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<blockquote data-quote="Squire James" data-source="post: 3886006" data-attributes="member: 548"><p>My basic monster advancement guidelines (some differ from Monster Manual guidelines):</p><p></p><p>Assign +2 Hit Dice (and therefore +1 to each save special ability save DC) and +2 to one ability score per +1 CR increase. Make that +3 or +4 Hit Dice if the monster lacks special abilities. If the monster has a fixed damage attack, consider increasing that damage by 1 die per +1 CR. If it has Spell Resistance, add +1 per +1 CR. Leave Damage Reduction and Fast Healing rates alone unless you're adding a lot of CR (or it's clearly tied to something, like it is for a hydra). Don't increase size or ability scores unless you feel it's warranted; a size increase is worth +1 CR by itself and grants +4 to Str and Con.</p><p></p><p>If you're advancing by class levels, you obviously need to work out all the details of the class abilities yourself. Add +1 CR per level only if the class levels have direct stacking effects on the monster's main abilities (like adding fighter or barbarian levels to a giant). If not (like adding caster levels to that giant), add +1 CR per 2 levels unless the level exceeds the original CR, in which cast you take the new levels and add half the original CR to figure final CR (a 12 HD giant with fighter 18 would be 18 + 6 = CR 24).</p><p></p><p>Don't forget to choose feats for the additional levels or Hit Dice (and epic feats if the CR is high enough and you're using them). If you don't feel like choosing feats, add +1 to one ability score per feat you don't choose.</p></blockquote><p></p>
[QUOTE="Squire James, post: 3886006, member: 548"] My basic monster advancement guidelines (some differ from Monster Manual guidelines): Assign +2 Hit Dice (and therefore +1 to each save special ability save DC) and +2 to one ability score per +1 CR increase. Make that +3 or +4 Hit Dice if the monster lacks special abilities. If the monster has a fixed damage attack, consider increasing that damage by 1 die per +1 CR. If it has Spell Resistance, add +1 per +1 CR. Leave Damage Reduction and Fast Healing rates alone unless you're adding a lot of CR (or it's clearly tied to something, like it is for a hydra). Don't increase size or ability scores unless you feel it's warranted; a size increase is worth +1 CR by itself and grants +4 to Str and Con. If you're advancing by class levels, you obviously need to work out all the details of the class abilities yourself. Add +1 CR per level only if the class levels have direct stacking effects on the monster's main abilities (like adding fighter or barbarian levels to a giant). If not (like adding caster levels to that giant), add +1 CR per 2 levels unless the level exceeds the original CR, in which cast you take the new levels and add half the original CR to figure final CR (a 12 HD giant with fighter 18 would be 18 + 6 = CR 24). Don't forget to choose feats for the additional levels or Hit Dice (and epic feats if the CR is high enough and you're using them). If you don't feel like choosing feats, add +1 to one ability score per feat you don't choose. [/QUOTE]
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