D&D 5E How would you improve monsters?

I don't see a problem with monsters having spell like abilities that say things like
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With A5e adding rare spells it makes even more sense for a lot of breath weapons spell like abilities & so on to reference "the spell xyz" since it can be done without needing to include "works like... but altered like so"

I also would like to see a return of the old Ex/Su/M tags as those told you if an ability provoked an AoO in a couple characters & how it interacted with spell resistance, antimagic fields, & so on.
 

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You're given carte blanche to redo the Monster Manual from scratch, with the caveat that you have to keep the same monsters.

What do you do? What changes do you make?

I'm going to pick on the kobold because it does a good job illustrating what I'd change about monsters.

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1. Superfluous Stats & Wasted Space
For starters, the Urd / Winged Kobold stat block is pretty much superfluous because it's so similar to the baseline kobold. I'd start by nixing that, and instead mention somewhere in the monster lore "fly 30 feet" and be done with it.

Additionally, the Kobold stat block has an empty space right of AC, HP, and Speed. I'd utilize this space either by (1) rearrange the layout to use the shield icon for AC, a circle around hit points, and a diamond (or other icon) around speed; or (2) include some descriptors such as "smells like wet dog" for the DM to hang his or her own physical descriptions of the monster on; or (3) moving Senses, Language, and Challenge there.

More broadly, we see tons of replication of features throughout the Monster Manual (e.g. Sunlight Sensitivity and Pack Tactics). While that sort of repetition is useful for database creation – where the original context may be lacking – for book presentation, it might be simpler to have a Kobold Traits section right up front (see below) and then the various kobold types written up as smaller stat blocks (without replicating those common kobold traits).

KOBOLD TRAITS
Small humanoid (kobold), lawful evil
Senses darkvision 60 ft., passive Perception 8
Languages Common, Draconic

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

2. Follow Through on the Lore
There are two things mentioned in their lore – they are all about strength in numbers & they are trap builders – which get little representation beyond Pack Tactics. Instead, I would include something like Lair Actions for an entire kobold clan (see below) and I would include a d8, d10, or d12 list of kobold traps which would get short descriptions on the following second page.

KOBOLD CLAN LAIR ACTIONS
Lair Actions are appropriate when kobolds are encountered in an undeground environment they've occupied for a long time and have had the opportunity to set traps of all kinds. Once per combat round at initiative count 20 or as a reaction, the kobold clan can use a lair action. Note, however, that this cannot break the rule of one reaction per creature.

Activate Trap: A kobold activates a previously dormant trap, such as tripping a tripwire, depressing a pressure plate, or triggering a rockfall.
Guerilla Tactics: Against a prone enemy or an enemy granting advantage to the kobold's attacks, three kobolds move up to 15 ft and attack that enemy, then withdraw without provoking opportunity attacks from the enemy they attacked. If the kobolds were hidden before moving and end their turn with cover they can make Stealth checks to resume hiding.
Tunnel Scatter: When a kobold dies to an area effect, all kobolds that would also have been caught in the area effect may use their reaction to move 30 ft. If the kobolds end their turn with cover they can make Stealth checks to hide. Common sense should be applied regarding the effect's point of origin and whether kobolds are inevitably caught in the path or have a chance to evade.

KOBOLD TRAPS (D12)
  1. Cave-In
  2. Cobalt Oil Passage
  3. Crawlies Trap Door
  4. Hanging Adventurer Corpses
  5. Monster Bait
  6. Pit Trap, Net, Net Trap, Pit
  7. Rusty Chute of Doom
  8. Skull-Skull Gauntlet
  9. Sneaky Deadfall
  10. Steel Jaw Neck-Snapper
  11. Tripwire
  12. Wishbone Trap

3. MORE ATTENTION TO WEAKNESSES
Kobolds are "craven" and suffer "Sunlight Vulnerability." A bit more needs to be said about these in an "Encounters with Kobolds" section (which should also cover their tactics).

When do they flee? Kobolds should be running most of the time unless they have overwhelming advantage. Overtly stating what the kobold brand of guerilla fighting looks like would be good. Also, if there are particular monsters (e.g. cave fishers) or things (e.g. magical lights) that kobolds fear, that should be mentioned as that's something players could leverage.

One of the problems with Sunlight Sensitivity is that it's really hard – barring a few spells – for that to be an option for players to exploit. This can be addressed both in terms of encounter design (e.g. including shafts to the surface which can be broken open to spill light into the tunnels) and in the way Sunlight Sensitivity is written (e.g. allowing bursts of bright light to temporarily blind or frighten or repel kobolds).

4. ENCOUNTER BUILDING SECTION
I want to know that kobold pressure plates are usually designed to go off only when 50+ pounds are placed on them, allowing kobolds to scurry across in single file without triggering the plate. That's valuable encounter building information.

I want to know the typical "kobold scouting party" composition in terms of how many regular kobolds, how many slingers, any inventors or trapsmiths, and so forth. Or at least an understanding of how the different types of kobolds contribute to their tactics. Based on their stats, I'd assume darkness and herding into hazards/traps plays a big part in their tactics, but the MM make no mention of it.

I also want to know how kobolds talk, including a quick example of their "yip-yap" speech pattern (in text this can just be a quote, while on a database it could be a sound byte), and what speaking with a kobold / parlaying with a kobold clan is like.

And I want to know what kobold society is like. What do kobolds value? What do they view as bad or undesirable? This isn't just for world-building and adventure design, but can be directly relevant to portraying kobolds in a non-combat encounter.

Potentially a random table pertaining to role-playing a kobold would be appreciated, if there were space. Or it could merge some of those things I mentioned about what talking to kobolds is like and what kobolds value.

5. VARIATIONS ON THE THEME
For sentient monsters that are typically encountered in large groups – most of the classically evil-aligned humanoids – I think there can be ways to introduce more variety without necessarily going the full-blown stat blocks route (which eats up page space).

One way to handle this is the separation of universal kobold traits from the stat blocks which focus on interesting unique things that kobold commandos, kobold dragonshields, kobold master trapsmiths, kobold slingers, and kobold wyrmpriests can do. It saves some space, but not enough to include all these variations on a two-page monster spread.

Another option I'm borrowing from an old post of mine (The Neglected Kobold) which lays out the essence of the "monster themes" ideas. The issue here is ease-of-use because, for example, running a Kobold Slinger, expects the DM to either do additional maths on the fly or write up some shorthand stats for the Kobold Slinger during prep.

You can customize kobolds with the following themes. Giving a kobold a theme increases its CR to 1/4.

Kobold Commando: (Increase CR to 1/4) Increase HD to 3d6-3 (7 hit points). Increase Intelligence to 9 reflecting more organized guerilla tactics. Gain the "Assassinate" trait granting the kobold advantage on attacks against creatures that haven't taken their turn in combat yet, and any hit scored against a surprised creature is automatically a critical hit. Replace dagger with a short sword (1d6+2 piercing damage).

Kobold Dragonshield: (Increase CR to 1/4) Increase HD to 3d6-3 (7 hit points). Equip with chain shirt and shield (AC 16), and a special finesse polearm that increases melee attack reach to 10 ft (damage remains 1d4+2). Add the "Protection" trait: When a creature the kobold can see attacks a target other than the kobold within 5 feet, the kobold can use their reaction to impose disadvantage on the attack roll using their shield.

Kobold Master Trapsmith: (Increase CR to 1/4) Increase HD to 3d6-3 (7 hit points). Increase Intelligence to 9 reflecting better understanding of trap mechanics and strategic placement, and increase Dexterity to 16 (AC 13, Stealth +5, attack and damage +1). Gain proficiency in Thieves' Tools. Equip with 4 caltrops and thieves' tools. Gain the "Trap Savvy" trait: The kobold adds its proficiency bonus (+2) to all checks involving crafting, detecting, disarming, or identifying traps. Additionally, the kobold's movement does not trigger pressure plate or tripwire-triggered traps it is aware of.

Kobold Slinger: (Increase CR to 1/4) Increase Dexterity to 16 (AC 13, Stealth +5, attack and damage +1), and increase HD to 3d6-3 (7 hit points). Gain 4 pieces of sling ammunition chosen from the following:
Fire shot: This bullet is made of a wad of wax encasing sulfurous compounds which ignite upon impact. The target hit takes 1d4+2 fire damage and is lit on fire, sustaining 1d4 fire damage until the fire is put out.
Monsterbait shot: This bullet is made of wax encasing a disgusting blend of offal and monster pheromones. The target hit takes 1 bludgeoning damage and is marked by stinky pheromones which attract a certain type of monster, such as carrion crawlers. The pheromones can only be removed by a thorough bath. Until then, monsters of that type preferentially target hat character and are twice as likely to be encountered randomly.
Rust shot: This bullet is made of wax encasing ground rust monster antennae, and deals just 1 bludgeoning damage. Instead, when used against a nonmagical ferrous object not worn or carried by a creature, it destroys 1 cubic foot. When used against metal armor or a metal shield, it reduces the armor/shield by -1 AC permanently and cumulatively.
Sticky shot: This bullet is made of wax encasing a foul green adhesive, and deals no damage. Instead the target hit is immobilized until they take an action to break free (Strength DC 11), apply universal solvent (or similar magic), or wait 5 minutes.

Kobold Wyrmpriest: (Increase CR to 1/4) Increase HD to 3d6-3 (7 hit points) and Intelligence to 12. Cast spells as a 2nd level caster, with Intelligence as the spellcasting ability (spell attack +3, spell save DC 11). Cantrips known - fire bolt; 1st level spells known (3 slots) - bane, bless, burning hands, dissonant whispers.
 
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Structure and Indexing.

Alphabetical listing on a front page and in the Index with page numbers of each individual Monster.

The Content page(s), however, are structured by collective groupings.
Section 1: Settings -the idea here is that each "Setting" is a mini-section of an adventure that could be used, whole cloth or individual pieces, let's say, like, 3 possible distinct encounters per "setting." This section could conceivably be organized from "easier" lower level settings to higher.
  • The Mysterious Mine: Bats (giant, swarm), Carrion Crawler, Green Slime, Kobold (slinger, sticker, lizard rider, shaman, chief), Lizard (giant, poisonous or whatever kinds), Ogre, Rust Monster ...just as example, not intended as a definitive/exhaustive list.
  • The Forbidden Forest: Bear (brown, black) Boar, Harpy, Owl (giant), Owlbear, Pseudo-dragon, Treant.
  • The Gruesome Graveyard: a bunch of undead, carrion eating critters, creepy things (Hangman's Tree, Rot Grubs, Stirges, etc...)
  • "The Raiders Stockade, The Secret Sewers, The Border Keep (for different human NPCs and "normal" things like different horses, hounds, etc...)" and so on.
Section 2: Terrains - This section is really just a bunch of creatures that are going to be found in a particular place and not really going to be seen elsewhere. Yes, sure, you can take something from here and insert it into one of the earlier Settings (take a Black Dragon and make it the big bad evil tainting "the Forbidden Forest," sure). But, by and large, these need to be somewhere environmentally appropriate for them:
  • The Icy Tundra: Bear (polar, cave), Elk, Frost Giant, Remorrhaz, Ice Troll, White Dragon, Winter Wolf, what have you.
  • The Sickening Swamp: Alligator (normal, giant), Bullywugs, Snakes, Lizardmen, Shambling Mound, Black Dragon, deadly vegetation, giant insects, etc...
  • The Mountain Pass: Dwarves, Griffon, Manticore, Orcs, Stone giants, etc...
  • "The Sylvan Wood, The Desert Dunes, The Swelling Tide," and so on.
Section 3: Unknown Places -extraplanar things. Think you get the gist by now.
  • The Plane of Fire
  • The Celestial Realm
  • "The Fiendish Wastes, The Faerie Land, The Plane of Shadow," and so on.
Sidebars are supplied throughout with Examples/Options/Suggestions for relevant Trap ideas, Environmental Hazards, and potential Treasure to be found.

Granted, it would have to be a positively MAAAAASSIVE book to cover all things in D&D. But, then, there's not reason EVerything would all need to be in a single book. I'd think a series of...probably 3 volumes should suffice.

So, yeah. That could be a fun way to do the book.
 


First, gotta second (and third, and fourth, and fifth) that 4e should be a major source of inspiration.

Second: Each monster should have at least 3 abilities and at most 6 abilities (maybe more that are purely utility). Name some abilities and give them levels like spells if they seem magical so the counterspeller can have their fun. Abilities should also be of at least two action types (action, bonus action, reaction) so they can actually USE all of their stuff. Maybe add bloodied back in as a "Cannot be used while bloodied/Can only be used while bloodied/Charges on bloodied" type thing for battle pacing.

Third: Consider legendary variants. Seems weird that legendary creatures have two unique resources (resistances and actions) but they're always in threes. A legendary goblin boss with one legendary action and one legendary resist seems like a totally viable option (though I'd also nerf what legendary resist is, possibly making something like "this many rerolls after failed saves.")

Fourth: Add variation through tables. I'd say the easy ones are environment (including lairs), treasure (or otherwise loot-the-bodies), unique abilities, and maybe variations for 4e style roles. These are mainly things for replayability. Consider the goblin:

Environmental factors:
1. Forest: Hidden walkways in the trees to move at a fast pace.
2. Forest: Cages made of sticks. DC12 to spot and dodge. AC8, 10hp.
3. Plains: Pitfalls dug and shoddily covered ahead of time.
4. Mountains: Rolling Boulder Trap. Requires action to set off.
5. Caves: Load-bearing supports. If the supports take x damage or are intentionally hit with a hammer 15ft of ceiling collapses.
6. Caves: Full of tunnels that only a small-sized creature can fit through.

Treasures:
1. d6 arrows.
2. d4 silver pieces.
3. A scimitar in good condition.
4. An angry rat in a pouch.
5. Some primitive cheese.
6. A gold piece.

Goblin Variants:
1. Poisoned Arrows: Ranged attacks deal an additional d4 poison.
2. Sadistic: Goblins always make one attack against an opponent that has been reduced to 0hp.
3. Feral: Goblins do not make ranged attacks but can leap 10 feet as a free action before making a melee attack.
4. From the Shadows: A goblin that doesn't move has advantage on its stealth check during that turn.
5. The Hornet's Nest: A single goblin can hurl a beehive. The bees attack indiscriminately starting with whoever is closest.
6. Nocturnal: This goblin has disadvantage on saving throws while in bright light.

Roles:
1. Minion: This creature always rolls the minimum amount on its hit dice but never takes damage from failed saves or missed attacks.
2. Skirmisher: This creature has +2 AC and +1 to hit in melee.
3. Brute: This creature has an additional damage die on melee attacks and always rolls the maximum amount on its hit dice.
4. Artillery: This creature has +1 to hit on ranged attacks.
5. Solo: This creature has double its maximum HP and rolls initiative twice in combat (once at its initiative roll and once at its initiative roll -10.) Once its HP are reduced to half remove one of its turns.
6. Leader: This creature gains one use of legendary resistance and one legendary action per round that can be used to make a weapon attack, move up to half its speed, or allow an ally to move up to half its speed to a position where it stands between the leader and a hostile creature. If any morale type rules are in effect creatures within 30ft of the leader have advantage on morale checks.

I could also see a table for rumors that says "Choose two to be true and one to be false." or something like that for the type of more solo monsters that a player character might research like Vampires or Liches.

Fifth would probably be a one-sentence of how to best run them ala The Monsters Know What They're Doing or the tactics from 4e statblocks.
 

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