I'm trying to look for a reference but I'm just curious how monster special abilities work. Generally, what kind of action do they take? Action, bonus action, or free actions?
A monsters gets the same Move + Action on their turn. The Actions they can do will be listed in their stat block somewhere.
The stat block has a section called "Actions", so they will be there. Choose one of those things to do on the monster's turn whilst also being able to move - one thing that might be under Actions is "Multiattack", which will describe which combination of simple attacks can be used.
Generally monsters don't take bonus actions, since the Actions section will tell you what options are available.
Passive abilities (such as auras) are normally listed elsewhere in the stat block (typically before the Action section), such as the Ghast Stench ability.
If a monster, such as an Oblex, has spells listed X per day, what are the rules for casting these, I usually have these spells take place in addition to an action as it doesn't specifically state that spell casting replaces the attack.
If a monster, such as an Oblex, has spells listed X per day, what are the rules for casting these.
It uses whatever action the spell normally uses, unless the monster has a special power that allows it to do something else (for example, the Glabrezu has a multiattack option that allows it to make two claw attacks and cast a spell).
Not sure if it's RaW, but I follow the mindset listed above, that anything listed under it's Actions line use an action. Anything else, Spells, specials, etc, I treat as though my monster can do any one during it's turn (unless the ability states so, as in "as an action...) They're monsters and outclassed by my players anyway. I have no issue giving them a little bump, lol.
Rollback Post to RevisionRollBack
Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Y'know, I hadn't noticed that most creatures don't really have bonus actions. If they do, then it's not listed in the "Actions" portion of their statblock. For example, a Spy has the cunning action feature from the Rogue class, which overtly calls it out as a Bonus Action, but it's listed with their general features, right next to a Sneak Attack available to the creature.
If a creature is capable of combining multiple actions in one turn, it's usually called out in their "multiattack" action. For example, a Wyvern can attack multiple times, but it has restrictions... it can't just attack multiple times with its stinger, it overtly can only make one bite attack and one stinger attack. Although their Multiattack action also states that they can replace one of those attacks with a claw attack while flying. So it's not quite as versatile as PC's Extra Attack, which can be used with the same attack multiple times.
RAW, monsters follow the same action economy as PCs do. So, for example, whenever a monster casts a spell it would take the [Tooltip Not Found] action. If they attempt to actively use perception or investigation it would use the search action, stealth would use the hide action, etc. Most things that would use an action, bonus action, or reaction are listed under their respective sections, so it’s not really a question. The typical exceptions are Spellcasting/Innate Spellcasting, or static buffs that would affect one of those other “standard actions” like any variation of the Keen Senses special trait.
However, the game is balanced around PCs not actually having any magic items (other than infusions), so as soon as something like a moon-touched sword or unbreakable arrow, or a staff* of adornment / birdcalls / flowers gets in the party’s hands the monsters are behind the curve. So if that acolyte gets in a free club attack, or the apprentice wizard gets in a free dagger attack in addition to casting a spell, it’s not a problem. (Even if the party hasn’t even got a potion of healing yet it shouldn’t be a problem, PCs are the superheroes of D&D. 🦸♀️🦸🦸♂️)
*Those are “magic items,” and any staff technically counts as a quarterstaff. So, RAW, in the Monk’s hands, a staff of adornment is a dangerous thing. By the way… has anyone ever thought to put a couple flasks of oil and a flask of alchemist’s fire on the end of a staff of adornment?!? Smack something with that and it would take take 1d4+10 fire damage every turn…. That just occurred to me.
Ironically, a lot of this stuff, especially actions and spells and how spells fit within actions, is evidently going to get cleared up in the new stat block layout coming in MMM. Kinda looking forward to it, usually the format as is this stuff can be teased out, but it would be more welcomed if it were brightlined.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
Ironically, a lot of this stuff, especially actions and spells and how spells fit within actions, is evidently going to get cleared up in the new stat block layout coming in MMM. Kinda looking forward to it, usually the format as is this stuff can be teased out, but it would be more welcomed if it were brightlined.
That’s actually the one thing I am looking forward to. The current statblock layout is less than wonderful. It’s okay, but it could be metter.
Ironically, a lot of this stuff, especially actions and spells and how spells fit within actions, is evidently going to get cleared up in the new stat block layout coming in MMM. Kinda looking forward to it, usually the format as is this stuff can be teased out, but it would be more welcomed if it were brightlined.
That’s actually the one thing I am looking forward to. The current statblock layout is less than wonderful. It’s okay, but it could be metter.
What I'm not looking forward to is probably waiting a quarter till be able to purchase it outside three hardback boxed set, a set two-thirds of which most players most invested in seeing those changes already own.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
Okay ty, so basically, special abilities like a Behir's Lightning Breath or a Shadow Dragon's Shadow Breath will cost an action?
Yes, they will cost an action to perform.
They can't be used every round because they also use the "recharge" rules, but note that they ARE available at the start of combat (and may even be the attack that starts a combat).
Since the monster rules in my link in comment 2 says "or use one of the actions available to all creatures", this would include the "Cast A Spell" action to be able to cast one of their spells.
Y'know, I hadn't noticed that most creatures don't really have bonus actions.
Yep. The action economy is really biased in favour of the PCs.
I ran a battle last week with two boss monsters, neither of which had bonus actions. The seven PCs out-actioned the monsters 14-to-2.
Yet another example of how solo boss monsters aren't effective in 5E. The game is designed for boss monsters to be accompanied by hordes of mooks (especially the bosses without legendary actions).
Y'know, I hadn't noticed that most creatures don't really have bonus actions.
Yep. The action economy is really biased in favour of the PCs.
Though this doesn't mean as much as people interpret it as meaning; unless there's action denial abilities in play, a small number of high value actions is just as good as a large number of low value actions. It's just that, when you expect fights to last three rounds, that means a credible boss vs seven PCs is killing two PCs a round, and one-hit-KOs aren't popular with players.
Y'know, I hadn't noticed that most creatures don't really have bonus actions….
I’m pretty sure that only the more recent monsters (just this year I think) got bonus actions, before none of them did. They were trying to keep things simple for the sakes of DM sanity and game pacing, so they instead gave monsters Multiattack, or Special Traits that triggered at the beginning of the monsters turn (no action required) like the Whispering Aura that a Warlock of the Great Old One has, or triggers on the PC’s turn (no action) like the gibbering mouther’sGibbering trait. It ended up making combat super one-sided in favor of the PCs, and no less bookkeeping for DMs.
I’m pretty sure that only the more recent monsters (just this year I think) got bonus actions, before none of them did. They were trying to keep things simple for the sakes of DM sanity and game pacing, so they instead gave monsters Multiattack, or Special Traits that triggered at the beginning of the monsters turn (no action required) like the Whispering Aura that a Warlock of the Great Old One has, or triggers on the PC’s turn (no action) like the gibbering mouther’sGibbering trait. It ended up making combat super one-sided in favor of the PCs, and no less bookkeeping for DMs.
That's not why combat is super one sided in favor of the PCs. Combat is super one sided in favor of the PCs because they designed it to be that way. If you just take a medium encounter and double everything's damage and hit points it will probably be decently scary until tier 3 (and the problem won't be action economy, it will be that it doesn't matter how hard a monster hits if it can't actually get into combat).
If a monster, such as an Oblex, has spells listed X per day, what are the rules for casting these.
It uses whatever action the spell normally uses, unless the monster has a special power that allows it to do something else (for example, the Glabrezu has a multiattack option that allows it to make two claw attacks and cast a spell).
In that case a lot of monsters there is no point in casting the spell and losing out on multiple attacks, think I will stick with my own interpretation of the rules here.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I'm trying to look for a reference but I'm just curious how monster special abilities work. Generally, what kind of action do they take? Action, bonus action, or free actions?
The rules are here, https://www.dndbeyond.com/sources/basic-rules/monsters#Actions
A monsters gets the same Move + Action on their turn. The Actions they can do will be listed in their stat block somewhere.
The stat block has a section called "Actions", so they will be there. Choose one of those things to do on the monster's turn whilst also being able to move - one thing that might be under Actions is "Multiattack", which will describe which combination of simple attacks can be used.
Generally monsters don't take bonus actions, since the Actions section will tell you what options are available.
Passive abilities (such as auras) are normally listed elsewhere in the stat block (typically before the Action section), such as the Ghast Stench ability.
Okay ty, so basically, special abilities like a Behir's Lightning Breath or a Shadow Dragon's Shadow Breath will cost an action?
If a monster, such as an Oblex, has spells listed X per day, what are the rules for casting these, I usually have these spells take place in addition to an action as it doesn't specifically state that spell casting replaces the attack.
It uses whatever action the spell normally uses, unless the monster has a special power that allows it to do something else (for example, the Glabrezu has a multiattack option that allows it to make two claw attacks and cast a spell).
Not sure if it's RaW, but I follow the mindset listed above, that anything listed under it's Actions line use an action. Anything else, Spells, specials, etc, I treat as though my monster can do any one during it's turn (unless the ability states so, as in "as an action...) They're monsters and outclassed by my players anyway. I have no issue giving them a little bump, lol.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Y'know, I hadn't noticed that most creatures don't really have bonus actions. If they do, then it's not listed in the "Actions" portion of their statblock. For example, a Spy has the cunning action feature from the Rogue class, which overtly calls it out as a Bonus Action, but it's listed with their general features, right next to a Sneak Attack available to the creature.
If a creature is capable of combining multiple actions in one turn, it's usually called out in their "multiattack" action. For example, a Wyvern can attack multiple times, but it has restrictions... it can't just attack multiple times with its stinger, it overtly can only make one bite attack and one stinger attack. Although their Multiattack action also states that they can replace one of those attacks with a claw attack while flying. So it's not quite as versatile as PC's Extra Attack, which can be used with the same attack multiple times.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
RAW, monsters follow the same action economy as PCs do. So, for example, whenever a monster casts a spell it would take the [Tooltip Not Found] action. If they attempt to actively use perception or investigation it would use the search action, stealth would use the hide action, etc. Most things that would use an action, bonus action, or reaction are listed under their respective sections, so it’s not really a question. The typical exceptions are Spellcasting/Innate Spellcasting, or static buffs that would affect one of those other “standard actions” like any variation of the Keen Senses special trait.
However, the game is balanced around PCs not actually having any magic items (other than infusions), so as soon as something like a moon-touched sword or unbreakable arrow, or a staff* of adornment / birdcalls / flowers gets in the party’s hands the monsters are behind the curve. So if that acolyte gets in a free club attack, or the apprentice wizard gets in a free dagger attack in addition to casting a spell, it’s not a problem. (Even if the party hasn’t even got a potion of healing yet it shouldn’t be a problem, PCs are the superheroes of D&D. 🦸♀️🦸🦸♂️)
*Those are “magic items,” and any staff technically counts as a quarterstaff. So, RAW, in the Monk’s hands, a staff of adornment is a dangerous thing.
By the way… has anyone ever thought to put a couple flasks of oil and a flask of alchemist’s fire on the end of a staff of adornment?!? Smack something with that and it would take take 1d4+10 fire damage every turn…. That just occurred to me.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Ironically, a lot of this stuff, especially actions and spells and how spells fit within actions, is evidently going to get cleared up in the new stat block layout coming in MMM. Kinda looking forward to it, usually the format as is this stuff can be teased out, but it would be more welcomed if it were brightlined.
Jander Sunstar is the thinking person's Drizzt, fight me.
That’s actually the one thing I am looking forward to. The current statblock layout is less than wonderful. It’s okay, but it could be metter.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
What I'm not looking forward to is probably waiting a quarter till be able to purchase it outside three hardback boxed set, a set two-thirds of which most players most invested in seeing those changes already own.
Jander Sunstar is the thinking person's Drizzt, fight me.
Yes, they will cost an action to perform.
They can't be used every round because they also use the "recharge" rules, but note that they ARE available at the start of combat (and may even be the attack that starts a combat).
Since the monster rules in my link in comment 2 says "or use one of the actions available to all creatures", this would include the "Cast A Spell" action to be able to cast one of their spells.
Yep. The action economy is really biased in favour of the PCs.
I ran a battle last week with two boss monsters, neither of which had bonus actions. The seven PCs out-actioned the monsters 14-to-2.
Yet another example of how solo boss monsters aren't effective in 5E. The game is designed for boss monsters to be accompanied by hordes of mooks (especially the bosses without legendary actions).
Though this doesn't mean as much as people interpret it as meaning; unless there's action denial abilities in play, a small number of high value actions is just as good as a large number of low value actions. It's just that, when you expect fights to last three rounds, that means a credible boss vs seven PCs is killing two PCs a round, and one-hit-KOs aren't popular with players.
I’m pretty sure that only the more recent monsters (just this year I think) got bonus actions, before none of them did. They were trying to keep things simple for the sakes of DM sanity and game pacing, so they instead gave monsters Multiattack, or Special Traits that triggered at the beginning of the monsters turn (no action required) like the Whispering Aura that a Warlock of the Great Old One has, or triggers on the PC’s turn (no action) like the gibbering mouther’s Gibbering trait. It ended up making combat super one-sided in favor of the PCs, and no less bookkeeping for DMs.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
That's not why combat is super one sided in favor of the PCs. Combat is super one sided in favor of the PCs because they designed it to be that way. If you just take a medium encounter and double everything's damage and hit points it will probably be decently scary until tier 3 (and the problem won't be action economy, it will be that it doesn't matter how hard a monster hits if it can't actually get into combat).
Yes, it is designed to be that way. And part of that design is the action economy.
And why do you think I make any “serious combat” deadly (hard — deadly+)??? Anything less than that is just a speed bump or for narrative reasons.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
In that case a lot of monsters there is no point in casting the spell and losing out on multiple attacks, think I will stick with my own interpretation of the rules here.