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DYNAMIC CREATURE CREATOR ConTenTs
CreaTure CreaTor 3
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Dynamic Creature Creator
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Creature Creator In this GM Resource we are going to identify the issues with current monsters, give a breakdown of how to use this Dynamic Creature Creator system, and then give you HUNDREDS of tools to build your very own!
Monstrous Issues
Monsters should NEVER be “just a stat block” or simply a sack of HP that your players eventually hack through. Creatures should be DYNAMIC! That is what I am here to give you, a system to do 1 of 2 things: 1. Take ANY current monster in the game and use this system’s features to “upgrade” it and truly take ANY creature to the next level. 2. Create an entirely new monster from scratch and build your own monster… aka “Build-A-Baddie”.
how powerful or scary they are, a single dragon can easily fall to a group of 5 characters since every time the dragon goes ONCE, the characters go FIVE TIMES! One solution is adding Legendary Actions and Lair Actions. Both of these are GREAT for giving these powerful monsters more tools to fight the characters with. This helps to break up that back and forth feel of the monster battling it out with your party! I have also created a system I call Apex Actions for those “boss” type monsters. I have a bunch of GM tips on how to use each of these categories to their MAXIMUM potential and really upgrade some monsters and make them far more EPIC.
DC Tip: Minions are a great solution to add into combats
when enemies are outnumbered. There are also many new fixes that I have used with a lot of success that I have outlined in its own section below
This dynamic creature section will help you create monsters that will be fun for you, the GM, to run, and be both memorable and challenging for the players to defeat!
The Minion Solution
First we have some issues with monsters that we are going to break down. Normal monsters, weak monsters, and BOSS monsters all play a role in epic combat.
What are Minions?
Boring Monsters Monsters should be FAR more than just AC, HP, and an attack of some kind. A wolf with Pack Tactics is not memorable enough to blow your players away! What if there was an alpha wolf with extra abilities or “howls” that buffed the other wolves, and a creature being attacked by it allowed the others to get free movement towards that target? What if at the top of the round ALL of the wolves move to the PC that is the farthest away from the rest? If there is ONE thing you take away from this resource it’s to think outside the box and shake off the “shackles” of what you think the rules are for monsters. Monsters don't follow the same rules that players do, so give them AWESOME stuff to challenge your players. Once they inevitably take them down, they will feel like true heroes!
Action Economy The easiest way to balance an encounter is to have roughly the same number of monsters as there are players. The key here is “Action Economy”. There are an equal number of Actions that each side of the battle has and once you start to shift those around, you can very quickly lead to either end of the spectrum. If you throw TOO MANY monsters at the party then it could lead to a Total Party Kill (TPK). BUT on the other end, when you have ONE monster against ALL of your PCs this can easily become not fair for the monster. No matter
Minions are a simple tweak to a monster. You take ANY monster of ANY kind… and the only change is that it dies in ONE HIT (usually meaning it has 1 HP). It still has all the same features and stats as a normal monster, but is just much easier to kill. This is useful if the party has faced this type of monster before, but may have become much more powerful since they last encountered it. If you’re thinking, “This will make Fireball or other AoE effects even more powerful,” you’d be right. And that’s ok! Minions do not take ANY damage from successful saves against spells. So if they save against that Fireball, they take ZERO damage instead of half damage. You can use minions to make AoE effects feel even more impactful, or you can make minions more durable by having them need to be hit twice before they die. This way, they could survive the first AoE that they fail the save against, leaving them one hit away from dying to whatever source of damage comes next.
Why Use Minions?
These are best used when there is another main focus of the fight. It doesn't have to be a single boss monster, but adding in minions to a fight can have a lot of benefits. Heroic Fantasy: Minions give the players a sense of being powerful. Killing a creature in one hit is always a great feeling, especially if it is a monster that the players have encountered before in the past. This gives a great sense of progression to show that what was once a full encounter on its own… is now just an obstacle on the way to a true challenge! Narrative Flexibility: Minions let the GM throw a LOT of monsters with cool and unique abilities at the party without
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BREAKING the balance of the combat. All the players have to do is hit it ONCE and it's gone. This gives you the ability to make your party feel OVERWHELMED with the sheer amount of enemies in front of them! As they continue to hack them down, they start to get in a better spot as they can now focus better on the main objective or “boss” monster. Minions can also be great for reinforcements. If the party is DESTROYING your fight and is about to stomp on the entire thing… send in more minions! This is a simple and low risk move that can escalate the threat of the fight without snowballing it into a TPK.
How to Use Minions?
You run minions the same as any other monster, except when they get hit… they die. You don't have to tell players which monsters are “regular” and which ones are “minions”, just let them figure it out on their own (or if you use my Mega Minion Variant, they might never know!). Bounded Experimentation: You can also give minions some UNIQUE features that might be “too much” on normal monsters. I have given a HUGE construct boss monster a few small crystal “minions”, their only job was to fly around the battlefield and stay away from the players. BUT while these crystal minions were alive the construct boss was IMMUNE to all damage. The players had to figure this out (while I hinted at clues using my descriptions) and then kill off these crystals to be able to damage the construct. I also added a Lair Action that brought one more crystal in each round so the players had to keep an eye out! That is just one example of BIG features you can give these little minions.
Variant Rule: Mega Minions
This gives minions more “hits” before they die. Instead of having 1 HP and dying to anything, these minions can take a certain amount of hits before dying. Behind the scenes this works as a simple tally system where you can mark how many hits each creature has taken instead of worrying about the exact damage numbers. If a player hits it with a big spell, Divine Smite, Sneak Attack, critically hits it, or any number of BIG hits, then count that one “hit” as MULTIPLE hits which could possibly kill it immediately. This is a simple system to track smaller enemies' health when they aren't the main focus of the fight. I use this ALL THE TIME and it makes life a lot easier.
Variant Rule: Monster Groups
A group of monsters can share a common pool of resources, such as HP, AC, Attack Bonus, and Damage. As the group’s shared HP decreases, monsters are killed and removed from the group. When a monster is removed from the group, the resource pool for the group is adjusted. Example: Assume 1 orc has 10 HP, +1 to hit, deals 1d6+1 damage, and has an AC of 10. If 6 orcs are grouped together, they become an Orc Group and would have 60 HP, +6 to hit, deal 6d6+6 damage, and have an AC of 15. When the Orc Group suffers 10 damage, an orc is killed and removed from
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the group and the Orc Group’s statistics change to +5 to hit, deal 5d6+5 damage, and have an AC of 14. If the Orc Group suffers 20 more damage, 2 orcs are killed and removed from the group, and the Orc Group’s statistics change to +3 to hit, deal 3d6+3 damage, and have an AC of 12. This continues for every 10 damage taken (1 orc’s worth of HP), until there is only 1 orc remaining. The HP threshold for removing a monster from a group should be based on the difficulty of killing the monster. An orc can have more than 10 HP (and likely will), but an Orc Group’s HP can be as much as needed for the challenge level you want. You can have a group of 10 goblins, each with 6 HP for a total of 60 HP shared by the Goblin Group. Each time the Goblin Group suffers 6 damage, remove 1 goblin from the group, and adjust the group’s statistics accordingly (-1 to hit, -1 damage die, -1 AC). Don’t make these categories too complicated and track more things than you can handle. If changing AC, damage dice, damage modifiers, or monster abilities is too much, then leave the AC the same for each stage. I have had the AC for these groups of monsters increase, decrease or stay the same for this system, it all depends on how you describe the monsters to make the mechanics make sense. A group of orcs might be harder to hit when there are more of them because they are tactically defending their allies and more confident with the presence of their full forces… but as they start to fall, so does their AC, as a result of having less protection and a faltering confidence. A swarm of small creatures on the other hand might have a LOW AC at first since its easy to swing at the swarm and hit SOMETHING. As you kill more of the swarm their AC actually goes UP since there are less and less of these small creatures to hit. Or just leave the AC alone and take out that variable entirely. You can also tie this to multiple attacks, combo moves and special abilities of creatures. They could have access to a Bonus Action, Lair Actions, even Legendary Actions that start to go away once they get weaker and weaker. You can always tweak this system to fit your GM style too, depending on the kind of feeling you want for the encounter. You can adjust the way you deal with a diminishing group of enemies to be tactical instead of mechanical. Maybe you want this group to feel like it’s becoming reckless, in which case you can drop the bonus to hit and the AC, but keep the damage at the same high level. Maybe you want a group that feels like it’s full of experts, where the AC and damage drops off, but they hit just as easily. Or maybe you want the group to feel like they’re afraid and try to retreat, so their AC stays high but everything else drops.
DC Tip: If you don't want to “crunch the numbers” you can
always have things happen at easier increments like at 1/2 or every 1/4 HP. Just make sure you choose how many creatures drop and what their stats drop by at each threshold.
Splitting Monster Groups Sometimes it might make sense to have a group of monsters split into smaller groups to attack players that are in different
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locations. When this happens, you don’t need to split the monster group, you can still treat them as a single group of monsters. Scenario: Assume the same group of 6 orcs splits into two smaller groups of 3 and 3. Group A goes left while Group B goes right. If a Barbarian deals 40 damage to Group A, that’s enough damage to kill 4 orcs, but there are only 3 orcs within range of the Barbarian. What happens? • Option 1: The 3 orcs in Group A are killed, and nothing else happens (the damage doesn’t carry over to Group B). • Option 2: The Barbarian can explain how they killed 3 orcs in Group A and 1 additional orc in Group B. This is an opportunity for roleplay. Maybe the Barbarian cleaved the first 3 orcs and then threw their weapon across the battlefield to kill the 4th orc. Or perhaps the Barbarian killed the 3 orcs in Group A, which distracted the orcs in Group B, allowing another party member to kill 1 orc in Group B. • Option 3: The Barbarian kills 3 orcs in Group A, and the GM marks 1 orc dead in Group B, but doesn’t remove it from combat until the next time the Orc Group takes damage. The Orc Group’s statistics are as if they only have 2 Orcs, even though the battlefield might show 3 Orcs. • Option 4: The Barbarian kills 3 orcs in Group A, and 1 orc in Group B flees the battlefield in fear. The GM awards XP as if the orc was actually slain in combat.
These can be really fun to reward players with and help even the playing field against really strong monsters. See Folklore Monsters on page X if you really want to make these a bigger part of your monsters.
Actions Actions are usually very basic and consist of 1 or 2 attacks, which is fine as long as there is SOMETHING else you are adding to this monster to make it unique. Give their attack a status effect of some kind. You can make it automatically happen (like a grapple effect) or you can have their normal attacks trigger a save of some kind. I would usually limit its attacks that cause saves to 1 per round so you aren't constantly slowing down the fight by asking your players to make saves all the time. Give your monsters SOME sort of ranged attack so they can threaten a larger attack area. Think about what type of projectile they could have so that you have options to attack at range, if needed. This could also be partially accomplished by giving the creatures’ attacks the Reach property. Give their attacks an area of effect and let them hit multiple targets. This can be done in a lot of ways: 360 degree AoE, a line attack or cone like other spells have, or something simple like attacking a single target and the 2 adjacent targets as well.
Dynamic Creatures
Don't feel restricted on what you can do as an Action. Maybe a creature's “Action” is to make 2 attacks and heal itself for 1d8 HP… and THAT is its full Action.
Strengths
Variant Rule: Action Points
Auras are simple and straightforward but can add a lot of flavor and mechanics to a creature. There are plenty of aura spells in the game, and you can turn just about any feature into an aura that just happens around the creature. Passives are like Reactions that “always happen”. Use these when you don't want to have a limited number of times that something can happen. In the above Reaction example, maybe you want that creature to ALWAYS heal when something around it dies… then you should make that a passive effect. Anything that is a mechanic that is always persistent is listed in this section and I always try and look at it right when combat starts so I don't forget them.
Weaknesses I love to REALLY beef up my monsters with awesome features to throw at my players… but I also like to think of what types of weaknesses my monsters have. I have also been known to add these on the fly if a player does something that would make sense as a weakness for this creature. Maybe they use a certain damage type that would make sense for it to be vulnerable to. Maybe they ask a lot of questions about its biology and through improv and high rolls, they find out there is a weak spot in a certain location. Think of weaknesses as the achilles’ heel for your monster.
Action Points are a system where you give your monster a certain amount of points, and for their Action they get to spend those points. You then have options on what they can spend points on. Lets say your creature has 3 Action Points and they can choose to do any of the following: Attack, heal themselves for 1d8, cast a cantrip, move 15ft, etc. This lets you be flexible with your intentions and is something that I do for the more important monsters. It allows me to do what I want but still keep things balanced and in check. You can also have Actions cost 2 or 3 points or be restricted to “only once per round” usage. This helps you regulate abilities that are VERY strong and still gives you strategic choice when deciding what abilities you want to use.
Bonus Actions I personally like to handle Bonus Actions in one of 2 ways: 1. Give your creature multiple options that they can choose to use their Bonus Action on. This gives the GM a fun level of strategy when choosing what they want to do. Do they heal themselves? Summon another monster? Deal more damage? Dash and move around? Since monsters only have one Bonus Action, this is a fun place to add in some choice for the GM. So give your monster 2 or so abilities as a Bonus Action to make yourself choose what you want to do.
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2. Give your creature a Bonus Action that is DEPENDENT on something else happening. This is a perfect use for a Bonus Action to make your players play around these mechanics to better fight the creature. Maybe as a Bonus Action, your creature can attack anything that is Prone around it, or that it has Grappled. If you want to give your creature something that it can do EVERY turn, make it part of their Action, and don't let the rules bog you down.
Reactions Reactions can be more than just opportunity attacks. Think about 2 things: what TRIGGERS the Reaction, and what happens once that trigger is… triggered. Triggers can be many different things (See the Reaction Triggers table on page X) but make sure it doesn't get too complicated and you CLEARLY mark down what these triggers are. These are very easy to forget about so make it something that makes sense for the creature and don’t have too many different triggers. What happens on the trigger can also be inspired by the tables below, but you can have a defensive shield or heal happen, an offensive damage burst, or a teleport. The opportunities are endless. Maybe a creature has a Reaction to consume any fallen allies within 30ft and heal for a HUGE amount. Now the players will have to think tactically and make sure to kill enemies far away from this creature so it doesn't keep healing.
Apex Features Legendary Actions Legendary Actions are Actions that you can use after another character's turn even when it’s not your turn. You can only have a certain amount of these Actions per turn and they refresh at the end of the creature's turn. These follow the same logic of Actions and should provide the creature many options. You should always have some type of movement and some type of attack that you can do with your Legendary Actions. Moving around the battlefield and lashing out with attacks really make these creatures feel more dangerous, like they should be. Don't be afraid to give creatures more or less than the standard 3 Legendary Actions per round. If you have a smaller creature that you don’t want to be quite as powerful, but still be dynamic, give it just 1 Legendary Action. What if you have a fight with multiple different creatures that have just 1 Legendary Action? You can also give them MORE than 3 Legendary Actions (don’t go TOO crazy though). These creatures would be VERY scary and are also great to use in parties of 5 or more players. I have even made a creature that would have one Legendary Action trigger after EACH player's turn, so it truly was a back and forth the entire time! This also works perfectly with my Variant Rule of “Action
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Points” because these Legendary Actions can cost the same amount of points. Another cool thing you can do is to give a physical manifestation of a creature’s Legendary Action somewhere. This can help it feel like less of a “game mechanic” and more a part of the creature itself.
DC Tip: I personally have Legendary Actions reset at the top
of each round instead of the end of the creature's turn. I feel like this makes more sense to me and helps me stay organized (and connects to their Apex Actions too).
Example: A Large Crystal Golem with 3 Legendary Actions has 3 larger glowing crystals orbiting its body, that you can describe as the GM. Each time it uses a Legendary Action the crystal surges with energy and then dulls. This adds SO much to the fight (apart from a cool description). Now your players can attempt to attack these crystals (have them make attacks at DisADV or give the crystals +5 AC) and if the crystals shatter then the creature loses that Legendary Action. You could also do this with parts of the creature and connect them to certain abilities they use. Maybe a certain crystal has a ranged attack for a lot of damage and they want to destroy THAT one first.
DC Tip: It is also really cool to have these “physical
manifestations of mechanics” be on ANY part of the creature. A dragon's Breath Weapon being “active or available” can be represented by a glow in its mouth until it releases the attack… but once it recharges the glow billows back up. This is a more immersive way to describe things instead of saying “it regains its breath weapon” and this gives your players a looming sense of dread before you destroy them. You can also use everything I say above for the Lair Action mechanics too!
Legendary Resistances Legendary Resistances are “charges” that some creatures can use when they fail a save, to allow them to choose to succeed instead. Most of the time creatures either have none or 3 of these, but I challenge you to change that up in 2 ways: the amount of Legendary Resistances, and the capabilities of what they can do. Just like above, don't be afraid to give a creature 1 or 2 Legendary Resistances, and if it's a HUGE and powerful creature, then you can give it 4 or more (especially when you start to use them in different ways like below). What if a Legendary Resistance could be used to increase a creature's AC by 5 for 1 round? What if you could reduce the damage from a hit by half? Legendary Resistances could be used to counter a spell, reroll ANY die, heal for X HP, or any number of things. I usually have these be defensive in nature, but this gives a limited resource pool per combat on certain key abilities. These make Legendary Resistances FAR more interesting and dynamic.
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Lair Actions Lair Actions happen at initiative count 20 and are either expressed as some sort of environmental ability or the creature lashing out in some way, since they are more powerful within their lair. Think about the terrain and environment, have it move, change, deal damage, or cause status effects in certain areas. Dynamic terrain is a big piece of the puzzle for creating EPIC encounters and Lair Actions are the perfect place to make the terrain feel ALIVE! You can also have Lair Actions be abilities that the creature is casting instead of it being the terrain. The main function of these are to give these dangerous creatures more Action economy and be more dangerous within their lair. Lair Actions don't have to ONLY happen on initiative count 20. Maybe throw in initiative count 10 as well! There are lots of times where you can have a dynamically MOVING lair where something moves on initiative 20 and then moves again on initiative 10.
Apex Actions Apex Actions are BIG cinematic moments in the battle where the boss creature does something EPIC. These happen at the beginning of the round of combat and always go before anyone else (except maybe for a natural 20 on initiative). These are designed to let the creatures affect the battlefield and set the tone of the combat. How many times have we run a monster that the players roll higher than on initiative and the fight doesn't even feel like a boss fight until the boss FINALLY goes. Yes you can use Legendary Actions or Lair Actions when it’s not your turn, but these Apex Action not only let the boss creature affect the battlefield IMMEDIATELY, they also keep the players on their toes by shaking things up at the beginning of each round. These are separate from Legendary and Lair Actions and are another tool GMs have in their monster toolkit to present to the players that creates a compelling challenge both mechanically and narratively. Usually, you’ll want 3 rounds of Apex Actions prepared for your average combat encounter. You could consider even more for a long, epic battle. I recommend setting them up in the following pattern: 1. The Opener / Set Up 2. The Twist / Disruption 3. The Finale / Ultimate For the Setup, the villain will take a new position or order their cronies to take a new formation. Dynamic movement across the map is a big part of making combat feel alive. This is what you should be thinking about for this first Apex Action. For the Twist, you want to disrupt the party in some way or surprise them with something they didn't see coming. You aren’t trying to kill them here, the goal is to disrupt whatever plans had been set in motion.
Then for the Finale… you go for the kill! I am not saying you should kill your players, but THIS ability should be SCARY! I have run a monster where I told the players, “if it gets its third Apex Action off… someone’s probably dead.” They FREAKED OUT and did everything in their power to take it out FAST. I also love these because it shows the creature fighting for its life trying to survive with its last ditch attempt to attack them. Use the Apex Actions tables starting on page X to help flesh out ideas for each of these 3 types of Apex Actions.
DC Tip: Instead of at the beginning of each round you could
have these Apex Actions be triggered at certain KEY moments during the fight. Maybe you trigger these extra BIG abilities when creatures hit certain health thresholds, triggering one at half health, one at a quarter health, and one right before it dies. Maybe if the creatures touch a certain object, cast a certain spell, say something specific. I just encourage you to think outside the box when it comes to giving your boss monsters EPIC abilities to use at SURPRISING times in combat.
Folklore Monsters
These are monsters of lore and legend. Stories are told from generation to generation about the dangers of these beasts. These monsters should be SCARY and a big focus point for an entire side quest or epic adventure. They should feel like a deadly puzzle that your players have to figure out in order to survive! These monsters are much stronger than normal and if your party rushes in unprepared, it could be a TPK. That might be a harsh thing to say but this is the level of threat that needs to be communicated at the table when approaching this monster. I would tell my players this so they know what they are getting themselves into. The players will have to learn about this monster through its lore to discover what strengths and weaknesses it has. Only by avoiding and exploiting these features will they stand a chance.
Lore This monster should affect the world around it. Villages in the area should be terrified of its rumored existence. Maybe it feeds on the cattle, entire trade routes are diverted away from its lair, or more. Include NPCs in the world that know about this creature and can pass on this knowledge to the players. Take all the parts in the next sections and spread that information out amongst different kinds of NPCs. Maybe one has fought against the creature and lived to tell the tale, maybe one saw it and ran away before getting caught, or maybe one person has studied creatures like this. The more your players engage with the lore, the more you should reward them for it by giving them the info and tools to be able to fight this creature.
Buff It First, you have to make it FAR more powerful than something they would normally fight. If you use the CR system, a good place to start is to take the level of your group and add their prof. bonus, and that is the CR of the monster you should consider using.
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Example: With a group level of 5 plus their prof. bonus of 3, it would be a CR 8 monster, as the power baseline. I personally don’t use the CR system and just build a monster from scratch. That can be very difficult for GMs who are less confident in their ability to homebrew monsters. If this is the case, the CR method is a good starting point. Immunities & Resistances are simple buffs to give to the monster that will make the players have to adjust their plans and create a more dynamic combat. These should make sense for the creature and be discoverable beforehand (especially the immunities). Make sure you balance out how many Resistances and Immunities you give to your creature with the knowledge you give your players a chance to discover. It would not be fair if you give the creature immunity to all physical damage… and never allow the players a chance to discover that detail. Part of the fun of these mechanics is giving the players the opportunity to prepare for them. Maybe it is immune to a certain damage type unless you strike it with a certain item first. These tie in directly with Vulnerabilities, so make sure you think them both through and give players a chance to learn about them. Think outside the box with these. This creature is immune to all effects from divine magic. So now your Cleric specifically will have to be on their toes and think about how they could avoid this mechanic or figure out how they will be useful against this creature.
Weaknesses I separate weaknesses into two categories: damage weaknesses (Vulnerabilities) and tactical weaknesses (Exploits). Damage weaknesses are a HUGE tool the players can use against these highly deadly monsters, to get them down faster. These are super simple to tack onto a monster and let your players learn about them before combat or discover them while fighting the creature.. You can also think outside the box on these to have the monster be vulnerable to something besides an element. What if a creature was vulnerable to any weapon that has been doused with holy water? This could be a quest, to go find the holy water in preparation for combat with this creature. What if a creature was vulnerable to those who have slain an innocent? This would give your players a moral dilemma. They can gain the upper hand on this creature… at the cost of an innocent life. What if a creature was weak to a certain school of magic? All saves would be made at DisADV, and all damage from that school would be doubled!
Solutions
When you are thinking of a creature's weaknesses you also need to think of what solutions players could have already or what they might need to acquire in order to take advantage of this weakness. Think about what your parties strengths are first so that you can get a sense of what they could already accomplish. Maybe the strong Barbarian could peel off the creature's armor plating with Strength Checks. Maybe the Cleric's healing spells would have a REVERSE effect on the Undead creature and deal damage instead. Once you think of solutions that your players HAVE, then think about what they DON'T have. It is not going to be fun for the martial fighter to fight a creature that is immune to martial weapons. You have to make sure that your PC’s can engage in this combat in SOME kind of way, and they know that they need to overcome this issue if they want to be of use against the monster. Have the party learn of items that would give them an upper hand against the creature to address the weaknesses. Maybe they could collect uniquely crafted weapons, ammunition, or weapon oils to use against it. Maybe the characters need to gain a boon of some kind from an enchantment or potion they have to drink. Send your players on QUESTS for these solutions or just reward them by being curious enough to search for solutions before recklessly going out to fight it. I have had entire story arcs for players to obtain a quest item that allowed them to fight a Folklore Dragon… and I have given out these solutions simply from them asking around with the local citizens.
Staggered Condition
When a specific trigger happens to a creature it becomes vulnerable to damage for 1 round. You can cause the creature to become Staggered in a number of ways, not limited to: • A specific condition you inflict on the creature • Stacking multiple conditions at the same time • Dealing a specific damage type • Dealing a specific damage type while it has a specific condition (deal Poison damage to a creature who is Poisoned) • Damage thresholds on certain parts of the creature • Moving the creature into a specific location on the battlefield OR being in a special location yourself (a tar pit / prepared Magic Circle) • Special magic items used against the creature • A Readied Action to attack a creature in a weak point when it does a specific action (Readying an Action to strike a dragon’s open maw when it goes for a Breath Weapon attack)
Exploits are my favorite part of these Folklore Monsters. These give creatures some sort of disadvantage that makes them less deadly. I usually tie these to its features and abilities. What if a dragon type creature is hit in the throat for a total of X damage, then it loses access to its breath weapon? What if the creature hears, sees, or smells something specific, then it has DisADV on all attacks and saves? Just the players knowing this information can help them dismantle the creature and turn the tides in their favor.
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DYNAMIC CREATURE CREATOR | THE DUNGEON COACH
Lure
Universal DC’s
This is how your creature is connected to its environment. Does it have a lair? What does it interact with in the world on a normal basis? This is more than just Lair Actions (see above), this is where it lives and how it goes about its daily routine. You’ll need to be prepared for if your players want to lure it out of its lair, try and get a tactical advantage, hunt it down, or surprise it.
If a monster has a DC for an ability, I will usually have ALL of the DCs be the same number. This feels fair for the monster and the players understand what they are trying to go for when they have to make a save. I don't tell them this when the fight starts but this is something that they can figure out, just like players already do with a monster’s AC. Once they find out the exact number, it's a fun moment for them, and this works the same way. Once they HIT the DC exactly I will say, “You just barely succeed,” or “You exactly save.”
Ask yourself what this creature would be doing if the players were NOT around, and this helps you get into its head. Think of your world and what things around it are able to interact with and weave into this creature's Lure. How hard are you going to make it on them to accomplish this task? You can even have creatures attempt to lure the PC’s into a TRAP! • Specific sounds • Specific smells • Temperatures • Time of day • Seasons • Other creatures
Dynamic Creature Unique Features
Instead of using a chart to give your monsters some extra flavor, here are a TON of features organized by type, for you to draw even more inspiration from. I usually use this chart in one of two ways. First Method: Select Monster, Add Features
Consistent Dice & DCs Universal Damage Die If you are going to use a d6 for its attack then use a d6 for ALL of its abilities. When I homebrew my monsters, I usually set the SIZE of the dice based on the SIZE of the creature. Something that is Medium uses a d6, Large is a d8, Huge is a d10, and Gargantuan is a d12. But that is just a baseline and I will adjust from there. AFTER I set the dice size, I can increase the number of dice it rolls based on how much damage I want it to do. The same goes for its attack and damage modifiers. Choosing one type of die makes it simple to run as well. You just need d8s for this monster and you aren't searching around for d10s for its bite and d8 for its claws, etc. I will definitely use d12s for a Barbarian with a big sword even though they are only “medium sized”. I think about how volatile I want the creature's damage to be. More consistent damage would be more d4s and less consistent damage would be d12s. Ask yourself, “What size dice would make sense for this creature?” Then you can figure out how many and what the modifiers will be for based on how strong it is. This is something that you will learn over time as your identity as a GM develops further.
Pick a monster that you want to use first, then scan through these sections to add things you want to give this monster. Since you know the monster, you will be able to see what abilities would make sense and take the creature in a direction you want. Second Method: Find Features, Create Monster Scan through this list until you find a feature that looks fun or exciting, then build an entire monster around it and just run with it. Add in even more features that would make sense for this new creation (either from this list or whatever comes to you at the moment).
Monster Save DCs Usually, when you want to come up with a save DC for a monster, the formula always has 3 parts. You start with 8 as the base for the DC, then add its prof. bonus, followed by the modifier for what would make sense for the monster. If a creature is a spellcaster you can decide which modifier it uses for its spells. A LOT of monsters have “spells” but they are described more as monstrous abilities that they can just DO naturally. So fire spells from a Sorcerer might use Charisma, while a monster's breath weapon might use Constitution. This usually feels better to give the monster the stat that would be its strongest.
Customize Features Feel free to change and tweak anything in the sections below (of course). None of these effects or numbers should be set in stone in your minds. Change the type of save that is made, range of the effects, type of status condition, or anything else that comes to mind!
DYNAMIC CREATURE CREATOR | THE DUNGEON COACH
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Martial and Physical Features Ambusher: In the first round of a combat, you have ADV on attack rolls against any creature surprised by you. Assassinate: You are at your deadliest when you get the drop on your enemies. You have ADV on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. Battle Command: As a Bonus Action, you target 1 ally you can see within 30ft. If the target can see or hear you, it can use its Reaction to make one melee attack. Blood Frenzy: You have ADV on melee attack rolls against any creature that doesn't have all of its HP.
Exploit Weakness: You may make an additional attack as a Bonus Action against any target who suffers from a condition inflicted by one of your other abilities. Fury of the Small: Once during an encounter, if you deal damage to a creature of a larger size category than you, you may deal extra damage. Guided Strike: Once per encounter, you can grant a +10 bonus to an attack roll made by yourself or another creature within 30ft of you. You can make this choice after the roll is made but before it hits or misses.
Brute: You deal extra damage with melee weapon attacks.
Heavy Hitter: You deal extra damage against creatures who are not armored.
Call to Attack: Up to 3 allied creatures within 120ft of you, that can hear you, may each use their Reaction to make a weapon attack.
Improved Critical: Your weapon attacks score a critical hit on a roll of 19 or 20.
Cleaving Swing (Recharge 5-6): You swing your weapon in a great arc. Every creature within 10ft of you must make a Dex Save. Failure: The creature takes Slashing damage. Command Ally: You give directions to 1 ally you can see within 30ft of you. If the target can see and hear you, they can use their Reaction to make one weapon attack or to take the Dodge or Hide Action. Conditioned: You are resistant to a specific condition and have ADV on saves against being subjected to the chosen condition. Decisive Strike: When you hit a creature with one of your damaging abilities and exceed their AC by 5 or more, they must make a Str Save. Failure: They suffer an additional effect like being knocked back, made Prone, or Stunned, etc. Defensive Sacrifice: When an ally is hit by an attack, you can use a Reaction and take the damage for them. You automatically take the damage even if the result of the attack roll is lower than your AC (you diving in front of the attack). Deflect Missile: When you are hit by a ranged weapon attack, you may use your Reaction to reduce the damage that the attack deals to you. If the damage is reduced to 0, you may catch the projectile and make a ranged attack with it. Direct Counterstrike: When a creature you can see misses you with a melee attack, you can instruct an ally to counterattack. An ally you can see within 5ft of the creature attacking you can use a Reaction to make one melee weapon attack against the attacker. Disarming Strike: When you hit a creature with an attack, the target must make a Str Save. Failure: The creature drops 1 item of your choice. Dive Attack: If you dive or fall at least 30ft straight down toward a target, before making an attack, it deals additional Bludgeoning damage on a hit and the target must make a Str Save. Failure: The target is knocked Prone. Divine Eminence: As a Bonus Action, you cause your melee weapon attacks to deal extra Radiant (or elemental) damage to a target on a hit. This benefit lasts until the end of the turn.
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Evasion: If you would make a Dex Save to take only half damage, you instead take no damage on a success and only half damage on a failure.
Invigorating Strike: When you hit a creature with a weapon attack, you may revitalize yourself. If the target drops to 0 HP, you gain Temp HP equal to 3 times your prof. bonus. Lay Up: When you hit a creature with an attack, that creature has DisADV on the next save they make against a spell you cast, before the end of your next turn. Leadership: Once per encounter, you may enter a state of focused direction for 1 minute. For the duration, whenever a creature you can see makes an attack roll or save, you can advise them, granting them a d4 bonus to their roll. A creature can only benefit from this feature once per turn and only does so if they can hear and understand you. Leaping Attack: When moving, if you jump at least 15ft you may make a leaping attack as an Action. You land on your feet in a space that contains at least one creature, each creature currently in that space must make a Str Save. Failure: They are moved into an adjacent space of your choice, knocked Prone, and take Bludgeoning damage. Success: You are moved into an adjacent space of their choosing. Low Strike: When you hit a creature with a weapon attack, you can strike in a low place. The target must make a Con Save. Failure: The target has DisADV on attack rolls until the end of your next turn. Lunging Attack: When you make a melee weapon attack on your turn, you can increase your reach for that attack by 5ft until the beginning of your next turn. Maneuvering Attack: When you hit a creature with a weapon attack, you can maneuver one of your comrades into a more advantageous position. Choose a friendly creature who can see or hear you. That creature can use its Reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Meat Shield: While grappling another creature, you may use it to protect yourself from harm. When another creature you can see hits you with an attack roll, you may use your Reaction to have the Grappled creature be the target of the attack instead of you.
DYNAMIC CREATURE CREATOR | THE DUNGEON COACH
Menacing Attack: When you hit a creature with a weapon attack, you can attempt to frighten the target. The target must make a Wis Save. Failure: The creature is Frightened of you until the end of your next turn. Pack Tactics: You have ADV on attack rolls against creatures if at least one of your allies is within 5ft of the creature and the ally isn't Incapacitated. Parry: While wielding a melee weapon, if a creature you can see hits you with a melee attack, you may use your Reaction to add your prof. bonus to your AC until the end of the turn. Phalanx Formation: While wielding a shield, you have ADV on attack rolls and Dex Saves while standing within 5ft of an ally that is also wielding a shield. Punish Failure: When a creature fails their save against one of your damaging abilities by 5 or more, they are afflicted with a specific condition (e.g. Deafened, Prone, or Stunned). Pushing Attack: When you hit a creature with a weapon attack, you can attempt to drive the target back. If the target is Large or smaller, it must make a Str Save. Failure: You push the target up to 15ft away from you. Quick Toss: As a Bonus Action, you can make a ranged attack with a weapon that has the Thrown property. You can draw the weapon as part of making this attack. Rally: On your turn, you can use a Bonus Action to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains Temp HP equal to your prof. bonus + your Charisma modifier.
Strangling: A creature restrained by one of your other abilities takes Bludgeoning damage at the start of each of its turns and is unable to breathe. Stunning Strike: When you hit a creature with an unarmed strike, the target must make a Con Save. Failure: The creature is Stunned until the end of your next turn. Sweeping Attack: When you hit a creature with a melee weapon attack, you can attempt to damage another creature with the same attack. Choose another creature within 5ft of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your weapon’s damage die. The damage is of the same type dealt by the original attack. Taunt: As a Bonus Action, you taunt 1 creature within 30ft of you. If the target can hear you, it must make a Cha Save. Failure: The creature has DisADV on attack rolls against any creature other than you. Trip Attack: When you hit a creature with a weapon attack, you can attempt to knock the target down. If the target is Large or smaller, it must make a Str Save. Failure: The creature falls Prone. Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your Reaction to halve the attack's damage against you.
Rally the Troops: As a Bonus Action, you can end the Charmed and Frightened conditions on yourself and each creature of your choice that you can see within 30ft. Reckless Attacks: At the start of your turn, you can gain ADV on all melee weapon attack rolls during that turn, but attack rolls against you have ADV until the start of your next turn. Redirect Attack: When a creature you can see makes an attack roll against you, you can use your Reaction to have that attack instead target an ally within 5ft of you. As part of this Reaction you and the ally may trade positions. Riposte: When a creature misses you with a melee attack, you can use your Reaction to make a melee weapon attack against the creature. Shake It Off: When you make a save to end an effect on yourself, you can add your prof. bonus to that save as a Reaction. Sharpshooter: Your ranged weapon attacks ignore 1/2 cover and 3/4 cover, and attacking at long range doesn't impose DisADV on your ranged weapon attack rolls. Sneak Attack: You deal extra damage against targets when you have ADV on the attack or an ally is within 5ft of the target, as long as you don’t have DisADV on the attack. Steady Aim: As a Bonus Action, you may take careful aim with a ranged weapon at a creature within that weapon’s range. Until the end of your turn, you deal extra damage with ranged weapon attacks against that target.
DYNAMIC CREATURE CREATOR | THE DUNGEON COACH
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Magical or Monstrous Abilities Alluring Stare: You can use your Reaction to glare at a creature you can see within 30ft of you. If it’s not averting its gaze, the creature must make a Wis Save. Failure: The creature is Charmed and Stunned until the end of its next turn. Success: The creature is immune to this effect for the next 24 hours. Antimagic Susceptibility: You are Incapacitated while in the area of an Antimagic Field. If you are targeted by Dispel Magic, you must make a Con Save against the caster's Spell Save DC. Failure: You are Incapacitated for 1 minute. Arcane Ward: You have an arcane ward that has a number of HP. Whenever you take damage, the ward takes the damage instead. If the ward is reduced to 0 HP, you take any remaining damage. When you cast any Abjuration spells the ward regains a number of HP. Baleful Wail: You unleash a psychic assault on a creature of your choice within 30ft. The target must make a Wis Save. Failure: The creature takes Psychic damage and must use its Reaction to move as far away from you as its movement speed allows. It will not move into obviously dangerous ground. Success: The creature takes half damage and does not need to move. Deaf or Deafened creatures automatically succeed on this save. Benign Transportation: Once per encounter, as a Bonus Action, you can teleport up to 30ft to an unoccupied space you can see. If you instead choose a space within range that is occupied by a willing Small or Medium creature, you both teleport, swapping places. Blood Dance: You can use a Bonus Action to control the movement of 1 creature who is affected by one of your curses that you can see within 30ft. The creature must make a Cha Save. Failure: The creature must use its Reaction to move up to 30ft in a direction of your choice. Bountiful Luck: You gain a number of d10’s, when you roll any d20, you can expend a d10 and roll it, adding the number rolled as a bonus to the roll. Burst from Below: While burrowing, you use your Action to emerge violently from the earth, tearing up and shaking a 20ft cube area. Creatures within that area must make a Str Save. Failure: A creature is knocked Prone and takes Bludgeoning damage. Success: A creature takes half damage and is not knocked Prone. The ground in the affected area becomes difficult terrain. Create Openings: Hostile creatures within 5ft of you are vulnerable to a specific damage type, unless they are resistant or immune to that damage type. Damaging Aura: A hostile creature that starts its turn within 5ft of you takes a specific type of elemental damage.
DC Tip: A “normal” amount of damage for this would be their level in damage or 1/4 their level number of d6’s.
Damaging Defenses: A creature that hits you with a melee attack takes damage of a specific type.
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Damaging Skin: A creature that grapples or restrains you takes damage of a specific type when it does so, and at the beginning of each of its turns if it continues. Death Throes: When you suffer a critical hit or are reduced to 0 HP, each creature within 5ft of you takes damage of a specific type as you explode with energy. Displacement: Once per encounter, you may use a Bonus Action to activate Displacement. You are joined by an illusory duplicate of yourself that makes targeting you difficult. Until you are dealt damage, Incapacitated, or your speed is reduced to 0, attack rolls against you have DisADV. Enveloping Grasp: While you are grappling or restraining a creature, you wrap yourself around them in such a way that you cannot be attacked separately. Any attacks aimed at you deal half damage to you and half damage to the creature you have in your grasp. Fickle Favor: As a Bonus Action, you can bestow an unstable blessing on 1 ally you can see within 30ft. The creature takes a small amount of Psychic damage, but has ADV on the next attack roll it makes until the end of its next turn. Fling: While holding or grappling a Large or smaller object or creature, you may throw that object or creature up to 60ft as one of your attacks. A thrown creature takes Bludgeoning damage and must make a Dex Save or be knocked Prone when it lands. If the thrown creature or object targets another creature, the target must make a Dex Save. Failure: The creature takes the same damage and is knocked Prone. Grapple Shield: When you have a creature grappled you use their body as a shield to protect yourself. When you take damage you split the damage between yourself and the creature, each taking half damage. Grim Harvest: When you reduce a creature that is not an Undead or Construct to 0 HP, you regain HP. Instinctive Charm: Once per encounter, you may divert an attacker’s attention elsewhere. When you are attacked, but before you know if the attack hits or misses, you may force the attacker to make a Wis Save. Success: Their attack resolves as normal. Failure: The attack instead targets the closest creature to it that isn’t you or itself. If multiple creatures are closest, the attacker chooses from among them. Magic Reflection: If you succeed on a save against a spell or a spell’s attack misses you, you can use your Reaction to redirect the spell to a new target within 30ft of you. You make a new attack roll against the target using your spell casting ability modifier (or Constitution modifier if you can't cast spells). If the spell requires a save, then use the DC of the original caster of the spell. Magic Resistance: You have ADV on saves against spells and other magical effects. Magic Vulnerability: You are vulnerable to damage from spells and have DisADV on saves against spells (this can be school specific for a less debilitating drawback). Natural Spellcaster: You can cast any of the following spells as a Bonus Action. (Choose a small number of thematically
DYNAMIC CREATURE CREATOR | THE DUNGEON COACH
appropriate spells, with casting times of an Action… usually cantrips).
Regenerating Presence: Any ally that starts its turn within 30ft of you regains HP.
Portent: Once per encounter, when you or a creature you can see makes an attack roll, a save, or an ability check, you can give the roll DisADV.
Whispering Aura: At the start of each of your turns while you aren’t Incapacitated, each creature of your choice within 5ft of you must make a Wis Save. Failure: The creature takes Psychic damage.
Rattling Moans: Each creature within 120ft that can hear your cries has DisADV on all Concentration Checks and must make a Wis Save. Failure: They become Frightened of you as long as they can hear you. The creature can repeat the save at the end of each of its turns, ending the effect on a succes, and any creature that successfully saves against the effect becomes immune to it, for the next 24 hours. Slime Shot: You make a spell attack with 120ft range that deals Poison or Acid damage. The target must make a Str Save. Failure: The creature is Restrained until the end of your next turn. Spell Sculpting: When you cast a spell that forces other creatures you can see to make a save, your allies automatically succeed on their saves against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it. Stunning Moan: Each creature within 60ft that can hear you must make a Wis Save. Failure: A creature takes Psychic damage and is Stunned until the end of your next turn. Success: A creature takes half as much damage and isn't Stunned. Terrifying Roar: You roar, which can be heard at a range of up to 120ft. Each creature who can hear it must make a Wis Save. Failure: The creature is Deafened and Frightened for 1 minute. If a creature fails its save by 5 or more, the creature is also Paralyzed as long as it is Frightened. A creature can repeat the save at the end of each of its turns. War Magic: When you use your Action to cast a spell, you can make one weapon attack as a Bonus Action.
Menacing Auras and Powerful Presences Bolstering Presence: Any ally that starts its turn within 30ft of you gains Temp HP. Doom Aura: When a hostile creature within 5ft of you makes an attack roll or save, they do so at DisADV unless they are immune to being Frightened.
Mobility and Utility Action Surge: Once per encounter, you can take an additional Action on one of your turns. Charge: If you move at least 10ft straight toward a target and then hit it on the same turn, you deal extra damage. If the target is a creature, it must make a Str Save. Failure: The creature is pushed up to 10ft away and knocked Prone. Cunning Action: You may Dash, Disengage or Hide as a Bonus Action. Duck and Weave: When a melee attack misses you, you can use your Reaction to move 5ft without provoking opportunity attacks. Flyby: You don't provoke opportunity attacks when flying out of an enemy's reach. Helpful: You can take the Help Action as a Bonus Action. Not-So-Legendary Resistance: Once in an encounter, you can reroll a save that you fail and must use the new roll instead. If the save still fails, you regain the use of this ability. Protective Reaction: When a creature you can see attacks another creature within 5ft of you, you can use your Reaction to impose DisADV on that attack. Retreating: You can move up to half your speed as a Reaction without provoking opportunity attacks when an enemy ends its turn within 5ft of you. Second Wind: Once per encounter, you can use a Bonus Action to regain HP. Skirmish Advantage: You have ADV on the first attack you make each turn if you are at least 15ft from where you started the turn. Standing Leap: Your long jump is up to 20ft and your high jump is up to 10ft, with or without a running start. Survivor: At the start of each of your turns, if you are conscious and Bloodied, you regain HP.
Dreadful Aspect: Each creature within 30ft of you must make a Wis Save. Failure: A creature is Frightened of you for 1 minute. A Frightened creature that ends its turn more than 30ft away from you can repeat the save. Painful Presence: At the start of your turn, each nonIncapacitated creature of your choice within 15ft of you must make a Wis Save. Failure: The creature takes Psychic damage. Powerful Presence: Attack rolls have DisADV against you until you are Bloodied. Reckless Rage: While Bloodied, you have ADV on all melee weapon attack rolls and all Int, Wis, and Cha Saves, but attack rolls against you are made with ADV.
DYNAMIC CREATURE CREATOR | THE DUNGEON COACH
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Tables
Generic
Apex Actions Tables
Attack back at anyone that attacks you
These are for both new and veteran GMs to inspire Apex Actions for your monsters! There are 4 tables for different kinds of Apex Actions (Generic, Set Up, Tactical, and Finishers) and 2 more tables of triggers for Reactions and Passive abilities.
Single Action from creature (attack, etc)
The Generic table is basic Actions and Bonus Actions for the creatures turn. Your run of the mill monster using his minions as meat shields, casting nasty AoE spells, and the like. It also includes simple Legendary Actions. Set up Actions are for round 1 type Apex Actions to get the fight going. Tactical Twists are huge game changers where the PCs will have to adjust to something the boss just did. Finally, the Finisher is a big last ditch effort for this EPIC creature to kill them! The Reaction Triggers table is used for determining what causes these Reactions to “go off” and can be combined with any of the generic Actions to custom create your own Apex Reactions. There are also passive triggers, which will activate anytime the players take a certain Action or might just be a constant effect. These do not require the creature to expend their Reaction and can be done an infinite number of times (since it’s passive).
Opener / Set Up Burrows Fly around w/o Opportunity attacks Movement that causes Difficult Terrain where you move Huge leap landing with a displacement effect from landing area Teleport Huge knock back all in one direction Huge knock back away from a central point (Creatures location?) Huge pull inwards towards a central point AoE Restrain/ Grapple/ Snare on all PC’s
Disengage & Free Movement AoE Damage Use nearby allies as a shield, gaining 5 AC. If the attack would’ve hit you, the ally takes the damage instead. Call reinforcements Throw the dead bodies nearby Cast full spell as bonus Action (or spell like effect) Fear Effect that forces use of Reaction to flee 1/2 move speed Single/ AoE Stun Charm Throw creature that you have Grappled (or Prone) Can move Grappled creature into incoming attacks Additional attack vs a target with “Insert condition here” Sneak Attack (bonus damage from ADV) Bonus Action Heal Turn Based Heal Give self buff for additional dice/ modifier of damage Cast Spell of a certain range (lower range for Bonus Actions) Force creature to move (physical/ spell/ mental) Give DisADV to creatures next (attack, ability check, saving throw) or full turn Teleport Take Flight (Levitate) Burrows Bane / Bless effect Cantrip Grant ADV to an ally Cleave attack hitting multiple targets standing in front of creature Whirlwind Attack hitting all within 5ft Swallow
Mass status effect (fear, blind, etc) Wall/ Barrier/ Dome separating the battlefield Teleport PCs to a certain place Control PCs to draw them to certain location Villain steals something important from the Party Levitate/ lift/ carry PC into a dangerous position Goes invisible and moves somewhere Cloud of fog/ darkness blocking vision
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DYNAMIC CREATURE CREATOR | THE DUNGEON COACH
Twist / Disruption
Reaction Triggers
Trigger wild magic zone effects
Recieves certain damage type
Destroy, disarm, or effect the items/ potions of PC’s
Hit with attack of opportunity
Huge increase to Defenses in some way (Temp HP orTemporary increase to AC)
When first appearing into combat
All allies move towards the one who last attacked you, having a single free attack if they get within range of an attack.
Moving near a dead body
Some interAction with the environment, like dropping boulders or trees, lighting a fire etc. Call reinforcements Barrier around itself for a turn “turtling” (invulnerability shield)
At half health If all attacks hit on creatures turn When an enemy misses an attack When the creature misses an attack Counterspell used against them
Eat a smaller minion for healing
Enemy gets within 5ft
Grant allies advantage on their attacks, ability checks or saves until your next turn
Friendly creature dies Any creature dies
Fixate all attacks on one target
Someone drinks a potion
Fixate all attacks on farthest target
Every 1/4 health lost
Fixate all attacks on the last person to hit
Creature tries to move out of melee
Healing Aura for all creatures allies/ self
Ally within 5ft gets attacked
Mass Dominate/ Charm saving throw
When knocked Prone
Mass saving throw from a Status Effect
Nearby creature is Prone
Mass Raise Dead / Summon Minions
Above half HP
Spell dampen/ magic block
Below half HP
Illusions/ duplicates of creature appear
Death Lands a hit, or gets hit Gets a crit, or hit with a crit
Finale / Ultimate
Creature kills something
An ability that takes a turn to charge up, then goes off next turn and does something crazy (unless interrupted or out ranged) Huge AoE Damage Enter a rage for x rounds (Enraged = Massive damage boost) Huge AoE status effect (+damage?) Huge throw/ slam/ crush of one PC (into other PC’s?) Action Surge for two turns (one during the “Apex Action” and one on actual turn, cannot be back to back) Kills all allies within 120ft and gains a damage buff/ heal for each one Health swap between two creatures (self and PC?) Mass Dimension Door to get away Form Change, shapeshift into something stronger
Passive Abilities Damage dealing Aura Save reduction Aura Aura imposes DisADV AC that can be lowered by party Retaliation damage Additional conditions if fail save by 5 or more Gain Temp HP on (Trigger) Cause Damage on (Trigger) Resist/ Immune to status effect/ damage type
Single devastating attack at one PC (Disintegrate?) Summon a powerful creature (dies when he dies?) Transfers spirit into a PC, controls them (how do you remove them?) Massive environmental effect occurs Enter a dream/ trance to continue fight in their own minds Mass teleport of entire group (creature and PC’s) Says something extremely ominous and dies out of nowhere Link between Creature and a PC that lets then share damage taken between the two
DYNAMIC CREATURE CREATOR | THE DUNGEON COACH
15
Build-A-Baddie
You can create ANY type of creature with this simple chart. You can use mid session to give out abilities on the fly or used in game prep to help you spark some creativity. The charts are organized by type of creature and by type of ability. Want to give a strong creature a defensive ability? Go to the strength row and offense column. Want to create a support caster? Go to the caster row and the utility column. This Build a Baddie chart has been a game changer for me both during and before sessions! Offense Strength
Dexterity
Monster
Caster
Boss
Utility
Reckless Attack
BA Heal Self
BA / FA Jump
Charge (+5 Dmg or shove 10ft)
RA Buff AC
BA 1/2 MS towards enemy
Cleave Swing (up to 3 targets)
Taunt (DisADV when enemy @ attack allies)
BA Help
Great Weapon Master
Relentless Endurance (0 HP go to 1 HP)
BA Inspiration Die
Grappler (ADV + Restrain target)
+2 AC to allies within 5ft
ADV or +1d4 to ALL Ally Actions
BA Push / Prone / Grapple
Take Half Damage
OA that reduce target’s MS
Elemental Smite
Resist X (homebrew)
Action Surge
Enrage (+ Dmg when bloodied)
Indomitable (Reroll Save)
HP recovery after killing a target
Enlarged (+1d4 Dmg / Str Save ADV)
Inspiring Shout (Temp HP to allies)
Heal at start of turn if below 1/2 HP
Ramping Dmg (+1d6 per attack landed in a row)
RA Uncanny Dodge (1/2 Dmg)
Extra MS
Sneak Attack (Dmg = 1/2 level x 1d6)
RA Evasion (1/2 Dmg or Save for 0 Dmg)
BA Cunning Action
Off Hand Free Attack
Gain Temp HP of 1/2 Dmg dealt
RA move 1/2 MS when hit, no OA
Fury (+ level of Dmg once)
Doesn’t provoke OA
Ignore Difficult Terrain
Sharpshooter (Ignore 1/2 or 3/4 cover)
Stand up from Prone free without penalty
RA chase target up to 1/2 MS
Sniper Shot (1 turn set up for +5 hit, double dmg)
RA Deflect Missile
Guiding Strike (next ally attack has ADV)
Poison Attack (Target Con Save)
BA Dodge
Caltrops / Ground Traps
RA Counterattack attacker
Resistances
Spider Climb
Bleed (1d4 Dmg/round until healed/Medicine Check)
Regeneration
Fly / Swoop Attack / Grapple Carry
Increase reach distance
Lifesteal (heal for 1/2 Dmg inflicted)
Webbing Restrain/ Grapple Attack
Reduce maximum HP (Con Save)
Undead Fortitude (Con Save at 0 HP)
-1 AC on target with each Attack
Blood Scent (ADV or + Dmg vs damaged target)
Absorb Spells (buff/ heal/ reflect)
Frightful Presence
Damage Aura (flat amount or Dmg dice)
Enemies crazed and attack allies (Cha Save)
Hellish Rebuke
Throw target as Ranged Attack
Shared 1/2 Dmg taken with target
Sentinel
Swallow Creatures (smaller size)
Glancing Blow AC Range (1/2 Dmg)
Burrow Speed + BA Burrow
Grapple (Restrained, Poisoned, Auto-Dmg)
Mage Slayer (DisADV on Con Save)
Explode upon death
Single Target Dmg (Guiding Bolt)
Mirror Image
RA/BA Teleport 30/60 ft (LoS or not)
AoE Splash Dmg (Fireball)
Blur
Teleport ally
AoE Dmg Self Radius (Thunderclap)
RA Invisibility on being hit
Bane / Bless
Line Dmg (Lightning)
Superior Invisibility
Sorcery Points
Chain Dmg Spells (Chain Lightning)
RA Shield Spell
Command
Psychic Dmg (hallucinations)
Shield of Temp HP
Dominate Monster / Person
Zone Dmg (entering or starting turn in zone)
Heal allies
Wall of Force
BA Cantrip
Hold Person
Force Cage
Telekinesis
Dispel Magic / Counterspell
Polymorph / Shapeshift
Apex Actions 1-3
Legendary Resistance 1-3
Lair Actions
Legendary Actions 1-3
ADV on Saves
Lair: Difficult Terrain
Big BA Stuff
Resistance X (homebrew)
Lair: Gaps / Walls / Pillars
Big RA Stuff
Resistances
Lair: Obscure Sight / Lighting
Auras
Immunities
Snaring
Passives Traits / Abilities
Condition Immunities
Knock Prone
Key • MS = Movement Speed • BA = Bonus Action • RA = Reaction • FA = Free Action
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Defense
• OA = Opportunity Attack • Cleave = Dmg to adjacent targets • Dmg = Damage • ADV = Advantage • DisADV = Disadvantage
• Save = Saving Throw • LoS = Line of Sight
DYNAMIC CREATURE CREATOR | THE DUNGEON COACH
Template
This is the general outline I use for creating monster stat blocks, with examples of how I would format or word certain things. You don't HAVE to have something in each section, but this is where I put them for ease of use when I am trying to run these monsters as efficiently as possible.
[Creature’s name]
Spellcasting: Charisma (+X to hit, DC X)
Size & Creature Type
— Armor Class Hit Points multiple of 5 or 10 Saves: Str +X, Con +X (whichever stats are applicable) Vulnerabilities: Resistances: Immunities: Condition Immunities:
Bonus Actions Disengage: Reactions Shield:
— STR DEX CON INT WIS CHA +X
+X
+X
+X
+X
At Will: Lower Level Spells, based on power of creature 1/LR: Party Level Spells, or higher, based on power of creature Recharge (5-6): Iconic Spells, what the creature is known for
+X
— Prof. Bonus:
Apex Features Legendary Actions (X/round) Attack (1): The creature makes 1 Bite Attack.
Speed: 30ft, Fly 40ft Senses: Darkvision 60ft Languages: CR:
Wing Attack (2): Each creature within 10ft of the dragon……
—
Save Immunity: If the creature fails a save, it can choose to succeed instead.
Fire Eater: The creature heals when it takes Fire damage.
Lair Actions
Legendary Resistances (X/LR)
Strengths
Weaknesses
On initiative count 20…..(Save DC X).....
Situational Vulnerability: The creature is vulnerable to Lightning damage while in water.
Action Name: Description of Action
Sunlight Sensitivity: While in direct sunlight, the creature has DisADV on attack rolls and saves.
Action Name: Description of Action
Actions Multiattack (3) Bite (1): Melee Attack 10ft Reach, +X to hit, XdX+X Piercing damage.
Action Name: Description of Action
Apex Actions These happen at the beginning of the round of combat and always go before anyone else. Round 1: Action Name
Tail (1): 1/Turn, …
Description of Action
Claw (2): …
Round 2: Action Name
Individual Attack Name: If the monster has an attack not included in the multiattack option.
Description of Action Round 3: Action Name Description of Action
DYNAMIC CREATURE CREATOR | THE DUNGEON COACH
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OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;(d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty‑free, non‑exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to
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indicate compatibility or co-‐‑adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
DYNAMIC CREATURE CREATOR | THE DUNGEON COACH