I would add things in a consistent manner. All my monsters usually have:
- 2 saves minimum, usually determined by monster type or highest stats
- AC bonus equal to half its proficiency bonus. This could go up to +3, just like magical item bonuses
- One feat, or a custom ability about as powerful as a feat, to counteract player feats and keep MM readers on their toes
Also, for flavor in my homebrew I give critters these immunities and resistances:
Aberrations
Condition Immunity frightened
Damage Immunity psychic
Dragons
Condition Immunity frightened, stunned
Fey
Condition Immunity charmed
Undead
Condition Immunity charmed, exhaustion, frightened, paralyzed, poisoned
Damage Immunity necrotic, poisoned, psychic
No TPK yet, but also the players have not become unstoppable killing machines, even in a 13th level evil PC game.
I reallly like these options. They add additional challenge while making sense. And it certainly won't OP the monsters. As a DM, it can be quite difficult running a game against min/maxers. You just won't change people's playstyle so the solution will always have to be on the other side of the GM screen.
For example: our group is wrapping up a 4e adventure that took us from level 1 to level 12. Most of the players are min/maxing so the DM has had to challenge us the whole way through. We just got to the final boss of the adventure and it was supposed to be insanely difficult but our group handled it fairly well. The DM had to add poison auras to the enemies henchmen, a magical dais that held a crystal that was attuned to the lich's life and gave the enemy damage reduction, increased defenses, additional HP, and the ability to teleport at will. (Not trying to start a new debate about 4e mechanics or base encounter difficulties here)
Seems OP, right? Not in an 6 square radius room. Not when the wizard casts mass resistance. Not when the players are all starting with a +17 or higher hit roll. As players, you're forced to pull out the big guns. Good players know when not to. They will have been waiting for this situation to present itself. It's the DM's job make the players get creative. That's the inspiration of a challenging encounter. The DM can feel the rewards of the players enjoying themselves and giving great feedback. Hopefully everyone walks away from the gaming table with a memorable tale to tell for years later. (I have a fantastic memory of my halfling rogue having to jump down into a 60 foot pit to escape the unerring blades of two orcs. I knew the cleric had fallen down there and I literally shouted, "Catch me! Heal me!" as I lept! Saved my bacon it did! I held my move action until he could ready his heal spell for my inevitable collision with him. We still laugh about it 5 years later.)
Great solutions DB777. Falls right in line with my thoughts on DMing.