ADVANCED
MONSTER CHALLENGE RATING
When adding
class levels to a creature with 1 or less HD, you advance the creature like a
character. Otherwise, use the following guidelines.
ADDING CLASS LEVELS
If you are advancing a monster by adding player character class levels, decide if the class levels directly improve the monster’s existing capabilities.
When adding
class levels to a creature, you should give it typical ability scores
appropriate for that class. Most creatures are built using the standard array of
ability scores: 11, 11, 11, 10, 10, 10, adjusted by racial modifiers. If you
give a creature a PC class use the elite array of ability scores before racial
adjustments: 15, 14, 13, 12, 10, 8. Creatures with NPC classes use the nonelite
array of 13, 12, 11, 10, 9, 8. T
Associated
Class Levels
Class
levels that increase a monster’s existing strengths are known as associated
class levels. Each associated class level a monster has increases its CR by 1.
Barbarian,
fighter, paladin, and ranger are associated classes for a creature that relies
on its fighting ability.
Rogue and
ranger are associated classes for a creature that relies on stealth to surprise
its foes, or on skill use to give itself an advantage.
A
spellcasting class is an associated class for a creature that already has the
ability to cast spells as a character of the class in question, since the
monster’s levels in the spellcasting class stack with its innate spellcasting
ability.
Nonassociated
Class Levels
If you add
a class level that doesn’t directly play to a creature’s strength the class
level is considered nonassociated, and things get a little more complicated. Adding
a nonassociated class level to a monster increases its CR by 1/2 per level until
one of its nonassociated class levels equals its original Hit Dice. At that
point, each additional level of the same class or a similar one is considered
associated and increases the monster’s CR by 1.
Levels in
NPC classes are always treated as nonassociated.
ADDING HIT DICE
When you
improve a monster by adding Hit Dice, use Table: Improved Monster CR Increase to
determine the effect on the creature’s CR. Keep in mind that many monsters
that advance by adding Hit Dice also increase in size. Do not stack this CR
increase with any increase from class levels. In general, once you’ve doubled
a creature’s CR, you should closely watch any additional increases in its
abilities. Adding Hit Dice to a creature improves several of its abilities, and
radical increases might not follow this progression indefinitely. Compare the
monster’s improved attack bonus, saving throw bonuses, and any DCs of its
special abilities from the HD increase to typical characters of the appropriate
level and adjust the CR accordingly.
Table: Improved Monster CR Increase
|
|
|
Creature’s
Original Type |
CR
Increase |
|
Aberration,
construct, elemental, fey, giant, humanoid, ooze, plant, undead, vermin |
+1
per 4 HD added |
|
Animal,
magical beast, monstrous humanoid |
+1
per 3 HD added |
|
Dragon,
outsider, nonassociated class levels |
+1
per 2 HD or 2 levels added |
|
Directly
associated class levels |
+1
per level added |
|
Other
Modifiers: |
|
|
Size
increased to Large or larger |
+1 to
CR |
|
Monster’s
ability scores based on elite array* |
+1 to
CR |
|
Monster
possesses special attacks or qualities that significantly improve combat
effectiveness |
+2 to
CR |
|
Monster
possesses special attacks or qualities that improve combat effectiveness
in a minor way |
+1 to
CR |
|
Template
added |
+
template CR modifier |
|
* Do
not apply this increase if you advance a monster by class levels.
(Monsters advanced by class levels are assumed to use the elite array.) |
|
INCREASING SIZE
Generally,
increasing a monster’s size increases its combat effectiveness. Large
creatures gain increased Strength, reach, and other benefits. Apply this
modifier if you increase a creature beyond Medium and in conjunction with any
other increases.
Be careful,
though. Monsters that benefit from a smaller size may actually lose
effectiveness because of a size increase. Monsters that don’t benefit from
size increases don’t advance in that manner for this reason.
ADDING SPECIAL ABILITIES
You can add
any sort of spell-like, supernatural, or extraordinary ability to a creature. As
with a class level, you should determine how much, or how little, this ability
adds to the creature’s existing repertoire. A suite of abilities that work
together should be treated as a single modifier for this purpose. If the ability
(or combination of abilities) significantly increases the monster’s combat
effectiveness, increase its CR by 2. Minor abilities increase the creature’s
CR by 1, and truly trivial abilities may not increase CR at all. If the special
abilities a monster gains are not tied to a class or Hit Die increase, this CR
increase stacks.
A
significant special attack is one that stands a good chance of incapacitating or
crippling a character in one round. A significant special quality is one that
seriously diminishes the monster’s vulnerability to common attacks. Do not add
this factor twice if a monster has both special attacks and special qualities.
Make sure
to “scale” your evaluation of these abilities by the monster’s current CR.