D&D 5E Official Monsters and 3rd party monsters - power level

TheAlkaizer

Game Designer
As I'm slowly preparing for my next campaign with some coworkers, I've began digging in some 3rd party books to expand my roster of monsters; mostly products from Kobold Press. But I will probably also buy the Monster Manual Expanded PDFs.

I've had a couple of issues with WotC's monsters being not so challenging (CR being a bad measure of challenge), but with time I got to know most monsters in the official books and I developed a feeling for what's challenging or not at certain levels. But at a quick glance, I feel like the monsters in these 3rd party books seem to be stronger than the original ones.

My question is quite simple. Without going into the case of specific monsters, would fellow DMs that had experience with 3rd party products be able to chime in and indicate how close 3rd party monsters tend to be close to the original ones in power level? What should I keep an eye out for?
 

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You mean third party monsters of the same CR? Obviously a 3rd party dragon is more powerful than the average WotC kobold. I feel like the question is just about the accuracy of challenge ratings?
 

What should I keep an eye out for?
Things that are mechanically weird. It is much harder to gauge the CR of something that is far off the normal stat chasis than something that is a new arrangement of spellcasting on a bag of hit points or a new bag of hit points.
 

You mean third party monsters of the same CR? Obviously a 3rd party dragon is more powerful than the average WotC kobold. I feel like the question is just about the accuracy of challenge ratings?
What I mean is that monsters in the range of CR2 to CR7 (which I know best) seemed more dangerous in terms of abilities, multiattacks, etc than the official monsters of equal CR. I didn't aggregate any stats to check if my doubts are real or not.
 

What I mean is that monsters in the range of CR2 to CR7 (which I know best) seemed more dangerous in terms of abilities, multiattacks, etc than the official monsters of equal CR. I didn't aggregate any stats to check if my doubts are real or not.
IME WotCs CRs are often pretty off. And CR is such a nebulous thing anyway.

Blog of Holding -- Paul Hughes is probably the leading expert on these calculations:



There's probably some great info directly related to your question there.
 

IME WotCs CRs are often pretty off. And CR is such a nebulous thing anyway.

Blog of Holding -- Paul Hughes is probably the leading expert on these calculations:



There's probably some great info directly related to your question there.

Very neat, I knew someone had had to have done these calculations already. I'm also adding that blog to my RSS feed. Thanks!
 


IME WotCs CRs are often pretty off. And CR is such a nebulous thing anyway.

Blog of Holding -- Paul Hughes is probably the leading expert on these calculations:



There's probably some great info directly related to your question there.
So people keep saying that.

Do you have, say, 5 monsters that are not wierd (intellect devourers are wierd, for example) which you find are far off proper CR?

Because I keep seeing this claim, but it is always vague.
 

Morrus said:
IME WotCs CRs are often pretty off. And CR is such a nebulous thing anyway.
So people keep saying that.

Do you have, say, 5 monsters that are not wierd (intellect devourers are wierd, for example) which you find are far off proper CR?

Because I keep seeing this claim, but it is always vague.

Guess it depends on what you mean by "far off" and "proper CR."

EDIT: We might say, well, the DMG was printed after the MM by a few months, so the DMG should be the "proper way" to calculate CR. But that may not necessarily be true. That's part of the premise of Paul Hughes' argument – that actual play experience and playtesting of MM monsters points the way to the "proper way" to calculate CR, and the DMG method is flawed. The thing to pay attention to are when there are discrepancies between what the DMG method says, what's in the monster stat block (MM, VGtM, MToF, etc), and/or the actual play experience with that monster.

One monster that comes to mind is the quickling, which is listed as CR 1 in VGtM.

However, if we run the maths for a quickling using the DMG guidelines on page 274, we easily get a CR 3 monster. In fact, depending on how you factor Evasion (I did not factor it at all in my maths below), the quickling could even be a CR 4... something to consider if you start to assume I've overestimated the value of Blurred Movement.

I bring this one up because it's notable for being printed in November 2016, about two years after the DMG was printed in December 2014. My thinking being if there were some numbers they needed to iron out post release, you'd assume this sort of discrepancy might be apparent between the DMG and MM, but not between the DMG and the later VGtM.

Quickling, Defensive CR = 2
HP 10 indicates we start at CR 1/8
Effective AC = 16 + 5 (Blurred Movement) = 21, which bumps it up four times to CR 2
NOTE: Evasion may be worth +1 or +2 AC, but I'm leaving it out for now since there's nothing codified in the DMG to easily compare it to, and it would be more on the "art" or "fine-tuning" side of the monster design.

Quickling, Offensive CR = 5
DPR 25.5 indicates we start at CR 3
Attack bonus +8 indicates we bump that up twice to CR 5

Quickling, Total CR = (2 + 5) / 2 = 3.5

Thankfully, I used the quickling encounter later on after I had more experience DMing 5e and I caught this error and was able to course correct in my encounter design. However, that wasn't the case when I'd just started DMing 5e...

Another monster that comes to mind is the hobgoblin. The DMG maths confirm that it is a CR 1/2 monster as listed. Even when you factor in Martial Advantage you are still within rounding down range of CR 1/2. Technically, it should play like a CR 1/2 monster.

However, actual play experience with hobgoblins engaging in melee with 1st level PCs tells me they are far more dangerous than, say, a thug (CR 1/2) or a gnoll (CR 1/2). This is because on a good roll with Martial Advantage, a hobgoblin can potentially one-shot kill a fresh 1st level PC. Say the 1st level rogue has 8 HP. Hobgoblin rolls 7 damage with longsword, 9 damage on Martial Advantage, and suddenly that PC is at -16 (negative their max hit points), and they're dead in one round. We might expect that kind of play experience from, say, an ogre (CR 2), and 1st level players would rightfully be very cautious around it, but that potential for a sharp spike in damage from a CR 1/2 hobgoblin is pretty jarring when it happens at your table. I knew how to foreshadow the ogre's threat, but with two hobgoblin sentries I didn't have a clear way to foreshadow how deadly they could be; in part, this was because I didn't have the handy CR to alert me "hey, this monster might be really dangerous for your 1st players." At least, that was my play experience.
 
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Invisibility is worth 2 AC. Blurred movement is worse.

18 is 5 over 23, so only 2 steps.

Defensive CR is 1/2. Offensive is 5 as noted.

Average is 2. Published as a 1.

(a) as noted the DMG rules are an approximation of their internal ones, (b) this is off by 1 CR, (c) I asked for 5 for a reason. I have no doubt there are a few monsters with CR that is off. The least bad of the 5 worst you can find produces a reasonable bound on how bad 5e calculation is.

For the quickling, a party of +5 to hit L2 PCs needs 1.5 hits to drop it. At 16 AC and disadvantage, that is 0.25 hits per attack, so 6 attacks to drop it. A party of 4 drops it after 1.5 rounds using at-will stuff.

(If someone has a non-dex save cantrip, faster).

It gets 5 swings (high initiative) for 36 total damage at +8 to hit. That is nasty. And lots of taps for near instant kills on downed foes. An ogre lasting 3 rounds does 39 at +6, and is a legit CR 2.
 

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