack roll ) or the defender’s ability to avoid the effect (saving throw )? If asaving throw , it must have a tiered success for miss versus weak hit. Attack rolls can have tiered success, too, but often won’t. - What ability does it use?
Then give it a name and a description! A basic Signature move starts by targeting a single creature. If it deals damage, it either deals your primary damage or your secondary damage (your choice). You can add a single amplifier to change aspects of signature move:
- Spike
- +1 damage die size
- Spread
- Attack multiple creatures. -1 damage die size. Look at targeting charms to get a sense of AP and fatigue cost for different attack shapes and sizes
- Shove
- Push the target up to 30 ft away or pull them up to 30 ft towards the attacker
You can also gate signature moves or make them more powerful. You can add an additional amplifier, or reduce the point cost of the move by 1 (minimum 1, does not change Hard gating), by adding 2 recharge or 1 doom to the move per additional amplifier or point reduction. Moves with recharge countdown after their use: at the start of each round after their use, the countdown is reduced by 1, when it hits 0, it can be reused. If a signature move would cost more than
| Tier | Conditions | Description | Fatigue |
|---|---|---|---|
| Minor | hastened, prepared, prone, protected, restrained, slowed, sundered | Single-stat shift, self-clearable, or micro-buff | 1 |
| Major | blinded, charmed, doomed, empowered, frightened, impaired, inspired, invigorated, invisible, quickened, weakened | Persistent mechanical shift with no self-clear, but still allows actions | 2 |
| Devastating | petrified, stunned, unconscious | Full action denial | 4 |
Spellcasting & Technique
You can also use a monster’s points to buy spellcasting and techniques.
For spellcasting, choose a
Techniques work in a similar way. For every two points, a monster gains a number of techniques equal to its Rank, and cannot take rare techniques unless it’s Hard tier or harder.
Building Encounters
Building encounters is pretty straight
| Tier | Challenge Rating | Treasure |
|---|---|---|
| Easy | ½ | 3g |
| Moderate | 1 | 15g |
| Hard | 2 | 75g |
| Very Hard | 4 | 300g |
| Apex | — | — |
For each monster included in the fight, add up the their treasure count: this is the total value the party should receive for defeating the encounter, usually dolled out as 40% gold and gems, 40% crafting material, and 20% consumables.
Apex monsters work a little bit differently, think of them as narrative centerpieces, things that will have you and your players recounting the story of their success, or defeat, later. They’re designed as very challenging single-monster encounters for an entire party of four. Apex creatures typically have the Legendary tag and a good number of Doom powered signature moves to chew through their high AP,