Gargantuan unknown, Any Alignment
Armor Class 10 Natural Armor
Hit Points 10 (1d20)
Speed
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +2, DEX +2, CON +2, INT +2, WIS +2, CHA +2
Damage Resistances Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine; Bludgeoning, Piercing, and Slashing from Magic Weapons; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness, Ranged Attacks; All, Bludgeoning from non magical attacks; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Senses Passive Perception 10
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Action Name. Enter the description for your action.

Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage. 

Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

Reactions

Reaction Name. Enter the description for your action.

Description

A few notes:

1. Your monster's size can Tiny, Small, Medium, Large, Huge, or Gargantuan.  The hit dice depend on the size, from d4s for Tiny to d20's for Gargantuan.  All the other stuff is tweak able.

2. A monster's proficiency bonus is based on their challenge rating.  It starts at +2, and goes up every four Challenge Rating levels (E.G. At CR 5, the bonus is +3.  At nine it's +4, and so on).

3. In most cases for attacks, you take the ability score modifier the monster is using for the attack(If it's a spell, it'll use Intelligence, Wisdom, or Charisma.  If it's a weapon, it'll use Strength or Dexterity) and add the monster's proficiency bonus for the attack bonus.  For the damage, compare it to the damage of the weapons list and decide which dice work the best.  If your monster is using a weapon from the list and is larger than medium, consider adding an additional damage die for every size above medium it is.

4.  Misc stuff:  I put all of the different types of damage and conditions so that you can sort out what you want.  Immunity to a damage type means that damage of that type is reduced to 0.  Resistance halves the specified damage type.  Vulnerability doubles it.

In most cases(Except for Ogres), a minimum intelligence of 6 is needed to know a language.  In most cases, Perception is the most important skill proficiency for monsters.  The absolute average speed for monsters is 30.  Darkvision is really common for monsters and players.

Yharim

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