Each of the
monster entries describes a typical creature of its kind. However, there are
several methods by which extraordinary or unique monsters can be created using a
typical creature as the foundation: by adding character classes, increasing a
monster’s Hit Dice, or by adding a template to a monster. These methods are
not mutually exclusive—it’s possible for a monster with a template to be
improved by both increasing its Hit Dice and adding character class levels.
Class
Levels: Intelligent
creatures that are reasonably humanoid in shape most commonly advance by adding
class levels. Creatures that fall into this category have an entry of “By
character class” in their Advancement line. When a monster adds a class level,
that level usually represents an increase in experience and learned skills and
capabilities.
Increased
Hit Dice: Intelligent
creatures that are not humanoid in shape, and nonintelligent monsters, can
advance by increasing their Hit Dice. Creatures with increased Hit Dice are
usually superior specimens of their race, bigger and more powerful than their
run-of-the-mill fellows.
Templates:
Both intelligent and nonintelligent creatures with an unusual heritage or an
inflicted change in their essential nature may be modified with a template.
Templates usually result in tougher monsters with capabilities that differ from
those of their common kin.
Each of
these three methods for improving monsters is discussed in more detail below.
ABILITY
SCORE ARRAYS
Monsters
are assumed to have completely average (or standard) ability scores—a 10 or an
11 in each ability, as modified by their racial bonuses. However, improved
monsters are individuals and often have better than normal ability scores, and
usually make use of either the elite array or the nonelite array of ability
scores. Monsters who improve by adding a template, and monsters who improve by
increasing their Hit Dice, may use any of the three arrays (standard, nonelite,
or elite). Any monster unique enough to be improved could easily be considered
elite.
Elite
Array: The elite
array is 15, 14, 13, 12, 10, 8. While the monster has one weakness compared to a
typical member of its race, it is significantly better overall. The elite array
is most appropriate for monsters who add levels in a player character class.
Nonelite
Array: The nonelite
array is 13, 12, 11, 10, 9, 8. The nonelite array does not necessarily make a
monster better than normal, but it does customize the monster as an individual
with strengths and weaknesses compared to a typical member of its race. The
nonelite array is most appropriate for monsters who add class levels in a NPC
class.
Ability
Score Improvement:
Treat monster Hit Dice the same as character level for determining ability score
increases. This only applies to Hit Dice increases, monsters do not gain ability
score increases for levels they “already reached” with their racial Hit
Dice, since these adjustments are included in their basic ability scores.
MONSTERS
AND CLASS LEVELS
If a
creature acquires a character class, it follows the rules for multiclass
characters.
The
creature’s Hit Dice equal the number of class levels it has plus its racial
Hit Dice. A creature’s “monster class” is always a favored class, and the
creature never takes XP penalties for having it. Additional Hit Dice gained from
taking levels in a character class never affect a creature’s size.
Humanoids
and Class Levels:
Creatures with 1 or less HD replace their monster levels with their character
levels. The monster loses the attack bonus, saving throw bonuses, skills, and
feats granted by its 1 monster HD and gains the attack bonus, save bonuses,
skills, feats, and other class abilities of a 1st-level character of the
appropriate class.
Level
Adjustment and Effective Character Level: To determine the effective character level (ECL) of a
monster character, add its level adjustment to its racial Hit Dice and character
class levels. The monster is considered to have experience points equal to the
minimum needed to be a character of its ECL.
If you
choose to equip a monster with gear, use its ECL as its character level for
purposes of determining how much equipment it can purchase. Generally, only
monsters with an Advancement entry of “By character class” receive NPC gear;
other creatures adding character levels should be treated as monsters of the
appropriate CR and assigned treasure, not equipment.
Feat
Acquisition and Ability Score Increases: A monster’s total Hit Dice, not its ECL, govern its
acquisition of feats and ability score increases.
INCREASING
HIT DICE
As its Hit
Dice increase, a creature’s attack bonuses and saving throw modifiers might
improve. It gains more feats and skills, depending on its type, as shown on
Table: Creature Improvement by Type.
Note that
if a creature acquires a character class, it improves according to its class,
not its type.
|
Table:
Creature Improvement by Type |
||||
|
|
Hit Die |
Attack Bonus |
Good Saving Throws |
Skill Points* |
|
Aberration |
d8 |
HD
x3/4 (as cleric) |
Will |
2 +
Int mod per HD |
|
Animal |
d8 |
HD
x3/4 (as cleric) |
Fort,
Ref (and sometimes Will) |
2 +
Int mod per HD |
|
Construct |
d10 |
HD
x3/4 (as cleric) |
— |
2 +
Int mod per HD** |
|
Dragon |
d12 |
HD
(as fighter) |
Fort,
Ref, Will |
6 +
Int mod per HD |
|
Elemental |
d8 |
HD
x3/4 (as cleric) |
Ref
(Air, Fire), or |
2 +
Int mod per HD |
|
Fey |
d6 |
HD
x1/2 (as wizard) |
Ref,
Will |
6 +
Int mod per HD |
|
Giant |
d8 |
HD
x3/4 (as cleric) |
Fort |
2 +
Int mod per HD |
|
Humanoid |
d8 |
HD
x3/4 (as cleric) |
Varies
(any one) |
2 +
Int mod per HD |
|
Magical
beast |
d10 |
HD
(as fighter) |
Fort,
Ref |
2 +
Int mod per HD |
|
Monstrous
humanoid |
d8 |
HD
(as fighter) |
Ref,
Will |
2 +
Int mod per HD |
|
Ooze |
d10 |
HD
x3/4 (as cleric) |
— |
2 +
Int mod per HD** |
|
Outsider |
d8 |
HD
(as fighter) |
Fort,
Ref, Will |
8 +
Int mod per HD |
|
Plant |
d8 |
HD
x3/4 (as cleric) |
Fort |
2 +
Int mod per HD** |
|
Undead |
d12 |
HD
x1/2 (as wizard) |
Will |
4 +
Int mod per HD** |
|
Vermin |
d8 |
HD
x3/4 (as cleric) |
Fort |
2 +
Int mod per HD** |
|
All
types have a number of feats equal to 1 + 1 per 3 Hit Dice. |
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|
* As
long as a creature has an Intelligence of at least 1, it gains a minimum
of 1 skill point per Hit Die. |
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|
**
Creatures with an Intelligence score of “—” gain no skill points or
feats. |
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SIZE INCREASES
A creature
may become larger when its Hit Dice are increased (the new size is noted
parenthetically in the monster’s Advancement entry).
A size
increase affects any special ability the creature has that is affected by size.
Increased size also affects a creature’s ability scores, AC, attack bonuses,
and damage values as indicated on the tables below.
Table: Changes to Statistics by Size
|
||||||
|
Old
Size* |
New
Size |
Str
|
Dex |
Con |
Natural
Armor |
AC/ |
|
Fine |
Diminutive |
Same |
–2 |
Same |
Same |
–4 |
|
Diminutive |
Tiny |
+2 |
–2 |
Same |
Same |
–2 |
|
Tiny |
Small |
+4 |
–2 |
Same |
Same |
–1 |
|
Small |
Medium |
+4 |
–2 |
+2 |
Same |
–1 |
|
Medium |
Large |
+8 |
–2 |
+4 |
+2 |
–1 |
|
Large |
Huge |
+8 |
–2 |
+4 |
+3 |
–1 |
|
Huge |
Gargantuan |
+8 |
Same |
+4 |
+4 |
–2 |
|
Gargantuan |
Colossal |
+8 |
Same |
+4 |
+5 |
–4 |
|
*Repeat
the adjustment if the creature moves up more than one size. |
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|
Table:
Increased Damage By Size |
|
|
Old
Damage (Each)* |
New
Damage |
|
1d2 |
1d3 |
|
1d3 |
1d4 |
|
1d4 |
1d6 |
|
1d6 |
1d8 |
|
1d8 |
2d6 |
|
1d10 |
2d8 |
|
2d6 |
3d6 |
|
2d8 |
3d8 |
|
*
Repeat the adjustment if the creature moves up more than one size
category. |
|