Page 279 - Dungeon Master's Guide
P. 279

The Monster Features table list  \·arious features that   STEP 17. SKILL BONUSES
         you can plunder from the Monster j\tfanual.  The table   If you want a monster to be proficient in a skill, you can
         notes which features increase a monster's effective   give it a bonus equal to its proficiency bonus on ability
         Armor Class, hit points, attack bonus. or damage output   checks related to that skill. For example, a monster
         for the purpose of determining its challenge rating. (The   with sharp senses might have a bonus on Wisdom
         features don't actually change the monster's statistics-)   (Perception) checks, while a duplicitous monster might
         Features that have no effect on a monster's challenge   have a bonus on Charisma (Deception) checks.
         rating are noted with a dash (-)-                   You can double the proficiency bonus to account for
           When assigning special traits, actions, or reactions   heightened mastery. For example, a doppelganger is
         to a monster, keep in mind that not all monsters need   so good at deceiving others that its bonus on Charisma
         them. The more you add, the more complex (and harder   (Deception) checks is equal to double its proficiency
         to run) the monster becomes.                      bonus + its Charisma modifier.
           Innate Spellcasting and Spellcasting. The impact   Skill bonuses have no bearing on a monster's
         that the Innate Spellcasting and Spellcasting special   challenge rating.
         traits have on a monster's challenge rating depends
         on the spells that the monster can cast Spells that   STEP 18.  CONDITION IMMUNITIES
         deal more damage than the monster's normal attack   A monster can be immune to one or more debilitating
         routine and spells that increase the monster's AC or   conditions, and these immunities have no bearing on
         hit points need to be accounted for when determining   its challenge rating. For descriptions of the various
         the monster's final challenge rating. See the "Special   conditions, see appendix A of the Player's Handbook.
         Traits" section in the introduction of the Monster   As with damage immunities, condition immunities
         Manual for more information on these two special traits.   should be intuitive and logical. For example, it makes
                                                           sense that a stone golem can't be poisoned, since it's a
         STEP 14.  SPEED                                   construct without a nervous system or internal organs.
         Every monster has a walking speed. (Immobile
         monsters have a walking speed of 0 feet) In addition to   STEP 19.  SENSES
         its walking speed, a monster might have one or more   A monster might have one or more of the following
         other speeds, including a burrowing, climbing, flying, or   special senses, which are described in the Monster
         swimming speed.                                   Manual:  blindsight, darkvision, tremorsense, and
           Flying Monster. Increase the monster's effective   truesight. Whether the monster has special senses or
         Armor Class by 2 (not its actual A C) if it can fly and deal   not has no bearing on its challenge rating.
         damage at range and if its expected challenge rating   Passive Perception Score. All monsters have a
         is 10 or lower (higher-level characters have a greater   passive Wisdom (Perception) score, which is most
         ability to deal with flying creatures).           often used to determine whether a monster detects
                                                           approaching or hidden enemies. A monster's passive
         STEP 15.  SAVING THROW BONUSES                    Wisdom (Perception) score is 10 + its Wisdom modifier.
         If you want a monster to be unusually resistant to   If the monster has proficiency in the Perception skill, its
         certain kinds of effects, you can give it a bonus to saving   score is 10 +its Wisdom (Perception) bonus.
         throws tied to a particular ability.
           A saving throw bonus is best used to counteract a low   STEP 20.  LANGUAGES
         ability score. For example, an undead monster with a   Whether a monster can speak a language has no
         low Wisdom score might need a Wisdom saving throw   bearing on its challenge rating.
         bonus to account for the fact that it's more difficult to   A monster can master as many spoken languages as
         charm, frighten, or turn than its Wisdom would indicate.   you want, although few monsters know more than one
           A saving throw bonus is equal to the monster's   or two, and many monsters (beasts in particular) have
         proficiency bonus+ the monster's relevant         no spoken language whatsoever. A monster that lacks
         ability modifier.                                 the ability to speak might still understand a language.
           A monster with three or more saving throw bonuses   Telepathy. Whether or not a monster has telepathy
         has a significant defensive advantage, so its effective AC   has no bearing on its challenge rating. For more
         (not its actual AC) should be raised when determining   information on telepathy, see the Monster Manual.
         its challenge rating. If it has three or four bonuses,
         increase its effective AC by 2. If it has five or more   NPC  STAT BLOCKS
                                                                          ----------------
         bonuses, increase its effective AC by 4.          Appendix B of the Monster Manual contains stat blocks
                                                           for common NPC archetypes such as bandits and
         STEP 16.  FINAL CHALLENGE RATING
                                                           guards, as well as tips for customizing them. Those tips
         At this point, you have all the statistical information
                                                           include adding racial traits from the Player's Handbook,
         you need to calculate the monster's final challenge
                                                           equipping NPCs with magic items, and swapping armor,
         rating. This step is identical to step 4 under "Creating
                                                           weapons, and spells.
         Quick Monster Stats." Calculate the monster's defensive
         challenge rating and its offensive challenge rating, then
         take the average to get its final challenge rating.


                                                                     CHAPTER 9  I DUNGEON  MASTER'S WORKSHOP
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