REALLY Low Level Monsters

keterys

First Post
Some people object to how tough creatures like goblins and kobolds can be at 1st level, or want something that's more of a step between a minion and a full fledged level 1 monster. These rules are for them.

The principle is very simple. Apply the rules for lowering level from the DM's Toolbox (DMG p174) to monsters of 1st or 2nd level until you make them 0th or -1st level. Assign them XP values of 75 and 50 respectively - this is technically a break from the standard xp progression. This is on purpose to compare more easily to the 25 XP Level 1 Minion and because the difference in hit points is a more noteworthy percentage of change than other level changes.

As a reminder, each level you decrease you decrease attacks and defenses by 1. For every 2 levels, you decrease damage by 1. Skills, ability checks, and initiative should be decreased by 1 at -1 level (and 1st if coming from 2nd, etc).

You also decrease hit points by an appropriate amount based on the role. Most 0th level monsters, should be Con Score + Role HP (Between 6 and 10), while -1st level monsters should be just Con Score. Multiply by 2 or 4 for elites or solos, if you choose to actually use them.

0th level monsters will now be referred to as 'Lesser' monsters, while -1st level monsters will be referred to as 'Minor' monsters.

This allows you to create an easier HP and XP progression between level 1 monsters and minions. For example, a Dire Rat is 100 XP and 38 hp, and a Giant Rat is 25 XP and 1 hp. A lesser dire rat is 75 XP and 28 hp, and a minor dire rat is 50 XP and 18 hp.

Let me know what you think. I really think this simple idea would be appreciated by an awful lot of people. To make it easier to grok, here are a whole bunch of examples applied to the Monster Manual:

Dire Rat, Goblin Blackblade, Goblin Warrior, Kobold Slinger, Kobold Skirmisher, Stirge

Lesser Dire Rat
Level 0 Brute
Medium natural beast
XP 75

Initiative +2
Senses Perception +5; low-light vision
HP 28; Bloodied 14
AC 14; Fortitude 14, Reflex 12, Will 10
Immune filth fever (see below)
Speed 6, climb 3

:bmelee: Bite (standard; at-will) * Disease
+3 vs. AC; 1d6 + 2 damage, and the target contracts filth fever (see below).

Alignment Unaligned
Skill Stealth +7
Str 14 (+2) Dex 15 (+2) Wis 10 (+0)
Con 18 (+4) Int 3 (-4) Cha 6 (-2)


Minor Dire Rat
Level -1 Brute
Medium natural beast
XP 50

Initiative +1
Senses Perception +4; low-light vision
HP 18; Bloodied 9
AC 13; Fortitude 13, Reflex 11, Will 9
Immune filth fever (see below)
Speed 6, climb 3

:bmelee: Bite (standard; at-will) * Disease
+2 vs. AC; 1d6 + 1 damage, and the target contracts filth fever (see below).

Alignment Unaligned
Skill Stealth +6
Str 14 (+1) Dex 15 (+1) Wis 10 (-1)
Con 18 (+3) Int 3 (-5) Cha 6 (-3)

. . .

Lesser Goblin Blackblade
Level 0 Lurker
Small natural humanoid
XP 75

Initiative +7
Senses Perception +1; low-light vision
HP 19; Bloodied 9
AC 15; Fortitude 11, Reflex 13, Will 10
Speed 6; see also goblin tactics

:bmelee: Short Sword (standard; at-will) * Weapon
+4 vs. AC; 1d6 + 2 damage.
Combat Advantage
The goblin blackblade deals an extra 1d6 damage against any target it has combat advantage against.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Sneaky
When shifting, a goblin blackblade can move into a space occupied by an ally of its level or lower. The ally shifts into the blackblade's previous space as a free action.

Alignment Evil
Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (-1) Cha 8 (-1)


Minor Goblin Blackblade
Level -1 Lurker
Small natural humanoid
XP 50

Initiative +6
Senses Perception +0; low-light vision
HP 13; Bloodied 6
AC 14; Fortitude 10, Reflex 12, Will 9
Speed 6; see also goblin tactics

:bmelee: Short Sword (standard; at-will) * Weapon
+3 vs. AC; 1d6 + 1 damage.
Combat Advantage
The goblin blackblade deals an extra 1d6 damage against any target it has combat advantage against.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Sneaky
When shifting, a goblin blackblade can move into a space occupied by an ally of its level or lower. The ally shifts into the blackblade's previous space as a free action.

Alignment Evil
Languages Common, Goblin
Skills Stealth +9, Thievery +9
Str 14 (+1) Dex 17 (+2) Wis 12 (+0)
Con 13 (+0) Int 8 (-2) Cha 8 (-2)


Lesser Goblin Warrior
Level 0 Skirmisher
Small natural humanoid
XP 75

Initiative +5
Senses Perception +1; low-light vision
HP 21; Bloodied 10
AC 16; Fortitude 12, Reflex 14, Will 11
Speed 6; see also mobile ranged attack and goblin tactics

:bmelee: Spear (standard; at-will) * Weapon
+5 vs. AC; 1d8 + 2 damage.
:ranged: Javelin (standard; at-will) * Weapon
Ranged 10/20; +5 vs. AC; 1d6 + 2 damage.
:ranged: Mobile Ranged Attack (standard; at-will)
The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack.
Great Position
If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it deals an extra 1d6 damage on its ranged attacks until the start of its next turn.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.

Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (-1) Cha 8 (-1)


Minor Goblin Warrior
Level -1 Skirmisher
Small natural humanoid
XP 50

Initiative +4
Senses Perception +0; low-light vision
HP 13; Bloodied 6
AC 15; Fortitude 11, Reflex 13, Will 10
Speed 6; see also mobile ranged attack and goblin tactics

:bmelee: Spear (standard; at-will) * Weapon
+4 vs. AC; 1d8 + 1 damage.
:ranged: Javelin (standard; at-will) * Weapon
Ranged 10/20; +4 vs. AC; 1d6 + 1 damage.
:ranged: Mobile Ranged Attack (standard; at-will)
The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack.
Great Position
If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it deals an extra 1d6 damage on its ranged attacks until the start of its next turn.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.

Languages Common, Goblin
Skills Stealth +9, Thievery +9
Str 14 (+1) Dex 17 (+2) Wis 12 (+0)
Con 13 (+0) Int 8 (-2) Cha 8 (-2)

. . .

Lesser Kobold Slinger
Level 0 Artillery
Small natural humanoid
XP 75

Initiative +3
Senses Perception +1; darkvision
HP 18; Bloodied 9
AC 12; Fortitude 11, Reflex 13, Will 11; see also trap sense
Speed 6

:bmelee: Dagger (standard; at-will) * Weapon
+4 vs. AC; 1d4 + 3 damage.
:ranged: Sling (standard; at-will) * Weapon
Ranged 10/20; +5 vs. AC; 1d6 + 3 damage; see also special shot.
Special Shot
The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot that hits deals normal damage and has an additional effect depending on its type:
Stinkpot: The target takes a -2 penalty to attack rolls (save ends).
Firepot (Fire): The target takes ongoing 2 fire damage (save ends).
Gluepot: The target is immobilized (save ends).
Shift (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.

Alignment Evil
Languages common, Draconic
Skills Acrobatics +8, Stealth +10, Thievery +10
Str 9 (-1) Dex 17 (+3) Wis 12 (+1)
Con 12 (+1) Int 9 (-1) Cha 10 (+0)


Minor Kobold Slinger
Level -1 Artillery
Small natural humanoid
XP 50

Initiative +2
Senses Perception +0; darkvision
HP 12; Bloodied 6
AC 11; Fortitude 10, Reflex 12, Will 10; see also trap sense
Speed 6

:bmelee: Dagger (standard; at-will) * Weapon
+3 vs. AC; 1d4 + 2 damage.
:ranged: Sling (standard; at-will) * Weapon
Ranged 10/20; +4 vs. AC; 1d6 + 2 damage; see also special shot.
Special Shot
The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot that hits deals normal damage and has an additional effect depending on its type:
Stinkpot: The target takes a -2 penalty to attack rolls (save ends).
Firepot (Fire): The target takes ongoing 2 fire damage (save ends).
Gluepot: The target is immobilized (save ends).
Shift (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.

Alignment Evil
Languages common, Draconic
Skills Acrobatics +7, Stealth +9, Thievery +9
Str 9 (-2) Dex 17 (+2) Wis 12 (+0)
Con 12 (+0) Int 9 (-2) Cha 10 (-1)


Lesser Kobold Skirmisher
Level 0 Skirmisher
Small natural humanoid
XP 75

Initiative +5
Senses Perception +0; darkvision
HP 19; Bloodied 9
AC 14; Fortitude 10, Reflex 13, Will 12; see also trap sense
Speed 6

:bmelee: Spear (standard; at-will) * Weapon
+5 vs. AC; 1d8 damage; see also mob attack.
Combat Advantage
The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Mob Attack
The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shift (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.

Alignment Evil
Languages common, Draconic
Skills Acrobatics +7, Stealth +9, Thievery +9
Str 8 (-1) Dex 16 (+3) Wis 10 (+0)
Con 11 (+0) Int 6 (-2) Cha 15 (+2)


Minor Kobold Skirmisher
Level -1 Skirmisher
Small natural humanoid
XP 50

Initiative +4
Senses Perception +0; darkvision
HP 11; Bloodied 5
AC 13; Fortitude 9, Reflex 12, Will 11; see also trap sense
Speed 6

:bmelee: Spear (standard; at-will) * Weapon
+4 vs. AC; 1d6 damage; see also mob attack.
Combat Advantage
The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Mob Attack
The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shift (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.

Alignment Evil
Languages common, Draconic
Skills Acrobatics +6, Stealth +8, Thievery +8
Str 8 (-2) Dex 16 (+2) Wis 10 (-1)
Con 11 (-1) Int 6 (-3) Cha 15 (+1)

. . .

Lesser Stirge
Level 0 Lurker
Small natural beast
XP 75

Intiative +7
Senses Perception +0; darkvision
HP 16; Bloodied 8
AC 14; Fortitude 11, Reflex 12, Will 9; see also bite
Speed 2, fly 6 (hover)

:bmelee: Bite (standard; at-will)
+5 vs. AC; 1d4 damage, an the target is grabbed (until escape) and takes ongoing 5 damage until it escapes. An attached stirge doesn't make attack rolls while grabbing a target and gains a +5 bonus to its AC and Reflex defenses.

Alignment Unaligned
Skills Stealth +8
Str 8 (-1) Dex 16 (+3) Wis 10 (+0)
Con 10 (+0) Int 1 (-5) Cha 4 (-3)


Minor Stirge
Level -1 Lurker
Small natural beast
XP 50

Intiative +6
Senses Perception -1; darkvision
HP 10; Bloodied 5
AC 13; Fortitude 10, Reflex 11, Will 8; see also bite
Speed 2, fly 6 (hover)

:bmelee: Bite (standard; at-will)
+4 vs. AC; 1d4 damage, an the target is grabbed (until escape) and takes ongoing 4 damage until it escapes. An attached stirge doesn't make attack rolls while grabbing a target and gains a +5 bonus to its AC and Reflex defenses.

Alignment Unaligned
Skills Stealth +7
Str 8 (-2) Dex 16 (+2) Wis 10 (-1)
Con 10 (-1) Int 1 (-6) Cha 4 (-4)
 

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fissionessence

First Post
Very interesting concepts. I didn't read through you examples, but it seems like this could be useful for creating more varied encounters for level 1 characters.

My players will be starting at level 6 since we're converting our 3.5 campaign, but I'll lock this idea away for if I ever run a 4E campaign starting at 1st level.

Oh, and I'm not really a big fan of the terms lesser and minor. I'd rather just stick with level 0 and level -1.

~
 

keterys

First Post
Honestly, I could be happier with the terms myself... but I do pretty much need _some_ terms for them.

I did list the level in the examples, however. I kinda wish I didn't have to, because something being level -1 is just a bit wrong, but eh well.

I, too, started at higher level, but yeah, it's aimed for people starting at 1st level (or "0th")
 

shadewest

First Post
This is great work as usual, Keterys. I kind of like the terms Lesser and Minor. I get a nostalgic 2e vibe from it. Anyway, this is what I was looking for in monsters. I wasn't starting 3E PCs at 4th level for a less swingy game. I did it to give my players a clear advantage over lesser enemies. Aside from minions, 4E chopped the floor off low level monsters, just like it did PCs. This method of adjusting monsters will do nicely.
 

WampusCat43

Explorer
Excellent idea. I'm setting up a change of pace side quest where the players actually play some of the NPC townsfolk, defending the town against an undead invasion (that the real PCs are hurrying back to subdue). I was going to have the foes be mostly minions, but some of these would be good 'boss' monsters without going to a full level 1 creature. Have you done these for skeletons or zombies?
 

keterys

First Post
No, but shouldn't be tough - let's see:

Lesser Skeleton
Level 0 Soldier
XP 75
Initiative +5
Senses Perception +2; darkvision

HP 21; Bloodied 10
AC 15; Fortitude 12, Reflex 13, Will 12
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 5

:bmelee: Longsword (standard; at-will) * Weapon
+7 vs. AC; 1d8 + 1 damage and the target is marked until the end of the skeleton's next turn. see also speed of the dead.
Speed of the Dead
When making an opportunity attack, the skeleton gains a +2 bonus to the attack roll and deals an extra 1d6 damage.

Alignment Unaligned
Str 15 (+2) Dex 17 (+3) Wis 14 (+2)
Con 13 (+1) Int 3 (-4) Cha 3 (-4)


Minor Skeleton
Level -1 Soldier
XP 50
Initiative +4
Senses Perception +1; darkvision

HP 13; Bloodied 6
AC 14; Fortitude 11, Reflex 12, Will 11
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 5

:bmelee: Longsword (standard; at-will) * Weapon
+6 vs. AC; 1d8 damage and the target is marked until the end of the skeleton's next turn. see also speed of the dead.
Speed of the Dead
When making an opportunity attack, the skeleton gains a +2 bonus to the attack roll and deals an extra 1d6 damage.

Alignment Unaligned
Str 15 (+1) Dex 17 (+2) Wis 14 (+1)
Con 13 (+0) Int 3 (-5) Cha 3 (-5)


Lesser Zombie
Level 0 Brute
XP 75
Initiative -2
Senses Perception -1; darkvision

HP 20; Bloodied 10
AC 11; Fortitude 11, Reflex 7, Will 8
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4

:bmelee: Slam (standard; at-will)
+4 vs. AC; 2d6 + 1 damage
:melee: Zombie Grab (standard; at-will)
+2 vs. Reflex; the target is grabbed (until escape). Checks made to escape the zombie's grab take a -5 penalty.
Zombie Weakness
Any critical hit reduces the zombie to 0 hit points instantly.

Alignment Unaligned
Str 14 (+2) Dex 6 (-2) Wis 8 (-1)
Con 10 (+0) Int 1 (-5) Cha 3 (-4)


Minor Zombie
Level -1 Brute
XP 50
Initiative -3
Senses Perception -2; darkvision

HP 10; Bloodied 5
AC 10; Fortitude 10, Reflex 6, Will 7
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4

:bmelee: Slam (standard; at-will)
+3 vs. AC; 2d6 damage
:melee: Zombie Grab (standard; at-will)
+1 vs. Reflex; the target is grabbed (until escape). Checks made to escape the zombie's grab take a -5 penalty.
Zombie Weakness
Any critical hit reduces the zombie to 0 hit points instantly.

Alignment Unaligned
Str 14 (+1) Dex 6 (-3) Wis 8 (-2)
Con 10 (-1) Int 1 (-6) Cha 3 (-5)
 



WampusCat43

Explorer
Whipped up a couple more for my game tonight:

Harry - Corruption Corpse Level 0 Artillery

Initiative +3 Senses Perception +3; darkvision
HP 16; Bloodied 8; see also death burst
Regeneration 5 (if the corruption corpse takes radiant damage, regeneration doesn’t function on its next turn)
AC 13; Fortitude 12, Reflex 10, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4

:melee: Slam (std; at-will) +4 vs. AC; 1d6 damage.

:ranged: Mote of Corruption (standard; at-will) ✦ Necrotic
Ranged 10; +3 vs. Reflex; 2d6 necrotic damage, and the target is weakened (save).

Death Burst (when reduced to 0 hit points) ✦ Necrotic
The corruption corpse explodes. Close burst 1; +3 vs. Fortitude; 2d6 necrotic damage.

Str 16 (+4) Dex 13 (+2) Wis 12 (+2)
Con 16 (+4) Int 4 (–2) Cha 3 (–3)


Leroy – Ghoul Level 0 Soldier

Initiative +8 Senses Perception +2; darkvision
HP 23; Bloodied 11
AC 16; Fortitude 13, Reflex 15, Will 12
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 8, climb 4

Claws (standard; at-will)
+7 vs. AC; 1d6-1 damage, and the target is immobilized (save ends).

:melee: Ghoulish Bite (standard; at-will)
Target must be immobilized, stunned, or unconscious; +5 vs. AC; 3d6-1 damage, and the target is stunned (save ends).

Skills Stealth +6
Str 14 (+2) Dex 19 (+4) Wis 11 (+0)
Con 15 (+2) Int 10 (+0) Cha 12 (+1)

Neither of these is totally RAW - I just set the HP to a number to be compatible with the others. The ghoul, being level 5 originally, took a lot of abuse, but is still probably the best of the bunch. Removed the aura on the CorCor as well.
 


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