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Mike Mearls Games
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Monsters Aren't Characters

If we want to build a more robust system for balancing encounters and creating monsters, we need to stop treating monsters like characters.

'We have that system already. It exists in the core rulebooks. To advance the art, we need to try a new method. I'd like to stop treating monsters like characters. That means the following:

Under this approach, we have three tiers of monsters that fit into 5e's standard approach of three round battles:

Here is what a regular looks like. In my next post on monsters, I'll break down the math behind these critters and how you can use a similar tool to balance material for your own campaign.

Here's a regular:

Orc Warmonger

Medium humanoid (orc), typically chaotic neutral

Armor Class 12 (hide)

Speed 30 ft.

Saves and Checks: Str +3, others +0

Melee Attack Bonus: +5 battle axe, slashing damage

Ranged Attack Bonus: +3 light crossbow, range 80/320 ft., piercing damage

·         Level 1: 10 hit points, 1d6 damage

·         Level 2: 16 hit points, 1d8 damage

·         Level 3: 22 hit points, 2d6 damage

·         Level 4: 28 hit points, 2d10 damage

Darkvision 60 ft.

Call to Glory: Each time an orc that this creature can see is slain, it gains a +1 bonus to attack and damage rolls on its next turn.

And here is a minion:

Kobold Swarmer

Small humanoid (kobold, minion), typically neutral

Armor Class 13 (natural)

Hit Points 5

Speed 30 ft.

Saves and Checks: Dex +3, others +0

Melee Attack Bonus: +0 short sword, piercing damage

Ranged Attack Bonus: +3 sling, range 30/120 ft., bludgeoning damage

·         Level 1: 1d4 damage

·         Level 2: 1d8 damage

·         Level 3: 1d10 damage

·         Level 4: 2d8 damage

Darkvision 60 ft.

Shifty Bugger: At the start of a turn, a kobold swarmer can use its reaction to move up to 10 feet without provoking an opportunity attack.

And finally, an elite designed to lead other monsters:

Blood Forest Battle Mage

Medium humanoid (elf, elite), typically lawful evil

Armor Class 14 (scale)

Speed 30 ft.

Saves and Checks: Str +3, Dex +4, Con +0, Int +3, Wis +3, Cha +2

Melee Attack Bonus: +5 scythe, slashing damage

Ranged Attack Bonus: +6 longbow, range 150/600 ft., piercing damage

·         Level 3: 105 hit points, 1d8 damage

·         Level 4: 132 hit points, 1d10 damage

Spell Shaper: This creature can reduce the damage its spell does to a creature to 0.

Actions

·         Attack: This creature makes two melee or two ranged attacks.

·         Issue Orders: Up to two regular monsters or up to four minions that can hear this creature may make one melee or ranged attack each.

·         Cast a Spell: Burning hands (1st level, save DC 13), thunderwave (1st level, save DC 13) usable once per day each (NB: final draft will replace references to spells with full mechanics needed to manage an effect.)

Counter

This creature makes a melee or ranged attack against the creature that just took its turn, or up to two minions or one regular that can hear it may attack that creature.


More Creators