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5e Monster Stats by Level (not CR)
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<blockquote data-quote="NotAYakk" data-source="post: 9012640" data-attributes="member: 72555"><p>A sketch of a possible system. Needs a balance pass and details.</p><p></p><p><strong>Level</strong>: Monsters in this system have a Level. The idea is that a level 10 monster is to a level 10 PC as a Level 1 monster is to a Level 1 PC.</p><p></p><p><strong>Tier</strong>: Level 1-4 is Tier 1, 5-10 is Tier 2, 11-16 is Tier 3, 17-20 is Tier 4, 21-23 is Tier 5, 24-26 is Tier 6, 27-29 is Tier 7 and 30 is Tier 8.</p><p></p><p><strong>Elite</strong>: Monsters can be Elite(N). An Elite(2) monster is "two times as wide" as a normal monster of the same level, while an Elite(5) is "five times as wide".</p><p></p><p>Elite monsters add their proficiency bonus to their AC and saving throws, and add (N-1) to their attack attribute.</p><p></p><p>Elite monsters gain (N-1) special abilities.</p><p></p><p>An Elite(N) monster has (N-1) Paragon actions per turn. A Paragon action is a kind of Legendary action.</p><p></p><p>Your damage budget on a Paragon action is 1/2 of a normal monster's damage budget.</p><p></p><p>When you take a Paragon action you can make a save against an effect a save can end, but suffer no consequence if you fail. If there is an effect that a save cannot end but had an initial save, you can reroll that initial save; you suffer no consequences if you fail, but if you succeed you can choose to end the spell on you and suffer the consequences of a successful save instead.</p><p></p><p><strong>Baseline</strong>: To build a monster, you start with a baseline monster. Then you add two templates (you can pick the same one twice) and 1 special ability per tier.</p><p></p><p>Damage: 4+Level</p><p>Attacks: 1 per tier</p><p>HP: 5+5*level</p><p>Attack Attribute: 12 + level</p><p>Other Attributes: To taste</p><p>Proficiency: 2 + (Level-1)/4 rounded down</p><p>AC: 10+Level/2</p><p>Movement speed: 30'</p><p></p><p>Range damage is 1/2 of melee damage if it has it.</p><p></p><p>You can combine or divide attacks into bigger ones if you want (ie a level 11 creature gets 3 attacks at 15, or one at 45).</p><p></p><p><strong>Templates</strong></p><p></p><p><strong>Brute</strong>: +level*2 damage, +5+level*5 HP</p><p><strong>Soldier</strong>: +5 AC, +2+level*2 HP, proficiency in all saves</p><p><strong>Sniper</strong>: Range damage is not halved melee is instead, +level damage</p><p><strong>Skirmisher</strong>: +level*2 damage, +10' movement speed per tier, +3 AC, proficiency in dex saves</p><p><strong>Artillery</strong>: Ranged damage is AOE (10' radius per tier)</p><p><strong>Leader</strong>: +5+level*5 HP, gets 2 extra special abilities</p><p></p><p><strong>Special Abilities</strong>:</p><p></p><p><strong>Spellcasting</strong>: Pick 1 spell of level Tier+1, 2 spells of level Tier and 3 spells of level Tier-1 or lower. You can cast each once. (for lower level spells, feel free to make them at-will).</p><p></p><p><strong>Crippling Attacks</strong>: When your attack hits it causes a condition. Use an appropriate attribute for the save DC (it should be similar to your attack attribute).</p><p></p><p>Most effects should offer a saving throw at the end of each turn to shake it off.</p><p></p><p>Some effects should require multiple failures to kick in.</p><p></p><p>Poisoned can be shaken off.</p><p>Paralyzed should require multiple failures to occur.</p><p></p><p><strong>Breath Weapon</strong>: A typically recharge 56 AOE ability.</p><p></p><p>I'd recommend having the Breath Weapon's recharge be at the <strong>end</strong> of a creature's turn, and make it visible, to allow PCs to respond.</p><p></p><p>Damage should be (8+Level*2) range with a save for half.</p><p></p><p>Area covered should be 10-15' radius per tier.</p><p></p><p>A creature that throws a ball of fire would also count as "breath weapon". The point is </p><p></p><p><strong>Commander's Strike</strong> (Leader only)</p><p>Allied creatures make an attack in addition to the leader's attacks.</p><p></p><p><strong>Flight</strong>: The creature can fly and has an additional (Tier)*10' movement speed.</p><p></p><p><strong>Speedy</strong>: The creature has an additional (Tier)*20' movement speed.</p><p></p><p><strong>Defend</strong>: As a reaction, can move half its speed and take an attack meant for another.</p><p></p><p><strong>Pack Tactics</strong>: Allies attacks adjacent foes are at advantage.</p><p></p><p><strong>Strong</strong>: Your attack attribute increases by 3+your Tier.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9012640, member: 72555"] A sketch of a possible system. Needs a balance pass and details. [b]Level[/b]: Monsters in this system have a Level. The idea is that a level 10 monster is to a level 10 PC as a Level 1 monster is to a Level 1 PC. [b]Tier[/b]: Level 1-4 is Tier 1, 5-10 is Tier 2, 11-16 is Tier 3, 17-20 is Tier 4, 21-23 is Tier 5, 24-26 is Tier 6, 27-29 is Tier 7 and 30 is Tier 8. [b]Elite[/b]: Monsters can be Elite(N). An Elite(2) monster is "two times as wide" as a normal monster of the same level, while an Elite(5) is "five times as wide". Elite monsters add their proficiency bonus to their AC and saving throws, and add (N-1) to their attack attribute. Elite monsters gain (N-1) special abilities. An Elite(N) monster has (N-1) Paragon actions per turn. A Paragon action is a kind of Legendary action. Your damage budget on a Paragon action is 1/2 of a normal monster's damage budget. When you take a Paragon action you can make a save against an effect a save can end, but suffer no consequence if you fail. If there is an effect that a save cannot end but had an initial save, you can reroll that initial save; you suffer no consequences if you fail, but if you succeed you can choose to end the spell on you and suffer the consequences of a successful save instead. [b]Baseline[/b]: To build a monster, you start with a baseline monster. Then you add two templates (you can pick the same one twice) and 1 special ability per tier. Damage: 4+Level Attacks: 1 per tier HP: 5+5*level Attack Attribute: 12 + level Other Attributes: To taste Proficiency: 2 + (Level-1)/4 rounded down AC: 10+Level/2 Movement speed: 30' Range damage is 1/2 of melee damage if it has it. You can combine or divide attacks into bigger ones if you want (ie a level 11 creature gets 3 attacks at 15, or one at 45). [B]Templates[/b] [b]Brute[/b]: +level*2 damage, +5+level*5 HP [b]Soldier[/b]: +5 AC, +2+level*2 HP, proficiency in all saves [b]Sniper[/b]: Range damage is not halved melee is instead, +level damage [b]Skirmisher[/b]: +level*2 damage, +10' movement speed per tier, +3 AC, proficiency in dex saves [b]Artillery[/b]: Ranged damage is AOE (10' radius per tier) [b]Leader[/b]: +5+level*5 HP, gets 2 extra special abilities [b]Special Abilities[/b]: [b]Spellcasting[/b]: Pick 1 spell of level Tier+1, 2 spells of level Tier and 3 spells of level Tier-1 or lower. You can cast each once. (for lower level spells, feel free to make them at-will). [b]Crippling Attacks[/b]: When your attack hits it causes a condition. Use an appropriate attribute for the save DC (it should be similar to your attack attribute). Most effects should offer a saving throw at the end of each turn to shake it off. Some effects should require multiple failures to kick in. Poisoned can be shaken off. Paralyzed should require multiple failures to occur. [b]Breath Weapon[/b]: A typically recharge 56 AOE ability. I'd recommend having the Breath Weapon's recharge be at the [b]end[/b] of a creature's turn, and make it visible, to allow PCs to respond. Damage should be (8+Level*2) range with a save for half. Area covered should be 10-15' radius per tier. A creature that throws a ball of fire would also count as "breath weapon". The point is [b]Commander's Strike[/b] (Leader only) Allied creatures make an attack in addition to the leader's attacks. [b]Flight[/b]: The creature can fly and has an additional (Tier)*10' movement speed. [b]Speedy[/b]: The creature has an additional (Tier)*20' movement speed. [b]Defend[/b]: As a reaction, can move half its speed and take an attack meant for another. [b]Pack Tactics[/b]: Allies attacks adjacent foes are at advantage. [b]Strong[/b]: Your attack attribute increases by 3+your Tier. [/QUOTE]
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