Sadras
Legend
Thought I'd share one of the quick and dirty changes, based on monster-sizes, I have made for our table, injecting a little reality hardcoreness into our games.
Small-Sized: As is.
Medium-Sized: Cleave
Large-Sized: Cleave, Damage +2, Special Attack
Huge-Sized: Cleave, Damage +4, Special Attack, Terrain
Gargantuan-Sized: Cleave, Damage +8, Overrun, Special Attack, Terrain
Cleave: As per Cleaving Through Creatures (DMG 272)
Damage: Self explanatory, the bonus damage is incurred on a successful attack.
Overrun: Overrun (DMG 272) is automatic against creatures 3 sizes smaller than the monster and therefore does not cost an action or bonus action and may be incorporated as part of the monster's move action.
Special Attack: Chosen after a successful hit roll, the attack incorporates an automatic Shove (away PHB 195 or aside DMG 272), Disarm (DMG 272), Trip (variation of PHB 74) or Sunder effect (DMG 246-247).
Terrain: Attacks, successful or otherwise, transform an area hit into difficult terrain and/or cause other complication (knocking a pillar results in falling stone debris, refer Improvising Damage, DMG 249). The size of the area affected depends on the monster and the type of attack (breath weapon, sweeping tentacle, titan maul, thrown boulder...etc).
To note, the difficult terrain created and special attacks incurred needs to make sense from a narrative perspective.
Of course, the flip side is, the PCs benefit from these rules too (Enlarge, Shapechange...etc).
Small-Sized: As is.
Medium-Sized: Cleave
Large-Sized: Cleave, Damage +2, Special Attack
Huge-Sized: Cleave, Damage +4, Special Attack, Terrain
Gargantuan-Sized: Cleave, Damage +8, Overrun, Special Attack, Terrain
Cleave: As per Cleaving Through Creatures (DMG 272)
Damage: Self explanatory, the bonus damage is incurred on a successful attack.
Overrun: Overrun (DMG 272) is automatic against creatures 3 sizes smaller than the monster and therefore does not cost an action or bonus action and may be incorporated as part of the monster's move action.
Special Attack: Chosen after a successful hit roll, the attack incorporates an automatic Shove (away PHB 195 or aside DMG 272), Disarm (DMG 272), Trip (variation of PHB 74) or Sunder effect (DMG 246-247).
Terrain: Attacks, successful or otherwise, transform an area hit into difficult terrain and/or cause other complication (knocking a pillar results in falling stone debris, refer Improvising Damage, DMG 249). The size of the area affected depends on the monster and the type of attack (breath weapon, sweeping tentacle, titan maul, thrown boulder...etc).
To note, the difficult terrain created and special attacks incurred needs to make sense from a narrative perspective.
Of course, the flip side is, the PCs benefit from these rules too (Enlarge, Shapechange...etc).

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