High Ability Modifiers for Monsters

Andramelech

First Post
I noticed monsters seem to have ability modifiers higher than they should be. I must have missed something in the rules. If they have an 8 for STR, it's +0 instead of -1. Do you just add one to all monster ability modifiers? Do they have a different Ability Modifier chart than the one for the PC's in the PH?

I was using Adventure tools to try to make a rogue NPC and it seems like the mods are all to high. It seems too common to be a bunch of typos.
 

log in or register to remove this ad

Those numbers aren't the ability modifiers, they're the ability check modifiers. Basically, when you roll the ability, that's the modifier you add.

It has the +1/2 level modifier added in.

Because true ability modifiers, like to attacks or damage, are meaningless for monsters, they're not included in the profiles.
 

The adventure tools (and Stat Blocks in published material) include the +1/2 level bonus in the ability score modifiers so you can easily use them for untrained skill checks and ability checks. So, a 2nd level monster with an 8 Str will have a +0 bonus on Strength checks: +1 for 2nd level, -1 for 8 Str.
 

Oh okay. Thanks guys. I'll re-read those specific areas of the rules (what checks you add half your level to). I hadn't thought you did that for skill checks, but haven't much paid attention to the + 1/2 level thing because the PC's are all 1st level still. Thanks again.
 

Oh okay. Thanks guys. I'll re-read those specific areas of the rules (what checks you add half your level to). I hadn't thought you did that for skill checks, but haven't much paid attention to the + 1/2 level thing because the PC's are all 1st level still. Thanks again.

Well, there are a very few exceptions but basically you add +1/2 level to all d20 rolls. The one category of rolls that do not do this are saving throws. So they apply to skill and ability checks and to-hit rolls, which covers pretty much everything but saves.
 

Remove ads

Top