Do ability scores modify saves/attacks when creating monsters?

Wisdom Penalty

First Post
I'm sorry if I'm missing something, but I just can't figure this one out.

In the DMG, we have a table showing what defenses, attacks, etc. a certain monster should have (based largely on level and role). All well in good.

In the text, the DMG discusses how ability scores modify these numbers.

But then, in the MM, this doesn't seem to be happening. There are defenses and ACs in there that don't make any sense (to me) based on the DMG table.

So...let me just put this in simple terms:

I have a Level 3 Brute I'm making. I want to know what his AC is.

The DMG tells me: Level + 12.

So we're looking at an AC 15 (12 + 3). Fine.

But now I turn to check out his Int/Dex (let's say he's in light armor), and I have an Int 12 (+1) and Dex 16 (+3).

So now his AC is: AC 18 (12 + Level + Dex modifier).

Or is it?

Does armor/shield even matter?

(Just by way of example, the Goblin Skullcleaver is a Level 3 Brute with an AC 16. How was that derived?)

Just curious. Any help is most appreciated.

Thanks,
WP
 

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What the DMG says (p. 184) is that a monster's defense is 12 + level if the monster has an average ability score for it's level. If the governing ability score is higher or lower than the average for it's level, increase or decrease the defense as applicable.

In your example, an average level 3 brute has a 16 as it's highest in the Dex/Int pair (unless Dex/Int is it's attack stat). Since your Brute has a 16, you don't need to modify it's Reflex or AC from what's listed in the table (15).

If you'd decided to give him an 18 Dex, he'd get a 16 Reflex instead, because 18 Dex is two points higher than usual for a level 3 monster.

The DMG doesn't specify armor applying directly. My guess is that some form of armor, thick hide, or other protection is assumed into the baseline AC calculations in the chart. If your monster is wearing heavier armor than usual for his kind, it might make sense to boost his AC by an appropriate amount. (As usual, if the little boosts you're giving a creature start piling up across the board, consider treating it as a higher level).
 

What the DMG says (p. 184) is that a monster's defense is 12 + level if the monster has an average ability score for it's level. If the governing ability score is higher or lower than the average for it's level, increase or decrease the defense as applicable.

Yep. And even then, since the DMG monster rules are only guidelines, you can tweak its defenses/attacks up or down as you see fit. Lots of monsters in the MM are done this way.
 

But then, in the MM, this doesn't seem to be happening. There are defenses and ACs in there that don't make any sense (to me) based on the DMG table.

You can use the DMG tables as a baseline. After that, tweak the numbers up or down as you desire. (see my post above)
 

Thanks. Love the ability to tweak.

What I've found myself doing is really mucking withe defenses, in particular. I don't like the fact that, with most MM entries, the Defenses are all within 1-2 of each other. I'd much rather have a "weak spot" and a stronger one to balance it out.
 

Well, if you really want a weak spot, maybe going with a max 2 modifier system will work (basic GM rule in the books for 4E, a modifier of 2 usually does not upset anything and can represent a lot)

So if the monster is particularly strong willed, instead of having a set of defenses like a goblin underboss : AC 18, Fort 17, Ref 15, Will 16... change them to maybe : AC 18, Fort 17, Ref 13, Will 18...?

Up will by 2 and down reflex by 2
 


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