D&D 5E How would you improve monsters?


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- Each monster would have harvest-able ''trophies'', and their worth, to be sold for money, instead of having gold on them. (Bugbear, 2-in-6 chance of 1d2 great tusks worth 1 sp)

- Do not use spells: they instead have built-in abilities with recharges. Some may mimic spells, but their description should be written in their own block. Using per-day spells slots for creatures that are kinda made to be defeated after one encounter seems weird.

- The monsters have more skills proficiencies.
 

I am very happy with the MM. I think it's easy to use as DM, both on planned encounters and improv situations. And I like the graphics and layout (info is always easy to find in the stat blocks).

I'm not sure that I would be happy if there was more info for the monsters. It's really enough as it is, and more info has a large risk of becoming restricting in the creativity of the DM and also overloading the DM on improv situations (which in my case happen a LOT).

  1. Organize them by type
  2. Then alphabetically
  3. Then figure out where I have major CR gaps
  4. Add new monsters variants and environmental hazards to fill some gaps
  5. Include some the quirks and focuses on social interaction with major intelligent species.
This is however a great suggestion that would help. It may also make it easier to choose potential minions for the BBEG.

However, not sure I would agree on the quirks. I personally would already consider that too restricting.
 

I like the idea of a section for each monster about their lairs and environment with mechanical effects for some stuff (like walking through an otyugh's pile of trash). Also, I too give monster monsters two good saves, and was really confused when I noticed most didn't. I also would get rid of all the "average" stuff and just include hit dice and damage dice. Maybe for the former I'd list the average AFTER the hit dice. But I guess I'll never understand not rolling for damage.
 

Not for all monsters
1. Adjust the CR of monsters.
2. Increase the + to hit and proficiency bonus outside the normal CR plus.
3. Multiattack option includes spell casting and weapon attack. Fireball and stabby stab.
4. More lair and legendary options.
5. Add exhaustion effects. Ghost age you and your gain a level of exhaustion.
6. More aging effects and death by aging.
7. Rewrite and increase page count of introduction.
8. Change hit dice of monsters.
9. All monster manual books, pdfs, minis or minis plans, I get a cut of the deal.
 

I loved the unique monster powers of 4e. In 5e, I think most monsters have room for a Bonus Action ability that makes their type of monster (Goblinoid, skeleton, etc) unique.

My players are always hungering after more resistances and vulnerabilities, so I'd increase those!

I love it when monster stat blocks come with some tactical advice. "Goblins usually use their turn to strike and run, using their bonus action to disengage. They will target soft spellcasters rather than heavily armored foes."

Finally, I would love some kind of "morale" mechanic. Something simple and codified, like:

Morale: half hp, flee

Morale: quarter hp, defensive

Morale: half hp, rage

With a little description of each. "Flee: the monster uses its actions to disengage and move away." "Rage: the monster gains +2 to all Melee attacks and damage, and uses its actions to attack the nearest enemy."
 

I'm echoing a few suggestions already stated, but here is my list:

1) Bring back some 4e monster abilities to make battles more dynamic and interesting (which I'm just doing myself).

2) Related to #1 above, improve the rules on Legendary and Lair actions (which one can already find on the internet or on DMGuild) to make "Elite" and "Solo" monsters.

3) Tune up the monster creation and CR calculation formulas. It doesn't have to be perfect; just something more useful that what it is now.

4) This suggestion would impact more the DMG or PHB a bit, but bring back rules on learning aspects of monster weaknesses and provide a varied list of them as customizable options for certain creatures (e.g., trolls may be vulnerable to acid instead of fire). These creatures are so iconic, it's difficult for players to avoid meta-gaming.
 

Generally boost attack bonuses and reduce hit point totals, especially for low-level monsters.

Avoid "bag of hit points" monsters, a common problem with beasts. Each monster type should have its own particular gimmick. The gimmick should be something that is a) easy for the DM to apply and b) highly visible to the players, so the players can become familiar with it and adapt to it.

Abolish CR and adopt a 4E-like system in which monsters are given a level and a classification of solo, elite, regular, or minion. (I probably wouldn't have literal 1-hit-point minions like in 4E, but I certainly would have monsters with single-digit hit points that serve that function.)
 
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1) add a useable thumb index and format it by adding a way to quick search with a cross reference.

2) integrate flavor fully into the stat blocks to breath some character into the NPCs. For example, have the reference on why Hobgoblins with probably target anyone wearing or displaying holy symbols. We need more skulks and less boring bags of HP.

3) more AOE attacks for large+ creatures.

4) equally spread use of the resistance/ immunity damage features. Have some low CRs that make the players appreciate different choices.
 


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