Giffyglyphs Monster Maker v3-0-0 en Pwyw
Giffyglyphs Monster Maker v3-0-0 en Pwyw
Giffyglyphs Monster Maker v3-0-0 en Pwyw
Iconography
Part : Scalers
game-icons.net
Making Monsters 4
Monster Roles & Stats
4th Edition, Song of the Blade (2015, "Improved Combat Levels 8
Monster Stats table for D&D 5th Edition")
Combat Ranks 10
Discord Defenders
Lex Raine, Raspilicious Combat Roles 15
Twitch Tyrant Paragon Features 22
Strider
Making Encounters 25
Advice & Testing
ARandomShark, Adam, Anthoux, Ben_Scerri,
Binary Limbo, cheatisnotdead, CrashGem, Part : Features
CrazyDave, dark_james, Dylan Hardy, Durins_cat,
Fabreh, Filthy Kenku, Gargle_Fritz,
Monstrous Traits 30
Gerald_Mountaindew, gerni, hajjiman,
HidesHisEyes, Horazath, HKYK, jagerune, jasimon,
Making Features 38
JetrayDadM, LeVentNoir, LexRaine,
mulac_snotcloak, nigel037, Osmodius, Qualanqui,
Making Effects 44
QuickTakeMyHand, RadioBehemoth, Rashizar,
Raspilicious, ReskinBordran, SageDaMage, Skolas,
Frenzy Attacks 48
Spilled Ale Studios, Strider, TDuncker,
Thunder_2414, Velivanne, William, Xheotris, ygg,
Overkill Attacks 49
zeemeerman2, and Zieryk.
Part : Appendices
Expanded Conditions 74
Randomizing Damage 77
Scaler Templates 79
FAQs 111
PATREON.COM/GIFFYGLYPH
Giffyglyph's Monster Maker
N o adventure is complete without a
menagerie of monsters to cause trouble for your
bold heroes. But what do you do when the game needs a
Features
brand new villain? Or when you want to add some new • Complete step-by-step guides to help you build
tricks to an old favorite? Or when the party does level-scaling monsters and encounters.
something unexpected and you need to prep an • Use 4 combat ranks to fill your monster vault with
encounter fast? Don't worry—Giffyglyph's Monster minions, grunts, elites, and paragons.
Maker is here to help! • Use 6 combat roles, 18 specializations, and 6
This supplement introduces a range of mechanics, archetypes to create powerful controllers, defenders,
guides, templates, examples, and advice to help you lurkers, skirmishers, strikers, and supporters.
build new monsters and encounters in seconds—perfect • Equip your monsters with scaling features, paragon
for the GM on the go, and compatible with any 5th power, and battletide conditions.
Edition game. Surprise your players with minions, • Use encounter points and monster threat to easily
grunts, elites, and paragons at any character level! build and balance your encounters.
If you like this project and want to see more in the Ady Veisz Dragia, AlDragonus, Anthony Campla, Fabreh,
♥ future, you can help out by: Faolan Twinbear, Hoots Kenku, Majikaloo, Necrotic Fawn,
• Becoming a Patron: patreon.com/giffyglyph Polyblium, Rinzler, Strider, Veygabond
• Buying a Coffee: ko-fi.com/giffyglyph
• Spreading the word: like / share / review
and 435 other patrons
To keep up-to-date with my work, visit:
• My website: www.giffyglyph.com
• Twitch: www.twitch.tv/giffyglyph Become a Patron
• Reddit: reddit.com/r/MonsterMaker5e
Making Monsters
Scalers An introduction to combat
scalers and scaling monsters.
Combat Levels
How to choose a combat level
based on a party, region, or tier.
CHAPTER
Combat Ranks
Create 4 ranks of monster:
minions, grunts, elites, and
paragons.
CHAPTER
Combat Roles
Customize your monsters with 6
combat roles, 18 subroles, and
90 special combat abilities.
CHAPTER
Paragon Features
Give your elites and paragons
more actions per round with
paragon power.
CHAPTER
Making Encounters
Pit your new monsters against
the party with scaling
encounters.
PATREON.COM/GIFFYGLYPH
1
Making Monsters
D angerous encounters need devious
monsters-but how do you make a monster and
how do you balance it against player characters?
Kobold Pyroblaster
Small humanoid (kobold)
This chapter introduces scalers to help you build fun, Level 4 Grunt, Striker
balanced, combat-ready monsters with ease. STR 8 DEX 18 CON 8 INT 18 WIS 12 CHA 12
−1 +4 −1 +4 +1 +1
AC 13. Saving Throws Int +6, Wis +3.
Scalers ♥ HP 44. Bloodied 22. Resistant to fire.
⚔ ATK +2. DC +10. DMG 12. Reach 5 ft. Range 30 ft.
This supplement makes extensive use of scalers, a ⚡ Speed 30 ft.
special type of monster profile that has level-scaling, Senses darkvision 60 ft., passive Perception 11.
rank-scaling, and role-scaling attributes: hit points, Languages Common, Draconic.
armor class, damage, ability modifiers, etc. Proficiency +2. CR 1. XP 275.
With standardized monster math and threat ratings, Items spellbook.
scalers can help to drastically cut down the time you TRAITS
need to build monsters and design encounters: Pack Tactics: You have advantage when attacking a
creature adjacent to any ally that isn't incapacitated.
• Quick to Build: With just three key dials (level, rank, FREE
role), you can get combat-ready stats in seconds. Brutal (1/turn): You critically hit on a roll of 19-20.
• Predictable Power: Forget challenge ratings—use ACTIONS
combat levels to build a monster just like a PC. Firebolt: Spell: Cantrip, Evocation, S. Ranged: +6 to hit,
• Ranks and Roles: Customize your scalers with 4 range 30 ft., one target. Hit: 12 (3d6 + 2) fire damage.
combat ranks (minions, grunts, elites, and paragons) Immolate (Cooldown 3): Spell: 1st-level, Evocation, VS.
and 6 combat roles (controllers, defenders, lurkers, Ranged: +6 to hit, range 30 ft., one target. Hit: 15 (4d6 +
scouts, strikers, and supporters). 1) fire damage (ongoing, DC 14 CON).
• Decoupled Combat Stats: You don't need to Fireblast (1/sr): Spell: 1st-level, Evocation, VS. Save: DC
micromanage equipment—use whatever's flavorful. 14 vs DEX, a 30 ft. cone extending from yourself, all
• Combat-First Profile: Scaler profiles are laid out for targets. Hit: 15 (4d6 + 1) fire damage.
combat with quick-reference icons, colors, and text.
• Big Bosses: With a fully-featured paragon power
system, your paragons can be effective solo bosses.
• Powers over Spell Slots: No spell slots. Ever. Scalers & Statics
• Improvisation-Friendly: Scalers tell you everything
you need to improvise new actions on-the-go. All of the modules and mechanics presented in this
supplement are fully compatible with any static monster
For more information about scalers and their profile (i.e. those found in other 5th Edition materials).
particulars, see the FAQs (p111).
10 Countermeasures
Scaler Combat Profiles Some scalers can be controlled or subdued in non-
Listed below are some of the key differences between a traditional ways—disabling, baiting, persuading, etc.
scaler profile and a conventional 5th Edition stat block. This section describes any unique countermeasures.
First, you must define your monster's combat power— Choose a Reach and/or Range
how dangerous is it in a fight? Choose a combat level, a Basic attack stats (attack bonus, DC bonus, and average
combat rank, and (optionally) a combat role. damage) are also included in the starting template.
Define a reach and/or range for these basic attacks
Choose a Combat Level and actions. Note that specific features may override
A combat level (p8) describes how powerful a monster is these distances whenever appropriate.
—the higher the level, the greater its starting stats (hit
points, damage, armor class, ability modifiers, etc.).
Combat levels work in the exact same way as
Pick some Extras (Optional)
character levels, so consider choosing a level between 1- With the core attributes in place, it's time to choose
20 that's suitable for the party's average character level. some extras. There are eight common categories to
consider: use these to flesh out your monster.
Choose a Combat Rank Try to keep in mind the overall combat power of the
A combat rank (p10) describes how influential your monster—the lower the level (or the lower the rank), the
monster is on the battlefield—the higher the rank, the fewer extras your monster should need.
bigger the danger it presents.
There are four basic ranks of increasing strength:
minions (p12), grunts (p11), elites (p13), and paragons
Extra Categories
(p14). Choose one. • Speeds • Resistances
• Senses • Immunities
Choose a Combat Role (Optional) • Skills • Languages
A combat role (p15) specializes your monster's fighting • Vulnerabilities • Items
style with new features, skills, and stat adjustments.
There are six basic roles: controllers (p16), defenders
(p17), lurkers (p18), skirmishers (p19), strikers (p20), and
supporters (p21). Choose one.
Create some Features
If you want to to give your monster some special tricks,
equip them with scaling features. There are three
Valiant, Clanda, and Chansi have been waylaid by some different types of feature:
bandits—a combat begins!
There are three player characters, and the average • Trait: A passive ability that's always on.
party level is 5; the GM opts for three 5th level grunts to • Attack: An activated ability that tries to affect an
provide a medium-challenge encounter. unwilling target.
To mix things up, the GM gives each bandit a • Utility: An activated ability that tries to affect a
different combat role: one striker to deal damage, one willing target.
defender to soak up some hits, and one lurker to snipe
from a distance. For some quick flavor, equip your monster with at
least one ancestral (racial) feature, one (if applicable)
combat role feature, and one attack action.
AC 17. Saving Throws Dex +2, Con +4, Cha +7. Brutal (1/turn): You critically hit on a roll of 19-20.
♥ HP 38. Bloodied 19. Resistant to lightning. BONUS ACTIONS
⚔ ATK +3. DC +11. DMG 11. Reach 10 ft. Aggressive (Cooldown 3): You move up to your speed
⚡ Speed 25 ft. towards a hostile creature that you can see.
Senses darkvision 60 ft., passive Perception 11. ACTIONS
Languages Common, Draconic. Greataxe: Melee: +7 to hit, reach 5 ft., one target. Hit:
Proficiency +3. CR 2. XP 450. 15 (2d12 + 2) slashing damage.
Items shield, spear.
TRAITS
BONUS ACTIONS
Combat Levels
T o overcome the enemy, you must first
understand the enemy: what are their strengths and
weaknesses, and just how much danger are you in?
A Target the Party
If you want to combat a specific adventuring party,
Knowledge is power—but how do you describe danger in target the average party level. You can create a weaker
simple terms? And how can you use ratings to set the monster by going below the average party level or a
strength of your scalers? stronger monster by going above it.
This chapter introduces combat levels and their Use this approach when you want to build some
gameplay purpose, how to use them, and how you can narrative content to scale alongside your players.
integrate them with challenge ratings.
Party Combat Level
Choosing a Level Challenge Combat Level
Weak Average Party Level - 3
Scaling monsters use combat levels (i.e. character levels) Competent Average Party Level
to set their core attributes (ability modifiers, hit points, Strong Average Party Level + 3
average damage, etc.)—the higher the level, the higher
these core attributes will be.
Your first step in creating a new scaling monster is The GM wants to create a group of orc warlocks to fight
(typically) to choose their level, and there are three a 5th-level adventuring party. The orcs are intended to
common approaches: be a competent threat, so the GM makes them 5th-level
to match the party.
A Target the Party: Build monsters to combat a specific Another GM wants to build a combat encounter for a
group of players based on the average party level. varied adventuring party—two 2nd-level characters and
B Target a Region: Build monsters to populate a three 4th-level characters. The average party level is 3,
specific region base on the average region level. so the GM uses 3rd-level scalers in the battle.
C Target a Tier: Build monsters for a particular tier of
gameplay—adventurer, heroic, paragon, or epic.
B Target a Region
Core vs. Extended Combat Features If you want to populate a region (a dark dungeon, a
sinister forest, a cosmic plane, etc.), target the average
Combat levels set core combat features—hit points, region level. You can create a weaker monster by going
attack bonuses, armor classes, saving throws, etc. below the average region level or a stronger monster by
Once these core details are in place, you can add going above it.
extended combat features (if necessary) to flesh out Use this approach when you want to build some
your creation—immunities, vulnerabilities, actions, etc. sandbox content with a fixed challenge for your world
(e.g. a hexcrawl or dungeoncrawl).
Combat Ranks
I t is said that authority creates power
and grants you more influence and notoriety on the
battlefield. But how exactly do you assign authority to a
Ability Modifiers
Each rank comes with a recommended set of six ability
monster, and how does it empower them? modifiers—two high modifiers, two mid modifiers, and
This chapter introduces combat ranks and pre-made two low modifiers. Allocate these ability modifiers as
templates to help you field an army of minions, grunts, best fits your scaling monster.
elites, and paragons. If it wouldn't make sense for your monster to have a
particular ability, either a) set the relevant modifier to
−5 or b) set the ability score to 0 (you automatically fail
Choosing a Rank ability checks/saving throws).
Combat Ranks
Rank Threat Modifiers INIT AC HP TST DMG XP Special Features
Minion 0.25 — — — ×0.2 1 ×0.75 ×0.25 Elusive
Grunt 1 — — — — 2 — — —
Elite 2 +1 +PB/2 +1 ×2 3 ×1.1 ×2 Paragon Power
Paragon Variable +2 +PB +2 ×Threat 3 ×1.2 ×Threat Paragon Power, Paragon Defence
Grunt Template
Grunts
Level (LVL) Your combat level (i.e. character level)
Grunts are the basic combatants, fighters, and soldiers Armor Class 12 + LVL/4
of your monstrous hordes—creatures that can go toe- Ability Modifier (Low) LVL/12 − 1
to-toe with a player character. One grunt is a threat for Ability Modifier (Mid) 1 + LVL/8
one adventurer of equal level. Ability Modifier (High, LVL < 8) 3 + LVL/4
To start building a grunt, either a) choose a combat Ability Modifier (High, LVL >= 8) 5 + (LVL−8)/8
level and look at the Grunt Templates table, or b) create ⚔ Attack Bonus PB
your own grunt using the Grunt Template. Attack DC 8 + PB
Attack Damage LVL×3
♥ Hit Points 16 + LVL×7
The GM wants to create a new grunt for their campaign ⚡ Initiative Bonus 0
—a sparking lightmare hexblade. Proficiency Bonus (PB) 1 + (LVL+3)/4
Trained Saving Throws 2
• To get started, the GM chooses a combat level—in Threat 1
this case, level 7.
• They then assign six ability modifiers in order of Other Features: Choose 3-8 traits/attacks/utilities.
preference—for the hexblade, the GM assigns STR
−1, DEX +1, CON +1, INT +4, WIS −1, CHA +4.
• The hexblade is then given AC 13 and 65 HP.
• Next, the GM assigns two trained saving throws—in Using Grunts
this case, the GM chooses WIS and CHA.
• The hexblade has an attack bonus of +3, an attack • For a quick combat encounter, deploy one grunt for
DC of +11, and deals 21 damage on a successful hit. each player character (e.g. for five 6th-level players,
deploy five 6th-level grunts).
In battle, the lightmare hexblade makes an INT-based • A grunt should be defeated within 4 successful
melee attack. They add their INT modifier (+4) to their attacking actions.
base attack bonus (+3) for a total attack bonus of +7. • Grunts are suitable for any combat role.
Grunt Templates
Level ATTRIBUTES DEFENCE OFFENSE RATINGS
Ability Modifiers PB INIT AC HP TST ATK DC DMG CR XP
0 +3, +3, +1, +1, −1, −1 +2 — 12 16 2 +2 +10 1 1/8 25
1 +3, +3, +1, +1, −1, −1 +2 — 12 23 2 +2 +10 3 1/4 50
2 +3, +3, +1, +1, −1, −1 +2 — 12 30 2 +2 +10 6 1/2 112
3 +3, +3, +1, +1, −1, −1 +2 — 12 37 2 +2 +10 9 1/2 175
4 +4, +4, +1, +1, −1, −1 +2 — 13 44 2 +2 +10 12 1 275
5 +4, +4, +1, +1, −1, −1 +3 — 13 51 2 +3 +11 15 2 450
6 +4, +4, +1, +1, −1, −1 +3 — 13 58 2 +3 +11 18 2 575
7 +4, +4, +1, +1, −1, −1 +3 — 13 65 2 +3 +11 21 3 725
8 +5, +5, +2, +2, −1, −1 +3 — 14 72 2 +3 +11 24 3 975
9 +5, +5, +2, +2, −1, −1 +4 — 14 79 2 +4 +12 27 4 1,250
10 +5, +5, +2, +2, −1, −1 +4 — 14 86 2 +4 +12 30 4 1,475
11 +5, +5, +2, +2, −1, −1 +4 — 14 93 2 +4 +12 33 5 1,800
12 +5, +5, +2, +2, +0, +0 +4 — 15 100 2 +4 +12 36 5 2,100
13 +5, +5, +2, +2, +0, +0 +5 — 15 107 2 +5 +13 39 6 2,500
14 +5, +5, +2, +2, +0, +0 +5 — 15 114 2 +5 +13 42 6 2,875
15 +5, +5, +2, +2, +0, +0 +5 — 15 121 2 +5 +13 45 7 3,250
16 +6, +6, +3, +3, +0, +0 +5 — 16 128 2 +5 +13 48 7 3,750
17 +6, +6, +3, +3, +0, +0 +6 — 16 135 2 +6 +14 51 8 4,500
18 +6, +6, +3, +3, +0, +0 +6 — 16 142 2 +6 +14 54 9 5,000
19 +6, +6, +3, +3, +0, +0 +6 — 16 149 2 +6 +14 57 9 5,500
20 +6, +6, +3, +3, +0, +0 +6 — 17 156 2 +6 +14 60 10 6,250
21 +6, +6, +3, +3, +0, +0 +7 — 17 163 2 +7 +15 63 11 8,250
22 +6, +6, +3, +3, +0, +0 +7 — 17 170 2 +7 +15 66 13 10,250
23 +6, +6, +3, +3, +0, +0 +7 — 17 177 2 +7 +15 69 14 12,500
24 +7, +7, +4, +4, +1, +1 +7 — 18 184 2 +7 +15 72 16 15,500
25 +7, +7, +4, +4, +1, +1 +8 — 18 191 2 +8 +16 75 17 18,750
Minion Template
Minions
Armor Class — Ability Modifiers —
Minions have few hit points and deal reduced damage. ♥ Hit Points ×0.2 Attack Damage ×0.75
These are your lackeys, underlings, and lesser T. Saving Throws 1 XP ×0.25
henchmen—things that should be easily overcome. ⚡ Initiative — Threat 0.25
Yet minions can be a major threat when they attack
the enemy in large numbers. Four minions are a threat Elusive: You take no damage from a missed attack
for one adventurer of similar level; they are a great (even if it would normally deal damage on a miss).
option when you want to pit the party against a mob. Other Features: Choose 1-5 traits/attacks/utilities.
To starting building a minion, either a) choose a
combat level and look at the Minion Templates table, or
b) apply the Minion Template below to any grunt.
Using Minions
Elusive • For a quick combat encounter, deploy four minions
Minions are elusive—they take no damage from a missed for each player character or replace one grunt with
attack, even if it would normally deal damage on a miss four minions of equal level (e.g. for four 5th-level
or with a successful saving throw (e.g. a Fireball spell). players, deploy 16 5th-level minions).
• A minion should be defeated by 1 successful
attacking action.
The GM wants to create a minion variant of the 7th-level • Minions are natural swarmers—use their large
lightmare hexblade—a lightmare hexing. They start by numbers to outflank and overwhelm the party, and
applying the minion template to the hexblade: make good use of the Help action.
• With few hit points, melee minions are especially
• The hexing is given 13 HP. vulnerable to ranged attacks—use cover to keep
• As a minion, the hexing has only one trained saving them out of sight until they can close the gap.
throw; the GM chooses WIS. • If you use large numbers of minions, make sure not
• The hexing deals only 16 damage on a successful hit. to slow down the round time for your players.
Minion Templates
Level ATTRIBUTES DEFENCE OFFENSE RATINGS
Ability Modifiers PB INIT AC HP TST ATK DC DMG CR XP
0 +3, +3, +1, +1, −1, −1 +2 — 12 3 1 +2 +10 1 0 6
1 +3, +3, +1, +1, −1, −1 +2 — 12 5 1 +2 +10 2 0 12
2 +3, +3, +1, +1, −1, −1 +2 — 12 6 1 +2 +10 5 1/8 28
3 +3, +3, +1, +1, −1, −1 +2 — 12 7 1 +2 +10 7 1/8 43
4 +4, +4, +1, +1, −1, −1 +2 — 13 9 1 +2 +10 9 1/4 68
5 +4, +4, +1, +1, −1, −1 +3 — 13 10 1 +3 +11 11 1/2 112
6 +4, +4, +1, +1, −1, −1 +3 — 13 12 1 +3 +11 14 1/2 143
7 +4, +4, +1, +1, −1, −1 +3 — 13 13 1 +3 +11 16 1/2 181
8 +5, +5, +2, +2, −1, −1 +3 — 14 14 1 +3 +11 18 1 243
9 +5, +5, +2, +2, −1, −1 +4 — 14 16 1 +4 +12 20 1 312
10 +5, +5, +2, +2, −1, −1 +4 — 14 17 1 +4 +12 23 1 368
11 +5, +5, +2, +2, −1, −1 +4 — 14 19 1 +4 +12 25 2 450
12 +5, +5, +2, +2, +0, +0 +4 — 15 20 1 +4 +12 27 2 525
13 +5, +5, +2, +2, +0, +0 +5 — 15 21 1 +5 +13 29 2 625
14 +5, +5, +2, +2, +0, +0 +5 — 15 23 1 +5 +13 32 3 718
15 +5, +5, +2, +2, +0, +0 +5 — 15 24 1 +5 +13 34 3 812
16 +6, +6, +3, +3, +0, +0 +5 — 16 26 1 +5 +13 36 3 937
17 +6, +6, +3, +3, +0, +0 +6 — 16 27 1 +6 +14 38 4 1,125
18 +6, +6, +3, +3, +0, +0 +6 — 16 28 1 +6 +14 41 4 1,250
19 +6, +6, +3, +3, +0, +0 +6 — 16 30 1 +6 +14 43 4 1,375
20 +6, +6, +3, +3, +0, +0 +6 — 17 31 1 +6 +14 45 4 1,562
21 +6, +6, +3, +3, +0, +0 +7 — 17 33 1 +7 +15 47 5 2,062
22 +6, +6, +3, +3, +0, +0 +7 — 17 34 1 +7 +15 50 6 2,562
23 +6, +6, +3, +3, +0, +0 +7 — 17 35 1 +7 +15 52 7 3,125
24 +7, +7, +4, +4, +1, +1 +7 — 18 37 1 +7 +15 54 7 3,875
25 +7, +7, +4, +4, +1, +1 +8 — 18 38 1 +8 +16 56 8 4,687
Elite Template
Elites
Armor Class +1 Ability Modifiers +1
Elites are formidable champions, commanders, and ♥ Hit Points ×2 Attack Damage ×1.1
leaders. These powerful combatants pose a great danger T. Saving Throws 3 XP ×2
with their tougher armor, increased hit points, and ⚡ Initiative +PB/2 Threat 2
boosted attack damage—one elite can threaten two
adventurers of similar level. Paragon Power (1/round): At the end of another
Elites are a great option for mid-boss encounters creature's turn, you may either a) take an action and
where they can serve as direct underlings, agents, and regain your reaction or b) repeat a saving throw against
emissaries of the adventure's primary threat; consider an ongoing effect.
using them as your secondary antagonists. Other Features: Choose 5-11 traits/attacks/utilities.
To start building an elite, either a) choose a combat
level and look at the Elite Templates table, or b) apply the
Elite Template below to any grunt.
Using Elites
Paragon Power • For a quick combat encounter, deploy one elite for
Paragon power is a measure of exceptional ability—with every two player characters or replace two grunts
it, you can take multiple actions each round and fend off with one elite of equal level (e.g. for six 7th-level
even the most persistent of ongoing effects. For a full players, deploy three 7th-level elites).
exploration of paragon power, see p22. • An elite should be defeated within 8 successful
attacking actions.
• Elites are tough and durable; they make great
The GM creates a 7th-level lightmare hexmaster to lead leaders, tankbusters, and frontline fighters.
their monsters by applying the elite template to a • With paragon power, an elite can act twice each
lightmare hexblade. round—use this to be cinematic.
With increased attributes, defences, and damage, • Significant NPCs and named/notable villains are
the hexmaster is a formidable foe. great candidates for the elite rank.
Elite Templates
Level ATTRIBUTES DEFENCE OFFENSE RATINGS
Ability Modifiers PB INIT AC HP TST ATK DC DMG CR XP
0 +4, +4, +2, +2, +0, +0 +2 +1 13 32 3 +2 +10 1 1/4 50
1 +4, +4, +2, +2, +0, +0 +2 +1 13 46 3 +2 +10 3 1/2 100
2 +4, +4, +2, +2, +0, +0 +2 +1 13 60 3 +2 +10 7 1 225
3 +4, +4, +2, +2, +0, +0 +2 +1 13 74 3 +2 +10 10 1 350
4 +5, +5, +2, +2, +0, +0 +2 +1 14 88 3 +2 +10 13 2 550
5 +5, +5, +2, +2, +0, +0 +3 +1 14 102 3 +3 +11 17 3 900
6 +5, +5, +2, +2, +0, +0 +3 +1 14 116 3 +3 +11 20 4 1,150
7 +5, +5, +2, +2, +0, +0 +3 +1 14 130 3 +3 +11 23 4 1,450
8 +6, +6, +3, +3, +0, +0 +3 +1 15 144 3 +3 +11 26 5 1,950
9 +6, +6, +3, +3, +0, +0 +4 +2 15 158 3 +4 +12 30 6 2,500
10 +6, +6, +3, +3, +0, +0 +4 +2 15 172 3 +4 +12 33 7 2,950
11 +6, +6, +3, +3, +0, +0 +4 +2 15 186 3 +4 +12 36 7 3,600
12 +6, +6, +3, +3, +1, +1 +4 +2 16 200 3 +4 +12 40 8 4,200
13 +6, +6, +3, +3, +1, +1 +5 +2 16 214 3 +5 +13 43 9 5,000
14 +6, +6, +3, +3, +1, +1 +5 +2 16 228 3 +5 +13 46 9 5,750
15 +6, +6, +3, +3, +1, +1 +5 +2 16 242 3 +5 +13 50 10 6,500
16 +7, +7, +4, +4, +1, +1 +5 +2 17 256 3 +5 +13 53 11 7,500
17 +7, +7, +4, +4, +1, +1 +6 +3 17 270 3 +6 +14 56 12 9,000
18 +7, +7, +4, +4, +1, +1 +6 +3 17 284 3 +6 +14 59 13 10,000
19 +7, +7, +4, +4, +1, +1 +6 +3 17 298 3 +6 +14 63 13 11,000
20 +7, +7, +4, +4, +1, +1 +6 +3 18 312 3 +6 +14 66 14 12,500
21 +7, +7, +4, +4, +1, +1 +7 +3 18 326 3 +7 +15 69 16 16,500
22 +7, +7, +4, +4, +1, +1 +7 +3 18 340 3 +7 +15 73 18 20,500
23 +7, +7, +4, +4, +1, +1 +7 +3 18 354 3 +7 +15 76 20 25,000
24 +8, +8, +5, +5, +2, +2 +7 +3 19 368 3 +7 +15 79 20 31,000
25 +8, +8, +5, +5, +2, +2 +8 +4 19 382 3 +8 +16 83 21 37,500
Paragon Template
Paragons
Armor Class +2 Ability Modifiers +2
Paragons are a force to be reckoned with; they hit hard, ♥ Hit Points ×Threat Attack Damage ×1.2
have high defenses, act multiple times each round, and T. Saving Throws 3 XP ×Threat
can shrug off effects that would bring any lesser ⚡ Initiative +PB Threat Variable
creature to their knees.
These are your big bosses, brutes, solos, and Paragon Power (threat-1 per round): At the end of
showstoppers—the big-bad usually waiting at the climax another creature's turn, you may either a) take an
of an adventure: a mighty red dragon, a dominating action and regain your reaction or b) repeat a saving
elder brain, a bone-chilling skeleton queen, etc. throw against an ongoing effect.
To start building a paragon, either a) choose a Paragon Defence (threat/2 per lr): When you would fail
combat level and look at the Paragon Templates table, or a saving throw, you may spend (2 x combat level) hit
b) apply the Paragon Template below to any grunt. points to succeed.
Other Features: Choose 7-14 traits/attacks/utilities.
Variable reat
Paragons can threaten a variable number of enemies
(typically 3-6). This number is usually displayed as part Using Paragons
of the combat rank (Paragon T3, Paragon T4, etc.).
When you create a paragon, choose a threat rating • For a quick combat encounter, deploy one paragon
(i.e. how many player characters is it designed to fight?). with a threat equal to the number of player
For each point of threat, your paragon gains additional characters (e.g. for four 9th-level players, deploy one
hit points, XP, and paragon features. 9th-level paragon with a threat of 4).
• A paragon should be defeated within (4×Threat)
Paragon Defence •
successful attacking actions.
Paragons make excellent brutes and solo monsters.
Paragons gain access to paragon defence—a powerful • With paragon defence, paragons can comfortably
feature that enables them to turn failure into success. shrug off dangerous spells and lingering effects.
For a full exploration of paragon defence, see p22.
Paragon T Templates
Level ATTRIBUTES DEFENCE OFFENSE RATINGS
Ability Modifiers PB INIT AC HP TST ATK DC DMG CR XP
0 +5, +5, +3, +3, +1, +1 +2 +2 14 64 3 +2 +10 1 1/2 100
1 +5, +5, +3, +3, +1, +1 +2 +2 14 92 3 +2 +10 4 1 200
2 +5, +5, +3, +3, +1, +1 +2 +2 14 120 3 +2 +10 7 2 450
3 +5, +5, +3, +3, +1, +1 +2 +2 14 148 3 +2 +10 11 3 700
4 +6, +6, +3, +3, +1, +1 +2 +2 15 176 3 +2 +10 14 4 1,100
5 +6, +6, +3, +3, +1, +1 +3 +3 15 204 3 +3 +11 18 5 1,800
6 +6, +6, +3, +3, +1, +1 +3 +3 15 232 3 +3 +11 22 6 2,300
7 +6, +6, +3, +3, +1, +1 +3 +3 15 260 3 +3 +11 25 7 2,900
8 +7, +7, +4, +4, +1, +1 +3 +3 16 288 3 +3 +11 29 8 3,900
9 +7, +7, +4, +4, +1, +1 +4 +4 16 316 3 +4 +12 32 9 5,000
10 +7, +7, +4, +4, +1, +1 +4 +4 16 344 3 +4 +12 36 10 5,900
11 +7, +7, +4, +4, +1, +1 +4 +4 16 372 3 +4 +12 40 11 7,200
12 +7, +7, +4, +4, +2, +2 +4 +4 17 400 3 +4 +12 43 12 8,400
13 +7, +7, +4, +4, +2, +2 +5 +5 17 428 3 +5 +13 47 13 10,000
14 +7, +7, +4, +4, +2, +2 +5 +5 17 456 3 +5 +13 50 14 11,500
15 +7, +7, +4, +4, +2, +2 +5 +5 17 484 3 +5 +13 54 15 13,000
16 +8, +8, +5, +5, +2, +2 +5 +5 18 512 3 +5 +13 58 16 15,000
17 +8, +8, +5, +5, +2, +2 +6 +6 18 540 3 +6 +14 61 17 18,000
18 +8, +8, +5, +5, +2, +2 +6 +6 18 568 3 +6 +14 65 18 20,000
19 +8, +8, +5, +5, +2, +2 +6 +6 18 596 3 +6 +14 68 19 22,000
20 +8, +8, +5, +5, +2, +2 +6 +6 19 624 3 +6 +14 72 20 25,000
21 +8, +8, +5, +5, +2, +2 +7 +7 19 652 3 +7 +15 76 21 33,000
22 +8, +8, +5, +5, +2, +2 +7 +7 19 680 3 +7 +15 79 22 41,000
23 +8, +8, +5, +5, +2, +2 +7 +7 19 708 3 +7 +15 83 23 50,000
24 +9, +9, +6, +6, +3, +3 +7 +7 20 736 3 +7 +15 86 24 62,000
25 +9, +9, +6, +6, +3, +3 +8 +8 20 764 3 +8 +16 90 25 75,000
Combat Roles
E very monster has a preferred fighting
style. Some like to charge into the front-line while
others launch projectiles into the fray. Some wait for
Choosing a Role
just the right moment to strike while others devastate A combat role defines a fighting style in battle, adjusting
and destroy with wild abandon. attributes and granting access to special features. There
This chapter introduces combat roles to help you are six roles you can choose from:
customize the fighting abilities of your scaling monster.
Controller: Manipulate enemies by maneuvering foes,
inflicting conditions, and transforming terrain.
Kalister Prax watched the distant heroes through her Defender: Defend allies by securing territory,
telescope as they blithely crossed the bridge. Those guarding the weak, and enduring pain.
fools—they had no right to trespass here. The hobgoblin Lurker: Backstab enemies by sneaking unseen,
turned, barking out orders for her unit to assemble. exploiting weaknesses, and assassinating targets.
On her left, goblin guncrackers formed a line. With Skirmisher: Outflank enemies by spotting threats,
keen eyes, they would shoot from afar. On her right, orc evading attacks, and travelling the land.
wolfriders reared and roared—they were eager to ride, Striker: Dominate enemies by butchering foes,
scout, and harass. And in the middle stood her prized aiming attacks, and suppressing the battlefield.
hobgoblin shieldwarriors—heavily armored and ready to Supporter: Support allies by empowering friends,
defend against any attack. leading teams, and mending the sick.
Kalister grinned. This might be a ramshackle squad
defending empire territory in the middle of nowhere— Choose the role that best describes how your
but it was hers, and she would lead it with pride. monster acts in combat and then apply attribute
modifiers as shown in the Combat Roles table below.
Combat Roles
Role INIT SPD AC HP TST DMG Skill Special Feature
Controller +PB — +2 — — ×0.75 — Focused: You have advantage on Concentration
saving throws.
Defender — −5 +4 ×0.75 +1 ×0.75 — Opportunist: When you make an attack of
opportunity, you have advantage.
Lurker — — −4 ×0.75 −1 ×1.25 Stealth Sneaky: (Bonus Action) You take the Hide action.
Skirmisher — +5 −2 ×0.75 — — Perception Evasive: (Bonus Action) You take the Disengage
action.
Striker — — — — — — — Brutal: (1/turn) You critically hit on a roll of 19-20.
Supporter +PB — — ×1.25 — ×0.75 — Supportive: (Bonus Action) You take the Help action.
Controller Template
Controllers
Armor Class +2 Skill —
Controllers disorientate and manipulate their enemies ♥ Hit Points — Attack Damage ×0.75
by moving them around the battlefield, shaping the T. Saving Throws — Speed —
terrain, and applying a range of status conditions. ⚡ Initiative +PB
There are three common types of controller:
Focused: You have advantage on Concentration saving
The Hexer: You inflict status conditions on your throws.
enemies to debilitate them.
The Shaper: You shape the landscape to hinder your
enemies and aid your allies.
The Tactician: You use movement effects to Using Controllers
rearrange the position of your enemies.
• Controllers deal lower damage on average, so focus
Apply the Controller Template and add some instead on status effects and non-damaging actions.
condition, movement or terrain attacking actions. Use • With tougher defences and improved initiative,
some of the example features below or build your own controllers make great secondary defenders.
(for more details, see Making Features (p38).
Defender Template
Defenders
Armor Class +4 Skill —
Defenders are the most resilient combatants on the ♥ Hit Points ×0.75 Attack Damage ×0.75
battlefield, blocking enemy attacks and shielding allies T. Saving Throws +1 Speed −5
whilst shrugging off the hardest hits with ease. ⚡ Initiative —
There are three common types of defender:
Opportunist: When you make an attack of opportunity,
The Bulwark: You are unbreakable, turning aside you have advantage.
dangerous attacks and resisting mortal pain.
The Guardian: You protect people by taking hits and
putting yourself directly in the line of fire.
The Sentinel: You defend a space by holding territory Using Defenders
and stopping enemies in their tracks.
• Defenders are hard to hit—use them to draw fire and
Apply the Defender Template and add some condition, protect your vulnerable lurkers and skirmishers.
damage, or movement attacking actions. Use some of the • Defenders are slower—pair them with supporters or
example features below or build your own (for more use controllers to pull the enemy closer.
details, see Making Features (p38).
Lurker Template
Lurkers
Armor Class −4 Skill Stealth
Lurkers lie in wait and stay out of sight until the enemy ♥ Hit Points ×0.75 Attack Damage ×1.25
exposes a weak point—then they attack without mercy T. Saving Throws −1 Speed —
to cause massive damage. ⚡ Initiative —
There are three common types of lurker:
Sneaky: (Bonus Action) You take the Hide action.
The Assassin: Your trade is death and you deal it with
merciless precision.
The Exploiter: You exploit the enemy's weak points
to turn inconveniences into catastrophes. Using Lurkers
The Sneak: You use stealth and deception to hide
yourself from prying eyes. • With feeble defences and reduced hit points, lurkers
can be glass cannons—put their increased damage
Apply the Lurker Template and add some damage or to use as secondary attackers.
destroy resource attacking actions. Use some of the • Keep your lurkers out of reach with speed and
example features below or build your own (for more stealth, or pair them with defenders and supporters.
details, see Making Features (p38).
Skirmisher Template
Skirmishers
Armor Class −2 Skill Perception
Skirmishers outflank enemies with high mobility and ♥ Hit Points ×0.75 Attack Damage —
keen perception, darting in and out of battle with ease T. Saving Throws — Speed +5
as they dodge, duck, and dive their way through danger. ⚡ Initiative —
There are three common types of skirmisher:
Evasive: (Bonus Action) You take the Disengage action.
The Spotter: You use your keen senses to spot
dangers and call out warnings to your allies.
The Evader: You are hard to pin down, dodging
attacks like a leaf on the wind. Using Skirmishers
The Traveller: You can move around the battlefield
with ease—nowhere is off limits to you. • With excellent speed, skirmishers excel at chasing
down and harassing the enemy's back-line.
Apply the Skirmisher Template and add some • Because of their high perception, skirmishers can
condition, damage or destroy resource attacking actions. make great detectives—use them to raise alarms
Use some of the example features below or build your and reveal hidden enemies.
own (for more details, see Making Features (p38).
Striker Template
Strikers
Armor Class — Skill —
Strikers hit the the enemy hard with aggressive attacks ♥ Hit Points — Attack Damage —
and punishing damage. They are capable fighters, T. Saving Throws — Speed —
suitable for both front- and back-line positions. ⚡ Initiative —
There are three common types of striker:
Brutal: (1/turn) You critically hit on a roll of 19-20.
The Butcher: You hunt lone targets and deal brutal
damage with powerful attacks.
The Deadeye: You aim attacks with unerring
precision, hitting reliably to keep up the pressure. Using Strikers
The Havoc: You dominate the battlefield with area
effects to hit multiple enemies at once. • Strikers are reliable damage dealers and make great
primary attackers in any battle.
Apply the Striker Template and add some damage or • Use strikers when you want to take the fight right to
destroy resource attacking actions. Use some of the the enemy, or to provide cover for your more
example features below or build your own (for more vulnerable lurkers and skirmishers.
details, see Making Features (p38).
Supporter Template
Supporters
Armor Class — Skill —
Supporters are the glue that binds a team together, ♥ Hit Points ×1.25 Attack Damage ×0.75
helping rag-tag fighters to reach their true potential by T. Saving Throws — Speed —
providing leadership and aid where needed. ⚡ Initiative +PB
There are three common types of supporter:
Supportive: (Bonus Action) You take the Help action.
The Booster: You empower your allies with buffs and
enchantments.
The Leader: You direct your allies in battle with
tactics and strategy. Using Supporters
The Mender: You keep your allies in prime condition,
healing wounds and raising spirits. • Supporters are decent all-rounders and, with
boosted hit points, can endure a few good hits—use
Apply the Supporter Template and add some damage, them to reinforce and empower your other units.
empowering, or terrain attacking actions. Use some of • With improved initiative, supporters are more likely
the example features below or build your own (for more to act first—use this to gain the upper hand.
details, see Making Features (p38).
Paragon Features
I n battle, the side with the most people is
often the side that wins; with enough attacks, even
the mightiest monster can be brought low. But what do
Paragon Power
you do when you want to run a combat encounter with Paragon power is a special resource that allows a
a tiny number of monsters? monster to act multiple times each round, resist
This chapter introduces paragon features and how ongoing effects, and empower attacks—essential
you can use them to perk up your action economy. abilities for elites and paragons who might otherwise be
outnumbered by a full adventuring party.
With paragon power, a single monster can tilt the
Drakken grinned at the three so-called heroes as they action economy back in their favor and stand firm
approached his throne, weapons drawn. Just a year ago, against overwhelming odds.
these odds would have worried him—but now, Tiamat's When another creature finishes its turn, you may
power surged through his blessed veins. Three spend one paragon power to do one of the following:
enemies? Hah. This battle would be no challenge at all...
• Act: Regain your reaction (if expended) and take an
action. You may spend some or all of your remaining
movement as part of this action.
Paragon Features • Resist: Reroll a failed saving throw against an
Paragon Power (Threat-1 per round): At the end of ongoing effect. Spend a number of hit points equal to
another creature's turn, you may either: 2 × your combat level to gain advantage on the roll.
A. Act: Regain your reaction and take an action. You A monster has a reserve of paragon power equal to
may spend some or all of your remaining their threat rating minus one, and they regain all
movement as part of that action. expended paragon power at the start of their turn—so
This does not count as your turn. You can't don't worry about hoarding it. Use paragon power to be
dash more than once per round, and you lose the bold, dynamic, and cinematic in battle.
benefit of any currently-held disengage, dodge or
readied action.
B. Resist: Reroll a saving throw against an ongoing Scalers & Statics
effect. Spend [2 × combat level] hit points to gain
advantage on the roll. Paragon powers are primarily designed for scalers, but
If you succeed against a Concentration effect, you can easily use them with static monsters (i.e. those
you lose [2 × combat level] hit points. found in other 5th Edition materials).
Paragon Defence (Threat/2 per lr): When you would If your monster has any legendary features (actions,
fail a saving throw, you may spend [2 × combat level] hit defences, etc.), remove them—paragon features always
points to succeed. replace legendary features.
Making Encounters
O nce you've assembled together a horde
of monsters, it's time to start a fight! Monsters
rarely act alone, however—they team up with allies and
Set the Scene
Your first step is to set the scene—what is happening,
use treacherous traps to confront, surround, and and where is happening? For some quick inspiration,
overcome unwary adventurers. But how do you build use the tables provided in Set the Scene (p28).
and balance these combats? Choose a theme, some creature details, and some
This chapter introduces encounter outlines to help basic tactics. Then choose 5-10 keywords from the
you build combat encounters for your games. Environmental Details list to help flavour the encounter.
•
foul-smelling oozes.
In the Darksand Desert, a wild bulette leaps out of Create a Combat Outline
the ground just as an obscuring sandstorm hits... Next, create an combat outline by establishing three
• A trio of goblin snipers fire crossbows from the city basic properties—the target party size, the average
rooftop; can the party make good use of cover? encounter level, and the intended amount of danger.
• A gargantuan dragon tears through the castle wall—
if the party can't stop the dragon's rampage fast, the Party Size: Decide how many players the encounter
whole castle is likely to collapse. should support (typically 3 to 6).
• A vampire lord commands his undead champions to Encounter Level: Choose a combat level for this
butcher the party—no grace, no mercy, just violence. encounter (typically 1 to 20). When in doubt, use a
• As abominations pour through the portal, the party level within −2/+2 of the party's average character
must defend the mages long enough for them to level. For more advice on choosing levels, see p8.
finish the sealing ritual. Danger: Describe how dangerous the encounter
should be (trivial, easy, normal, hard, or extreme).
Once you have some inspiration, it's time to make an Consider adding a battle map or description of the
encounter! To turn your idea into a fully-featured environment, and think of at least one notable terrain
combat encounter, take the following six steps. feature as you build an engaging combat arena.
Sticky Ooze ×12 Amorphous: You can move through a space as narrow
Level 3 Minion, Controller (Tactician). as 1 inch wide without squeezing.
Bloated Ooze ×8 Sticky: A creature grappled by you can't use the
Level 3 Minion, Lurker (Sneak). escape action to free itself.
Hermit Ooze ×2 Focused: You have advantage on Concentration saving
Level 6 Grunt, Defender (Sentinel). throws.
TACTICS ACTIONS
The oozes are split into two groups and attack the party Latch On: Melee: +5 to hit, reach 5 ft., one creature. Hit:
from two opposing directions. Oozes are ravenous the creature is grappled and you move into its space. If
carnivores. A cunning adventurer might be able to distract the creature is larger than you, it can still move at half
the swarm with a hunk of rotting meat... speed (increase your effective size category by +1 for
every other sticky ooze grappling the same target).
• Sticky Oozes latch on to nearby prey with sticky Your speed is 0, you move with the creature, and you
pseudopods and spew dissolving, corrosive acid to melt remain latched on for as long as you have
flesh and bone. concentration.
• Bloated Oozes hang from ceilings and spit digestive Dissolve: Melee: one creature you are latched onto.
juices. With volatile gas pockets, these oozes are Effect: 5 (1d6 + 2) acid damage.
vulnerable to piercing damage—but don't stand nearby
if one pops.
• Hermit Oozes devour their food from the inside out and Hermit Ooze
wear the skin of their latest meal as a shell. Medium ooze (humanoid)
Level 6 Grunt, Defender (Sentinel)
⚔ ATK +2. DC +10. DMG 8. Reach 5 ft. Range 30 ft. Amorphous: You can move through a space as narrow
⚡ Speed 30 ft., climb 15 ft. as 1 inch wide without squeezing.
Skills Stealth +5. Opportunist: When you make an attack of opportunity,
Senses blindsight 60 ft., passive Perception 13. you have advantage.
Proficiency +2. CR 1/8. XP 43. FREE
Pop: When you are reduced 0 hit points, you deal 3 acid Slam: Melee: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8
damage to all creatures within 5 ft. + 3) bludgeoning and 7 (2d6) acid damage.
BONUS ACTIONS Dissolve (Cooldown 3): Melee: one grappled creature.
Sneaky: You take the Hide action. Hit: 25 (5d8 + 3) acid damage.
ACTIONS Infest (1/lr): You enter an adjacent humanoid corpse
Spit: Ranged: +5 to hit, range 30 ft., one target. Hit: 8 and control it as if it were your own body. You also gain
(2d6 + 1) acid damage. 24 temporary hit points.
Monstrous Traits
Features Customize your monsters with
200+ ancestral and
physiological traits.
Equip your monsters with a
range of traits, attacks, and
utilities. CHAPTER
Making Features
Build a variety of traits, attacks,
and utilities.
CHAPTER
Making E fects
Build effects for your features–
damage, conditions,
movement, etc.
CHAPTER
Frenzy Attacks
Combine two, three, or even four
common actions into a single
attack.
CHAPTER
Overkill Attacks
Add a cinematic flair to your
battle with over-the-top
overkill attacks.
CHAPTER
PATREON.COM/GIFFYGLYPH
7
Monstrous Traits
E very monster can have its own set of
racial, ancestral, and biological quirks—traits that
are born about by the monster's inherent nature.
Trait Categories
Category Keywords
This chapter introduces monstrous traits to help you Aberration Control, Madness, Mind
flesh out the physiology of your monsters. Beast Animal, Senses, Movement
Celestial Good, Life, Radiance
Construct Artificial, Lawful, Object
Choosing Traits Dragon
Elemental
Fear, Flight, Pride
Chaos, Element, Primal
A trait describes something innate about your monster Fey Charm, Transformation, Trickery
—how it moves, what it can sense, how it behaves and Fiend Corruption, Evil, Temptation
reacts, etc. These are the fundamental facts of your Giant Rampage, Size, Strength
monster's physiology—things that simply are because of Humanoid Ancestral, Social, Weapon
ancestry, culture, or biology. Monstrosity Magic, Monster, Unnatural
Equip your monster with a trait when you want to Ooze Acid, Grapple, Slime
make a particular characteristic significant in-game. Plant Forest, Poison, Sleep
Undead Decay, Death, Soul
Trait Categories
Monstrous traits are grouped together into 14 creature
Damage Types
categories with assorted keywords. Acid Force Poison Thunder
Use these creature categories as a starting point Bludgeoning Lightning Psychic
when you select traits for your monster—though feel Cold Necrotic Radiant
free to mix-and-match traits from any category as best Fire Piercing Slashing
befits your monster.
Making Features
N o monster is complete without a few
special tricks—passive traits, dangerous attacks,
and handy utilities. But how do you build and balance
Dire Wolf
Large beast
Recharge Time
Combat Rank Recharge Range Recovery Events
Minion 6 d6 Event
Grunt 5-6 1 You become bloodied or enraged.
Elite/Paragon 4-6 2 A significant ally is reduced to 0 hit points.
3 You collect (or are given) new ammunition.
4 You make a significant sacrifice.
A tiefling pyromancer is equipped with an uncommon 5 You absorb a burst of power.
Scorch (recharge) attack feature. Because the tiefling 6 You reduce a player character to 0 hit points.
is a simple grunt, the recharge range is 5-6.
During her turn, she uses the attack to hit Valiant
with some fire damage. The attack is then exhausted. At A sinister lich is equipped with a Soul Rend (rare)
the start of her next turn, the GM rolls a d6. The result is attack. The lich is a paragon monster, and so the GM
only a 3—the attack has not yet recharged. chooses a recovery event for the attack—in this case,
whenever a player character is reduced to 0 hit points.
During a battle, the lich uses Soul Rend to attack the
Cooldown party and then finishes off a player character with a ray
When you use a cooldown feature, it is exhausted until a of frost. As the character falls to 0 hit points, the lich
period of time has passed. Once a cooldown feature is harvests some soul energy to recharge Soul Rend.
exhausted, start a countdown timer. At the start of each
of your turns, reduce the timer by 1—once it reaches 0,
the feature can be used again.
Choose a cooldown period from the Cooldown Time Build Fun Synergies
table below based on your combat rank—the higher
your rank, the faster your ability will recharge. Rarities and recharge conditions make it easy to create
fun, flavorful synergies. For example:
Defensive Keywords
Defences Defence Keywords
If you make an attack, your target has a chance to AC Aim, Shoot, Swipe, Slash, Stab, Pierce, Bash.
defend itself—blocking a sword with a shield, dodging STR Push, Pull, Slide, Grab, Press, Drag, Squeeze,
an explosion with uncanny precision, defying a magical Stretch, Crush, Restrain, Move.
command with stern resolve, etc. DEX Burst, Blast, Explode, Spray, Shower, Erupt, Line,
There are seven defences—AC, STR, DEX, CON, INT, Area, Zone.
WIS, and CHA—each dealing with a particular range of CON Temperature, Poison, Corruption, Disease,
themes and effects. Choose one defence that is most Chemical, Body, Sense, Physiology.
appropriate for your particular attack. INT Mind, Insanity, Madness, Confusion, Memory,
Hallucination, Delusion.
WIS Beguile, Seduce, Charm, Influence, Deceive,
Defensive Options Disguise, Hide, Manipulate, Illusion.
To help you choose a defense, consider the primary CHA Dominate, Possess, Control, Puppet, Command,
effect of your attack—what influence are you trying to Demand, Polymorph, Banish.
have on the target, and how are you trying to achieve it?
Then use the descriptions below and the Defensive
Keywords table to determine the appropriate option.
Varying Defences
There are many ways to achieve the same goal in
1 Armor Class (AC) combat. The way you describe your attack will define
AC is about armor and fighting ability. When you try to how it can be defended against—use this to dive into the
hit a target with something that can be deflected, fiction and create a wide variety of interesting,
parried, or absorbed, the target must watch out and narrative-rich attacks for your monsters.
block with AC.
2 Strength (STR) The GM wants to create a Cause Fear attack. They can
Strength is about force and resistance. When you try to do so in a variety of ways—for example:
move, grab, or restrain a target with physical force, the
target must hold their ground and resist with a Strength • I raise your adrenaline levels to make you feel afraid.
saving throw. (Chemical, CON save)
• I create a hallucination in your mind to make you
3 Dexterity (DEX) afraid. (Hallucination, INT save)
Dexterity is about precision and reflexes. When you try • I create an illusion of something terrifying to make
to hit a target with something that blasts, explodes, you afraid. (Illusion, WIS save)
rains, or sprays over an area, the target must move with • I command you to be afraid of me. (Command, CHA
precision and evade with a Dexterity saving throw. save)
Ranges Targets
A range defines the effective boundaries of your feature To use a feature, you must have a target—who or what
—where are targets at risk and where are they safe? are you trying to affect? Choose a quantity and category
There are three basic categories—self, aimed, and from the tables below.
area. Choose one for your feature and use the Range If your feature is particularly specific, consider also
Templates provided to help define the specific details. applying an alliance, alignment or creature category.
Distances: Some templates contain recommended
distances for each rarity: common, uncommon, and rare.
Use these as-and-when appropriate—the rarer the
Target Options
feature, the bigger the distance. Option Description
QUANTITIES
None No specific target (i.e the terrain itself).
A Self One A single instance.
Features with no outwardly range focus on the internal Limited A limited number (2/3/4) of instances.
—you are trying to affect yourself in some fashion. All All instances (area range only).
CATEGORIES
Target Anything (a creature or an object).
B Aimed Object A discrete, inanimate item.
Aimed ranges focus on specific targets—you are trying Creature Anything that is not an object.
to affect things close by or at a distance from yourself. Self Yourself.
ALLIANCES
Friendly The target is friendly to you.
C Area Hostile The target is hostile to you.
Area ranges focus on specific regions—you are trying to ALIGNMENTS
affect things within a certain space (a sphere, a cone, a Chaotic The target has a chaotic alignment.
line, a cube, etc.). Evil The target has an evil alignment.
Good The target has a good alignment.
Lawful The target has a lawful alignment.
Range Templates Neutral The target has a neutral alignment.
Type Example
SELF
Self No external range. Creature Categories
AIMED
Aberration Dragon Giant Plant
Cube A 5 ft. cube within 30/60/90 ft.
Beast Elemental Humanoid Undead
Point A point within 30/60/90 ft.
Celestial Fey Monstrosity
Ranged Ranged 30/60/120 ft.
Construct Fiend Ooze
Reach Reach 5/10/15 ft.
Square A 5 ft. square within 30/60/90 ft.
Touch Physical touch.
AREA Limited Targets
Circle A 10/15/20 ft. radius circle centered on yourself When you use a limited quantity, the maximum number
/ a point within 30/60/90 ft. of targets you can have is determined by your combat
Cone A 15/30/60 ft. cone extending from yourself / a level—the higher your level, the more targets you can
point within 30/60/90 ft. aim at.
Cube A 10/20/40 ft. cube centered on yourself / a
point within 30/60/90 ft.
Cylinder A 10/15/20 ft. radius, 20/40/60 ft. high cylinder Limited Targets
centered on yourself / a point within Combat Level Max. Limited Targets
30/60/90 ft. 5th 2
Line A 15/30/60 ft. line that is 5/10 ft. wide extending 11th 3
from yourself / a point within 30/60/90 ft. 17th 4
Reach Reach 5/10/15 ft.
Ring A 10/15/20 ft inner radius, 10/15/20 ft. outer
radius ring centered on yourself / a point within Multiattacks
30/60/90 ft.
Sphere A 10/15/20 ft. radius sphere centered on In this supplement, a multiattack is defined as any
yourself / a point within 30/60/90 ft. single action with an aimed range that attacks more
Square A 10/20/40 ft. square centered on yourself / a than one target—i.e. two targets within reach 5 ft, three
point within 30/60/90 ft. creatures within range 30 ft., etc.
Zone An arbitrary region of influence.
Deferrals
B Dooming
When you hit a target with a dooming feature, you must
If your feature is uncommon or rare, you can use a wait until some time passes (i.e. 1, 2, or 3 turns) before
deferral to change when it chooses targets, makes you apply the effects.
attacks, or applies effects—a fireball becomes a ticking These are your pressuring features—things that
bomb, a punch becomes a dooming fist of death, a corrupt, spread, or build up. Use these to give your
healing power becomes a regeneration power, etc. players a sense of impending doom.
There are two types of deferral: delayed, and
dooming. Choose one when you want to mix things up. Activating a Dooming Attack
When you use a dooming feature, choose your targets
A Delayed and make attacks if required. When a target is hit, it
gains a new countdown timer—the doom clock.
When you activate a delayed feature, you must wait until At the start of each of the target's turns, reduce the
some time passes (i.e. 1, 2, or 3 turns) before you choose doom clock by 1. Once it reaches 0, doom has arrived—
targets and make attacks. the target suffers the feature's effects.
These are your countdown attacks—things that tick
down, wind up, or charge power. Use these to threaten Dispelling Doom
areas and encourage movement to avoid being a hit. Doom can be countered if the target spends an action to
take a reasonable countermeasure—bathing in water to
Using a Delayed Feature quench fire, pulling out a poisonous stinger, focusing
When you use a delayed feature, first describe what you the mind against a hallucination, etc.
are doing (charging power, throwing an explosive, Depending on the action taken, this may require one
causing a cave-in, etc.) and the likely area or targets that or more ability checks from the target.
will be affected by the attack. Then:
Respite
Create a visible countdown timer. You can use dooming features to deliver positive effects
At the start of your turns, reduce the timer by 1. to targets—such as healing or empowerments. In this
When the timer reaches 0, choose your targets case, reflavor doom as respite.
immediately and make attacks if required.
Apply effects to any affected target before you
continue with the rest of your turn.
Mad Artificer
Medium humanoid (dwarf)
This process may be interrupted if, when the timer Level 6 Grunt, Striker (Havoc)
reaches 0, you are unable to choose targets or the STR 12 DEX 18 CON 8 INT 18 WIS 8 CHA 12
situation otherwise no longer applies. +1 +4 −1 +4 −1 +1
AC 13. Saving Throws Dex +7, Int +7.
♥ HP 58. Bloodied 29. Immune to lightning.
As they assault the Ctharonite Workshop, Valiant and ⚔ ATK +3. DC +11. DMG 18. Reach 5 ft.
Viridian are attacked by a pair of mad artificers.
⚡ Speed 30 ft.
Senses passive Perception 9.
• GM: The mad artificer aims her spark cannon into
Languages Common, Dwarvish.
the air and fires. A crackling orb lands next to you,
Proficiency +3. CR 2. XP 575.
Valiant, pulsing with raw electrical power. You hear a
Items thunder cannon, grenade belt.
beeping that seems to be rapidly accelerating... TRAITS
• Valiant: Uh. How rapidly? Leaping Spark (Cooldown 3): When you hit a creature
• GM: You think about one round (puts a d6 on the with Spark Cannon, make a second attack against
table). Sparks are reaching out in a 10 ft. sphere... another creature within 15 ft.
FREE
Making Effects
A t the heart of every scaling feature is
an effect—a rule that describes how your monster
deal damages or affects the world. But how do you build
E fect Types
Effect Description
and balance these effects? What's appropriate for a Deal Damage The target takes damage.
common attack, or an uncommon trait, or a rare bonus Inflict Conditions The target gains conditions.
action utility? Change Terrain Change the terrain in some fashion.
This chapter introduces effect points, effect durations, Destroy Resources The target loses precious resources.
and six effect types to help you flesh out and complete Force Movement The target is forcibly moved.
your scaling features. Empower Ally Grant power to a nearby ally (or
yourself).
Damage Options • Effect Durations: End of Your Next Turn, End of the
Target's Next Turn, Concentration (+1 EP), Save Ends (+1
• Damage Types: acid, bludgeoning, cold, fire, force, EP).
lightning, necrotic, piercing, poison, psychic, radiant,
slashing, thunder.
• Effect Durations: Instant, Concentration (+1 EP),
Ongoing (+1 EP). The GM wants to equip a kobold with a stink pot area
attack—an uncommon action worth 3 EP. They spend 1
EP to buy a "deal 75% damage" effect, and 2 EP to buy a
"poisoned" area condition that lasts until the end of the
A giant lizard deals 14 ongoing acid damage (DC 14 target's next turn.
CON) to Clanda. She takes 14 damage from the initial Later, the GM equips a lich with a soul freeze attack—
hit. At the start of her turn, she rolls a saving throw to try a rare action worth 5 EP. They spend 4 EP to buy a
to avoid more damage—but fails. The effect persists, "petrified" condition, and another 1 EP to make it a
and Clanda takes another 14 acid damage. concentration effect for the lich.
Terrain Options
• Effect Durations: End of Your Next Turn, Concentration. A drow assassin is given a false widow's bite uncommon
attack worth 3 EP. The GM uses all 3 EP to buy a "hit
dice" resource effect with an ongoing duration.
Later, an elite drow assassin is given a rarer black
The GM wants to equip a pyromancer with a blazing fire widow's bite attack worth 5 EP. The GM uses 1 EP to
spell—a rare, damaging attack with a persistent area buy a "deal 100% damage" effect, and the remaining 4
effect worth 5 EP. EP to buy an ongoing "hit dice × 2" resource effect.
The GM spends 2 EP to buy a "deal 100% damage" A mummy, meanwhile, is given a life drain rare attack
area effect, and 3 EP to buy "damaging/difficult" worth 5 EP. The GM uses all 5 EP to buy an instant
modifiers with a concentration duration. "exhaustion" resource effect with an area range
spend, the further you can move your targets. Adamant Any critical hit made against the target
Then finish by choosing an effect duration from the becomes a normal hit.
Movement Options list. Aggressor The target's critical hit range increases by +1.
Leader The target can spend their reaction to make a
basic attack against a target of your choice.
Force Movement Lucky The target may reroll any attack roll that is a
Cost AIMED AREA natural 1.
(EP) Single Multiple Hit Miss Marker The target makes their next attack roll with
Target Targets Only Half advantage.
1 10 ft. 10 ft. / targets 5 ft. — Mover The target is unaffected by difficult terrain.
2 20 ft. 20 ft. / targets 10 ft. — Piercing The target's attacks ignore resistance to one
3 30 ft. 30 ft. / targets 20 ft. 10 ft. damage type and treat immunity as if it were
4 40 ft. 40 ft. / targets 30 ft. 20 ft. resistance.
5 50 ft. 50 ft. / targets 40 ft. 30 ft. Purifier The target may reroll a failed saving throw
against an ongoing effect.
Resistor The target gains resistance to one damage
Movement Types type.
Type Description UNCOMMON
Direct The target is moved instantly to a spot, such as by Armorer The target gains +2 AC and advantage on one
a teleport or magical effect. saving throw of your choice.
Pull The target is pulled towards you in a straight line Barrier The target gains temporary hit points equal to
(or as close as possible). your combat level.
Push The target is pushed away from you in a straight Cooler The target may reduce the cooldown of any
line (or as close as possible). one feature by 1 or reroll a recharge feature.
Slide The target is moved in a direction of your choice. Destroyer The target deals additional damage equal to
your combat level. Choose a damage type.
Immuniser The target is immune to one damage type or
Movement Options condition.
Traveller The target gains a new form of movement.
• Effect Durations: Instant, Concentration (+1 EP),
Sensor The target gains a new sense.
Ongoing (+1 EP).
Speedster The target gains +10 speed.
RARE
Cloaker The target becomes invisible. This ends if the
The orc slammed into Chansi, pushing her back 10 ft. target attacks or casts a spell.
Deflector The first time the target is reduced to 0 hit
points, it is reduced to 1 instead.
Healer The target regains hit points equal to twice
F Empower an Ally your combat level.
To empower an ally (or yourself), first choose one or Extracted The target is banished. When the effect ends,
more boons as described below—the more EP you the target reappears in an unoccupied space
spend, the more powerful the boon. of your choice within 30 ft. of you.
Then finish by choosing an effect duration from the Recharger The target may immediately regain one
Empowering Options list. exhausted uncommon feature, or gain +1
charges to a charged uncommon feature.
Thorns The target reflects half of any damage they
Empower an Ally take onto their attacker.
Cost (EP) Description
1 One common boon.
2 One uncommon boon. The GM wants to equip a necromancer with some
4 One rare boon. empowering actions to support their risen undead.
+1 Another boon of equal/lesser rarity. To start, the GM creates a revenant rage uncommon
+1 Affects an area or multiple targets. bonus action worth 2 EP. They spend 1 EP to buy an
"aggressor" boon, and 1 EP to make it an area effect
with a concentration duration.
Empowering Options The necromancer is then given resummon, a rare
• Effect Durations: Instant, End of Your Next Turn, End of bonus action worth 4 EP. They spend all 4 EP to buy an
the Target's Next Turn, Concentration. instant "extracted" empowerment for an area effect.
Frenzy Attacks
S ometimes it's not enough to make just
one big attack on your turn—when the enemy
surrounds you, sometimes the best option is to make
Ogre Brute
Medium giant (ogre)
Frenzy Attacks Smash: Melee: +7 to hit, reach 5 ft., one target. Hit: 18
(3d10 + 2) bludgeoning damage.
Combat Level Max. Frenzy Attacks
Slam: Save: DC 15 vs STR, reach 5 ft., one target. Hit:
5th 2
the target is knocked prone
11th 3
Rampage (Frenzy 2): You can take two of any single-
17th 4
target common action. You have a -2 attack/DC penalty
and must divide any damage you deal by 2. You can
Frenzy Attack (2/3/4) spend movement in-between each action.
5th-level and higher, Grunt/Elite/Paragon, Any role
Overkill Attacks
T he biggest, scariest monsters need the
biggest, scariest attacks. When the party's on the
verge of thwarting your plans—or have suddenly put
Going Into Overkill
themselves in a vulnerable position—it's time to unleash An overkill attack is a huge, devastating, and almost
your full power and go into overkill. Take no prisoners, certainly fatal attack that elites and paragons can
and leave no adventurer alive. unleash against the party. These are your biggest, most
This chapter introduces a cinematic, automatically- cinematic attacks—an ultimate technique that can
hitting attack—overkill attacks—and how to use them in destroy PCs, NPCs, and scenery alike:
your encounters.
Charge: You spend an action on your turn to start
charging up the attack—drawing in breath,
• A dragon takes in a deep breath, fire burning in its channelling mana, gathering strength, etc.
chest, as it prepares to melt flesh, stone, and steel.. Focused: Charging the attack takes all of your
• Storm clouds boil above a mad sorcerer as she attention—you can't move or take actions/reactions.
charges a cataclysmic lightning bolt... Vulnerable: Charging the attack may expose a weak
• A werewolf howls, ready to tear open the jugular of point that—if reduced to 0 hit points—will stun you.
its grappled victim... Unleash: The attack finishes charging at the start of
your next turn. You then spend the entirety of your
turn unleashing the attack.
Hit: Any valid target still in range of the attack is hit
Storm of Chaos automatically.
Overkill Attack
Damage: You deal a massive amount of damage, equal
With foul runes and hellish words, you pull the demonic to four times your base damage.
energies of the Abyss into this world. Glowing red veins Destroy: If the attack is extreme, any target reduced
tear across your skin as the Abyss pours into you, and black to 0 hit points is immediately killed.
storm clouds gather above.
On your next turn, the abyssal energy erupts from you in
a burning wave of chaos. Cinematic Spectacle
• Requirement: You are bloodied. Overkill attacks are a great way to add some cinematic
• Range: A 30 ft. radius sphere centered on yourself. spectacle to your battles and end-game bosses,
• Targets: Any non-demonic creature. creating spikes of danger and tension throughout battle
• Hit: The creature takes 400% fire damage. to put your players in peril.
• Extreme: If a creature is reduced to 0 hit points by this Use plenty of over-the-top description to make your
attack, it is immediately killed and reanimates at the overkill attacks big, loud, and exciting. Highlight the
start of your next turn as a possessed, demonic vessel. deadly power of your monsters.
e Danger Zone
Creating an Attack Make sure that it's possible for your players (at least,
most of them) to get out of range of the attack in only
To make an overkill attack for your monster or hazard, one turn—even if it means dashing.
follow these three steps: If your players can only move 30 ft. with a move
action, for example, avoid using a 70 ft. area for your
Pick a Trigger overkill attack unless the players have either a) a clear
means of escape or b) safe spots to take cover in.
First, you must decide exactly when the attack can be
used. Does your scaler go into overkill when bloodied? Safe Spots
When it's grabbed a player? When the players disrupt a When you build an encounter, make sure to add some
sacred ritual circle? interesting scenery that players can use in creative ways
Pick an event from the list below to get started—or to protect themselves—pillars to hide behind, tables to
create your own. When the event is triggered, your flip over for cover, pools of water to dive into, dead
overkill attack is unlocked. magic zones that nullify magical overkill, etc.
In his rage, Kaladraxis' overkill attack will flood the • Requirement: You are bloodied.
entire chamber with searing dragonbreath. • Range: Reach 40 ft.
Instead of a traditional dragonbreath cone, the GM • Targets: Any creature.
chooses an area template (centered on Kaladraxis) with • Hit: The creature takes 400% fire damage.
a 40 ft. radius—the party will have to run for their lives • Extreme: If a creature is reduced to 0 hit points by this
to escape the dragon's hellish flames... attack, it is disintegrated.
Telegraph the Attack This weak point has HP equal to 10% of your total hit
points and—by default—shares your defences.
Take an action to start your overkill attack and If this weak point is reduced to 0 hit points, you a)
telegraph the impending danger—everyone should know immediately take damage equal to the weak point's
what's coming up so that they have a chance to avoid it. maximum HP and b) are stunned until the end of your
Describe what is happening, where it will happen, and next turn. These effects can't be circumvented by any
when it will happen. Make it clear that any valid target means—resistances, immunities, paragon power, etc.
not in adequate cover will be hit automatically—the only
defense is to be out of the attack range.
While Kaladraxis is charging up his overkill attack, he
reveals an environmental weak spot—a fragile-looking
Inside Redstone Volcano, Valiant, Krazak, and Clanda stalactite hanging directly above him with 38 hit points
battle Kaladraxis, the wild red dragon. When he is (10% of Kaladraxis' 383 HP) and 18 AC.
bloodied, Kaladraxis uses an overkill attack. If the stalactite is reduced to 0 hit points, it falls onto
Kaladraxis—the dragon will take 38 points of damage
• GM: The red dragon Kaladraxis starts to draw in and be stunned until the end of his next turn.
breath. Valiant, you can see its chest swell with
dangerous power—an incredible amount of heat is • GM: Steam vents from the dragon's scales—there
radiates from the dragon as it goes into overkill. isn't much time left. Clanda, what do you do?
• Kaladraxis: Insolent mortals, you will all burn! • Clanda: First, I'll duck behind this pillar just in case.
• Valiant: Can I see where Kaladraxis is aiming? Second, I want to break that stalactite you described
• GM: You think he's going to flood this entire chamber with a 5th-level Shatter—bring it right down onto
with searing, deadly flame in just six seconds. that dragon's smug face. That'll be... (rolls 6d8) ...34
• Valiant: Uh, everyone? We should probably run. points of thunder damage!
• GM: Explosive thunder echoes throughout the
cavern. The stalactite cracks... but it's not enough.
Thunder Lance
Examples Overkill Attack
To get you started with overkill attacks, here are some You overcharge your thunder cannon to create a massive,
basic examples you can give to your monsters. deadly surge of raw lighting energy. On your next turn, you
fire an electrical bolt that can pierce through even the
Snap Neck thickest armor.
Overkill Attack
• Requirement: Your minions have been killed.
You wrap your hands firmly around the head of a grappled • Range: A 40 ft by 10 ft line, originating from you.
creature, despite their struggles. On your next turn, if they • Target: All creatures.
haven't broken free, you sharply twist the head of your • Hit: The creature takes 400% lightning damage.
victim. • Extreme: If a creature is reduced to 0 hit points by this
attack, it is killed outright by the shock.
• Range: Reach 5 ft.
• Target: A grabbed creature.
• Hit: The creature takes 400% bludgeoning damage. Spirit Bomb
Overkill Attack
Devour You draw spirit energy from nearby living creatures and
Overkill Attack
channel it into a glowing ball of radiant power that is lethal
to evil creatures. On your next turn, you launch the ball into
You unhinge your jaw, teeth glistening, as you prepare to the ground where the energy explodes.
devour a nearby stunned creature. On your next turn, you
bite into your victim with bone-crushing force and attempt • Requirement: You are bloodied.
to swallow it. • Range: A 30 ft. radius sphere centered on yourself.
• Target: All creatures.
• Range: Reach 5 ft. • Hit: The creature takes 400% radiant damage.
• Target: A stunned creature. • Extreme: If a creature of evil alignment is reduced to 0
• Hit: The creature takes 400% piercing damage. If the hit points by this attack, it is disintegrated.
creature is reduced to 0 hit points, you swallow it.
Ice Age
Reptile Spray Overkill Attack
Overkill Attack
You pull cold energy directly from the Elemental Chaos
You swallow a vial of reptile acid and mix it with your own with arcane runes, becoming a Herald of Winter. On your
digestive juices. On your next turn, you spew a thick spray next turn, you unleash a frozen vortex that turns everything
of corrosive acid that can melt stone, steel, and flesh. to ice and snow.
• Requirement: You consume a vial of reptile acid. • Requirement: You are bloodied.
• Range: A 30 ft. cone originating from you. • Range: A 30 ft. radius sphere centered on yourself.
• Target: All creatures. • Target All creatures.
• Hit: The creature takes 400% acid damage. • Hit: The creature takes 400% cold damage.
• Extreme: If a creature is reduced to 0 hit points by this • Extreme: If a creature is reduced to 0 hit points by this
attack, it is dissolved. attack, it is petrified and turned into an ice statue.
damage, how does it affect you and the way you fight? Grunt/Elite/Paragon: You are at 100% hit points.
This chapter introduces battletide conditions and new
battletide effects to help you shake things up when your
monsters start to take damage.
Bloodied
Battletide Condition
Enraged Minions
When a paragon suffers a serious wound (i.e. at 33% hit Battletide conditions and effects affect only grunts,
points), it becomes enraged. elites, and paragons. Minions (with low hit points and
This is a moment of dramatic escalation—the paragon weak defences) aren't important enough to track—they
is backed into a corner and fighting for its life, so be are never refreshed, bloodied, or enraged.
bold with your descriptions.
By using different effect categories, you can You can use these effects to influence the pace of
drastically alter the tone and combat potential of a your combat encounters—for example:
monster; a defender who gets tougher when they are
bloodied tells a very different story from a defender • Escalation: When at least 50% of the targeted
who gets weaker when they are bloodied. monsters are bloodied, the battle gets harder.
Choose effects that best suit the fiction of your • Rout: When at least 50% of the targeted monsters
scaling monster—for example: are bloodied, the battle gets easier.
• Strike Team: When at least 50% of the targeted
monsters are refreshed, the battle gets harder.
Defensive Stance • Spike: When a paragon is bloodied, the battle gets
Battletide Effect (Strengthening)
easier—but when enraged, the battle gets harder.
While you are bloodied, increase your AC by 1.
Battletide E fects
# Name While/when you are [condition]...
STRENGTHENING
1 Defensive Increase your AC by 1.
2 Shielded You immediately gain temporary hit points equal to twice your combat level.
3 Powerful Once per round, you deal additional damage equal to your combat level.
4 Resistant You gain a damage resistance.
5 Immune You gain a damage or condition immunity.
6 Gather Power Increase your maximum paragon power by +1.
7 Momentum Your maximum speed increases by 5 ft.
8 Shake It Off You can immediately remove one negative condition on yourself.
9 Precise Increase your attack bonus and DCs by 1.
10 Piercing Your attacks ignore a damage resistance and reduce a resistance to immunity.
11 Unlocked You gain access to a new action.
12 Brutal You critically hit on a roll of 19-20.
13 Counterattack You can immediately make a basic attack against your attacker.
14 Impenetrable Once per short rest, you gain one use of paragon defence.
15 Saver You roll one type of saving throw with advantage.
16 Extender Your reach extends by 5 ft.
17 Actor You can take one additional action on your next turn.
18 Dasher You can dash as a bonus action on your next turn.
19 Recharger You can immediately recharge one ability and then use it against your attacker.
20 Corruptor You can immediately inflict a status condition on your attacker until the end of their next turn.
21 Relocator You can immediately teleport adjacent to the source of the attack that harmed you.
22 Get Over Here You can immediately teleport your attacker to a space within your reach.
23 Turtle You are resistant to all damage until the start of your next turn.
24 Call of Alarm You immediately gain 1 summoning point (see p60).
25 Ranger The range of your attacks is doubled.
26 Leaper You can immediately leap to an unoccupied space within 15 ft.
27 Focused You have advantage on concentration saving throws.
28 Disruptor Targets of your attacks have disadvantage on concentration saving throws.
WEAKENING
29 Cracked Decrease your AC by 1.
30 Feeble You deal reduced damage equal to your combat level.
31 Vulnerable You either a) gain a damage vulnerability or b) lose a damage or condition immunity.
32 Lose Power Reduce your maximum paragon power per round by 1.
33 Stumble Your maximum speed is reduced by 5 ft.
34 Condition You immediately gain a status condition until the end of your next turn (eg. frightened).
35 Distracted Reduce your attack bonus and DCs by 1.
36 Locked You lose access to a specific action.
37 Fragile The critical hit range of your attackers increases by 1.
38 Flawed You roll one type of saving throw with disadvantage.
39 Shortsighted The range of your attacks is halved.
40 Clumsy You critically miss on a roll of 1-2.
TRANSFORMATION
41 Traveller You gain a new movement type.
42 Role Call You change your combat role.
43 Grow Your size category increases by 1.
44 Shrink Your size category decreases by 1.
45 Category You change your monster category.
46 Damage Type Your attacks deal a new damage type.
47 Sensitive You gain a new sense.
48 Shifter You take on a new form.
49 Realignment Your alignment changes.
50 Ticking Bomb You become a ticking bomb. At the end of your next turn, you explode. All targets within reach take
damage equal to your remaining HP.
51 Painful Aura You gain a damaging aura. Creatures that enter or start their turn within your aura take damage equal to
your combat level.
52 Trailblazer When you move through a space, that space is corrupted until the start of your next turn. Creatures that
enter or start their turn in corrupted ground take damage equal to your combat level.
53 Weaponized You gain a new weapon or form of attack.
The Summoner
Summon brand-new
reinforcements into battle with
summoning points.
CHAPTER
The Swarm
Overwhelm the enemy with
packs, machines, mobs, hordes,
squads, and armies.
CHAPTER
The Sidekick
Give the party some monstrous
allies and sidekicks.
CHAPTER
The Hazard
Turn the environment against
the party with hazards.
CHAPTER
The Lifelinker
Turn your monsters into
lifelinkers to share damage and
spread healing.
PATREON.COM/GIFFYGLYPH
13
The Spellcaster
M agical power permeates the mortal
world—it is in the air you breath, the food you eat,
the water you drink. Watch out for those who can cast
Storm Cleric
Medium humanoid (dwarf)
magic—the rules of reality are theirs to command. Level 10 Grunt, Striker (Havok)
This chapter introduces spellcasters and how to use STR 20 DEX 8 CON 14 INT 8 WIS 20 CHA 14
them in your combat encounters. +5 −1 +2 −1 +5 +2
AC 14. Saving Throws Str +9, Wis +9.
♥ HP 86. Bloodied 43. Resistant to lightning, poison.
Spellcasters ⚔ ATK +4. DC +12. DMG 30. Reach 5 ft. Range 30 ft.
⚡ Speed 30 ft.
A spellcaster is a special type of combatant that can cast Skills Religion +3.
magical spells—a warlock sacrifices blood to gather Senses darkvision 60 ft., passive Perception 15.
eldritch power, a wizard activates a well-researched Languages Common, Dwarvish.
ward, a sorcerer unleashes their inner power, etc. Proficiency +4. CR 4. XP 1475.
There are eight basic categories of spellcaster, each Items warhammer, holy symbol.
with a particular theme and casting style: FREE
A e Borrower E e Puppet
Borrowers have temporary possession of magical power, Puppets are possessed by a greater power and made to
typically through an object, blessing, or curse. These act by its command. These spellcasters rely on a
spellcaster rely on a magical focus—destroying this physical, mental, or spiritual connection with their
focus can remove the borrower's magical abilities. possessor—breaking this may free the puppet.
B e Innate F e Researcher
Innates are power incarnate—magic is in their very Researchers learn how to control magical power
blood and they know how to use it. These spellcasters through careful practice, dedication, and arduous study.
rely on their own willpower to carefully shape and These spellcasters rely on their knowledge, training, and
control their magical power—when an innate loses expertise—researchers learn how to manipulate the
control, they can be a danger to themselves and those very fabric of reality itself.
around them.
G e Sacrificial
C e Oathsworn Sacrificials are rewarded with power when they make an
Oathsworn draw their power from a sacred oath made offering to a patron. These spellcasters rely on
with the universe. These spellcasters rely on conviction promises, pacts, and sacrifices to fuel their power—but
and strict adherence to their oath—words have power, woe betide the sacrificial who reneges on a pact made
and few take this as seriously as the oathsworn. with their patron.
D e Primal H e Vassal
Primals draw their power from the natural world and Vassals are gifted power in exchange for loyal service to
take strength in careful measure. These spellcasters rely a benefactor. These spellcasters rely on zeal, faith,
on the environment and the elements—to fight a primal obedience, and worship—the vassal sets aside their
in their native land is to invite disaster. personal interests to serve a greater purpose.
Magic Domains
Theme Description Examples
Air Control over air, wind, and thunder. Fly, Feather Fall, Thunderwave.
Beasts Control and communicate with animals. Conjure Animals, Hold Monster, Insect Plague.
Body Transmute flesh, change physical shape and appearance. Enlarge/Reduce, Polymorph, Flesh to Stone.
Death Sever souls from bodies, talk to the dead, animate dead. Chill Touch, Power Word: Kill, Speak with Dead.
Decay Erode, poison, and corrupt. Acid Splash, Cloudkill, Poison Spray.
Destruction Destroy and obliterate. Circle of Death, Disintegrate, Eldritch Blast.
Earth Control over earth, rock, and gravity. Earthquake, Move Earth, Stone Shape.
Fear Create fear and nightmares. Confusion, Fear, Dream.
Fire Control over fire and heat. Burning Hands, Produce Flame, Fireball.
Knowledge Divination, detect alignment, learn secrets. Guidance, True Strike, Zone of Truth.
Life Tie souls to bodies and objects, modify spiritwebs. Animate Objects, Raise Dead, Resurrection.
Light Create light and illusions. Dancing Lights, Disguise Self, Faerie Fire.
Lightning Create and channel lightning, electricity. Call Lightning, Chain Lightning, Lightning Bolt.
Metal Detect, shape, create, and move metal. Cloud of Daggers, Fabricate, Heat Metal.
Mind Telepathy, domination, read thoughts, and sense truth. Charm Person, Sleep, Telepathic Bond.
Peace Dampen emotions, cause calm. Beacon of Hope, Calm Emotions, Sanctuary.
Plants Control and communicate with plants. Plant Growth, Speak with Plants, Tree Stride.
Protection Shield and defend. Blade Ward, Death Ward, Globe of Invulnerability.
Resolve Reinforce willpower and create geas. Aid, Geas, Heroism.
Restoration Heal and mend. Mending, Cure Wounds, Heal.
Shadow Create darkness and manipulate shadows. Darkness, Black Tentacles, Shadow Blade.
Sight Truesight, perception, sight-beyond-sight, scrying. Darkvision, Scrying, True Seeing.
Sound Create sounds, silence, communication, change voice. Sending, Shatter, Silence.
Space Teleportation, size, and pocket dimensions. Misty Step, Banishment, Instant Summons.
Strength Control physical power, muscle mass, and endurance. Enhance Ability, Enlarge/Reduce, Polymorph.
Time Alter the flow of time. Haste, Slow, Time Stop.
War Incite emotions, and cause rage or passion. Heroism, Storm of Vengeance, Hellish Rebuke.
Water Control over water and ice. Ray of Frost, Ice Storm, Wall of Ice.
Ritual
Making a Spellcaster If you want your spellcaster to be able to perform this
spell regularly outside of combat, turn it into a ritual.
You can turn any scaling monster into a spellcaster with To perform a ritual, you must spend 10 minutes more
these two basic steps: than you usually would to cast the spell—but you don't
have to expend any action resources in the process
A magical domain acts a general theme for your Choose a Spell School
spellcaster and spellcasting abilities. Choose one from Spells can be categorized into one of eight schools of
the Magical Domains table or create your own. magic: abjuration, conjuration, divination, enchantment,
evocation, illusion, necromancy, and transmutation.
Create a Spell Use the Spell Schools table below to help you choose
the school that best fits your particular action.
Create a common, uncommon, or rare feature for your
spellcaster as normal (see p38). When you have a Set the Spell Level
suitable attack or utility feature, you can convert it into Every spell has a spell level that helps describe its overall
a spell with these simple guidelines. power—1st level, 3rd level, etc. This can be useful to
know in certain circumstances (i.e. when someone tries
Choose Spellcasting Components to interrupt the spell with Counterspell).
Spellcasting components are physical requirements you Your spell level is determined by your combat rank,
must meet in order to cast your spell—if you can't your combat level, and your action rarity—use the Spell
provide one or more of these components, you are Levels table below to find the appropriate level.
unable to cast the spell. Common Features: If your spell is of common rarity,
its level is always 0 (i.e. a cantrip).
• Verbal (V): I need to be able to speak.
• Somatic (S): I need to be able to use one free hand.
• Material (M): I need to be in reach of a particular No Spell Slots
resource or spellcasting focus.
By design, scalers don't use spell slots or other arcane
Choose a number of components according to the currencies to cast magic. If you want to emulate that
rarity of your feature: common (one), uncommon (two), system more closely, use a selection of uncommon and
or rare (three). If your spell uses a material component, rare actions with a limited number of charges.
you can (optionally) define what that material is.
Spell Schools
School Description
Abjuration Create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes.
Conjuration Transport objects and creatures from one location to another.
Divination Reveal information.
Enchantment Affect the minds of others to influence or control their behavior
Evocation Manipulate magical energy to produce a desired effect.
Illusion Deceive the senses or minds of others.
Necromancy Manipulate the energies of life and death.
Transmutation Change the properties of a creature, object, or environment.
Spell Levels
Combat COMBAT LEVEL
Rank 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
UNCOMMON FEATURE
Minion 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 3
Grunt 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 4
Elite 1 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7
Paragon 1 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7
RARE FEATURE
Minion 1 1 1 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 5
Grunt 1 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7
Elite 1 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 9 9 9 9 9 9 9
Paragon 1 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 9 9 9 9 9 9 9
The Summoner
I n battle, the odds of success can change
at any moment—when a brawl breaks out, you never
know who else might join the fray. Keep an eye out for
Fledgling Necromancer
Medium humanoid (human)
anyone who might raise an alarm or summon new Level 6 Grunt, Supporter (Booster)
reinforcements into battle—take them out fast to keep STR 8 DEX 8 CON 12 INT 18 WIS 12 CHA 18
the odds in your favour. −1 −1 +1 +4 +1 +4
This chapter introduces summoners and how to use AC 13. Saving Throws Con +4, Int +7.
them in your combat encounters. ♥ HP 73. Bloodied 37. Resistant to necrotic.
⚔ ATK +3. DC +11. DMG 14. Reach 5 ft.
⚡ Speed 30 ft. Initiative +2.
Brindergast breathlessly pushed open the door to the
Skills Arcana +7.
ossuary. In a few short seconds, the heroes would catch
Senses passive Perception 11.
up to him—but they would not catch him alone.
Languages Common.
Brindergast began his resurrection spell—the long-
Proficiency +3. CR 2. XP 575.
dead bones started to shudder and move...
Items spellbook.
BONUS ACTIONS
Summoners
ACTIONS
D e Conjurer
Conjurers pull reinforcements from seemingly thin air, Brindergast wants to summon 4 minions and 1 grunt.
turning the insubstantial into a very substantial threat. The necromancer likes his thralls to be competent, and
These summoners rely on their own powers and so his summoned undead are of equal level (+0)—they
resources to conjure allies—use them to when you want cost a total of 2 SP.
to surprise the party with unexpected reinforcements.
The Swarm
I t's dangerous to stand alone on the
battlefield where a lone target becomes an easy
target. For the best chance of survival, stick with your
Swarm of Rats
Medium swarm of tiny beasts
friends and surround the enemy as one swarm— Level 6 Grunt, Lurker (Exploiter)
strength comes in numbers. STR 18 DEX 18 CON 12 INT 1 WIS 12 CHA 8
This chapter introduces swarms and how to use them +4 +4 +1 −5 +1 −1
in your combat encounters. AC 9. Saving Throws Dex +7.
♥ HP 44. Bloodied 22.
⚔ ATK +3. DC +11. DMG 23. Reach 5 ft.
Krazak tried to step back but the rats were all around
⚡ Speed 30 ft., climb 15 ft.
him, swarming underfoot and making it very hard to
Skills Stealth +7.
move. They looked at him with hungry eyes.
Senses passive Perception 11.
The dwarf gripped his axe and grinned, licking his
Proficiency +3. CR 2. XP 575.
lips. "Get yer stewpot ready, Chansi. We're gonna be TRAITS
eating rat meat for a week after this fight." Swarm: You can occupy another creature's space and
vice versa. You can move through any opening large
enough for a tiny creature. Your space is considered
difficult terrain. You have advantage on attack rolls
Swarms against creatures in your space, and creatures within
your space have disadvantage on attack rolls.
A swarm is a special type of monster that's comprised of You can't regain hit points or gain temporary hit
many smaller entities acting with one mind and as a points. When you would be subject to any of the
single target—a swarm of rats, a mob of civilians, a following conditions, you instead lose 6 hit points:
horde of kobolds, an army of undead, etc. charmed,frightened, grappled, paralyzed, petrified,
There are six basic categories of swarm, each with a prone, restrained, or stunned.
particular theme and combat style: swarms, mobs, Thinning Numbers: When you are bloodied, your space
hordes, squads, armies, and machines. is no longer considered difficult terrain.
FREE
Swarm Categories Hold Still (1/round): When you hit with an attack and
the target moved a net distance of 10 ft. or less during
Type Description
it's last turn, you deal 6 additional damage.
Pack A group of beasts or mindless creatures.
BONUS ACTIONS
Machine A coordinated group of hazards or constructs.
Sneaky: You take the Hide action.
Mob A small, badly-organized group of creatures.
ACTIONS
Horde A large, badly-organized group of creatures.
Bite: Melee: +7 to hit, reach 5 ft., one creature. Hit: 23
Squad A small, well-organized group of creatures.
(6d6 + 2) piercing damage.
Army A large, well-organized group of creatures.
A e Pack D e Horde
When a group of beasts or mindless creatures band When several mobs are gathered under one banner,
together in one place, they can form a feral pack. they can form an innumerable horde.
A pack is a primal, gestalt intelligence more A horde is a chaotic melting pot of creatures and
perceptive—and more dangerous—than the the sum of cultures—a writhing mass held together typically by one
its parts. With a wild cunning, the pack can hunt, strong leader who rules with strength, fear, respect, or
surround, trap, and overwhelm far bigger targets—in bribery (wealth, glory, retribution, etc.). Under the right
large enough numbers, the ant can overwhelm the tiger. leader, a horde can be a devastating enemy.
• The people of Timbervale find their logging camps • A powerful necromancer raises a horde of undead
overwhelmed by a pack of beavers. skeletons to serve a nefarious purpose.
• The sewers of Upper Grundelroot have been infested • Kaladraxis protects his mountain of treasure with a
by a pack of oozes. horde of kobolds.
• A pack of wolves prowls Snowpine Forest and picks • A horde of barbarians, united under a wise leader,
at unwary, vulnerable adventurers. travels south to escape the Winter King.
• A pack of ravenous, mindless zombies leaves the • A horde of chaotic warriors lays seige to Bastion, the
dead village to feast on the nearby town. Walled City of the Northern Wild.
B e Machine E e Squad
When a group of constructs are linked together in one When a group of creatures work together in one place,
place, they can form a well-oiled machine. they can form a trained squad.
A machine is an autonomous, goal-driven, A squad is an organized entity with a strong sense of
constructed entity—when given a task, the machine order and unity. Members are typically trained to obey a
does everything it can to complete that task as shared rulebook and code of conduct—everyone knows
efficiently and as unimaginatively as possible. their place and purpose in a squad.
• A machine of interlinked modrons stands watch • A squad of trained guards tries to arrest a band of
outside a secret planar gateway. suspicious adventurers.
• A swarm of tiny constructs form one unified machine • A squad of devoted paladins leaves the camp at
at the command of their artificer. sunrise to fulfill a divine oath.
• A mage protects her arcane tower with roaming • A squad of high elf spellswords use their combined
machines of animated armor. grace to surround and outmaneuver enemies.
• A machine of golems digs tirelessly through the • A squad of goblin guncrackers, held in line by a
mountain, following their long-dead creator's order. commanding hobgoblin, attack as one unit.
C e Mob F e Army
When a group of creatures gather together in one place, When several squads are assembled under an official
they can form an unruly mob. commander, they can form a professional army.
A mob is a chaotic, emotional throng with a strong An army is a strict, regimented organization with a
desire for change but little-or-no direct leadership—the well-understood chain of command—orders flow from
mob may agree on what needs to change but not top to bottom, and those orders must be enacted
necessarily why or how. Yet from that mayhem comes without question. Alert commanders know that this
action—a mob may change the status quo in ways the chain of command is crucial to their army's success—
individual cannot. one broken link and the entire enterprise can fall apart.
• A mob of scared civilians lashes out at an • An orc emperor assembles a mighty army to protect
adventuring party wearing suspicious armor. his #vast realm.
• A mob of bandits attacks the village and steals a • A vampire army attacks the Spire of Toralath to
sacred amulet from the church. destroy the White Star.
• A mob of trolls sets up a toll booth on a vital bridge • The Matron Mothers of Elgin Orsul call forth their
and charges extortionate fees. drow army to attack a vulnerable dwarf city.
• A mob of zealots prowl the town and attack anyone • A kobold army overthrows their draconic overlord
who dares to blaspheme against their deity. and takes over the mountain.
Choose a Bloodied Event You merge yourself into another adjacent or overlapping
swarm of the same type and size. Add your current hit
When a swarm is bloodied (see p53), something happens points to the target swarm.
that reflects the diminishing strength, quantity, or If your size is equal to or larger than the target swarm,
morale of the swarm's individual creatures. Choose one increase the size of the target swarm by one and the
of the following events, or create your own: damage it deals by 100%.
Bloodied Events
Name While you are bloodied... One small swarm of rats (4 hp / 8 dmg) moves adjacent
Easily Spooked You may be frightened or charmed as to another swarm of rats (10 hp / 8 dmg) which hasn't
normal. yet acted, and spends its action to merge.
Easier Target Reduce your AC by 2. The newly unified swarm is one size larger (medium),
Fading Strength Reduce any damage you deal by 50%. has 14 hit points, and deals 16 base damage. The swarm
Lose Momentum Reduce your speed by 50%. then uses its turn to scurry towards Krazak...
Thin Numbers Your space is no longer considered
difficult terrain.
The Sidekick
N ot every monster is your enemy. With
the right actions and the right incentive, some can
become trusted allies (if only temporarily) and fight by
Krazak, Berserker Barbarian
Medium humanoid (dwarf)
your side—some may even join the party. But how do Level 9 Grunt, Striker (Butcher)
you build and balance these allies? STR 20 DEX 8 CON 20 INT 8 WIS 14 CHA 14
This chapter introduces sidekicks and how to use +5 −1 +5 −1 +2 +2
them in your combat encounters. AC 14. Saving Throws Str +9, Con +9.
♥ HP 79. Bloodied 40. Resistant to poison. HD 9 (d10).
⚔ ATK +4. DC +12. DMG 27. Reach 5 ft. Range 30 ft.
"I ain't afraid of one elf," sneered the thief as he pulled a
⚡ Speed 30 ft.
dagger. Clanda smiled and snapped her fingers. Four
Skills Athletics +9, Intimidation +6.
hired bodyguards slid out from the shadows to flank the
Senses darkvision 60 ft., passive Perception 12.
thief. "How about five elves?" she asked.
Languages Common, Dwarvish.
Proficiency +4. CR 4. XP 1250.
Items greataxe.
TRAITS
C e Champion
Champions are dangerous enemies but make powerful
Choose a Class (Optional)
allies. These are notable monsters and NPCs—creatures If you want your sidekick to emulate a traditional 5th
who hurt and can take harm. To make a champion, start Edition class, choose a class package.
with an elite. Some features can only be used a limited number of
times; if a feature specifies "PB/lr", you can use it a
number of times equal to your proficiency bonus.
• The party convinces an old hero to come out of
retirement for one last battle.
• A wild-eyed artificer with advanced, arcane weapons
Artificer
helps the party break into a dragon's lair. • Saving Throws: Constitution, Intelligence.
• The warlock speaks a secret word of eldritch power • Skills: Choose two from Arcana, History, Investigation,
and takes command of a gibbering abomination. Medicine, Nature, Perception, Sleight of Hand.
• Imbue Item: (Action, Rare (PB/lr)) You can touch a
weapon or piece of armor to imbue it with +1 AC or +1
D e Powerhouse attack bonus for up to 1 hour. While imbued, the item
counts as magical.
Powerhouses are a sight to behold on the battlefield,
tackling multiple foes single-handed. These are your
most valuable allies—if you can find a way to keep them
that way. To make a powerhouse, start with a paragon.
Barbarian
• Saving Throws: Strength, Constitution.
• Skills: Choose two from Acrobatics, Animal Handling,
• A priestess calls upon her deity and is transformed in Athletics, History, Insight, Intimidation, Perception, and
a radiant avatar to help battle the undead. Survival.
• To save the city from a tarrasque, the party fight • Rage: (Free, Rare (PB/lr)) You have advantage on
alongside a powerful red dragon and a mighty lich. Strength checks and Strength saving throws. In
• A druid awakens the oldest treant to help save the addition, you have resistance to bludgeoning, piercing,
forest from fire elementals. and slashing damage. This effect ends after one minute.
Bard Ranger
• Saving Throws: Dexterity, Charisma. • Saving Throws: Strength, Dexterity.
• Skills: Choose any three. • Skills: Choose three from Animal Handling, Athletics,
• Inspiring Word: (Bonus Action, Rare (PB/lr)) Choose one Insight, Investigation, Nature, Perception, Stealth, and
ally within 60 ft. of you. Once within the next 10 minutes, Survival.
the ally can add your proficiency bonus to one ability • Hunter's Quarry: (Bonus Action, Rare (PB/lr)) Choose a
check, attack roll, or saving throw it makes. creature within 60 ft. For the next minute, you deal
additional damage equal to your proficiency bonus
whenever you hit the creature with a weapon attack.
Cleric
• Saving Throws: Wisdom, Charisma. Rogue
• Skills: Choose two from History, Insight, Medicine,
Persuasion, and Religion. • Saving Throws: Dexterity, Intelligence.
• Divine Blessing: (Action, Rare (PB/lr), Concentration) • Skills: Choose four from Acrobatics, Athletics,
Choose up to three allies within 30 ft. For the next Deception, Insight, Intimidation, Investigation,
minute, each ally can add half your proficiency bonus to Perception, Performance, Persuasion, Sleight of Hand,
any attack roll or saving throw it makes. and Stealth.
• Backstab: (Free, Rare (PB/lr)) When you hit a creature
with a weapon attack and have advantage, you deal
Druid additional damage equal to half your base damage.
Fighter Warlock
• Saving Throws: Strength, Constitution. • Saving Throws: Wisdom, Charisma.
• Skills: Choose two from Animal Handling, Athletics, • Skills: Choose two skills from Arcana, Deception,
Intimidation, Nature, Perception, and Survival. History, Intimidation, Investigation, Nature, and Religion.
• Decisive Action: (Bonus Action, Rare (PB/lr)) You can • Pact Weapon: (Action, Rare (PB/lr)) You summon your
take one additional action. pact blade into your empty hand. You can choose the
form this weapon takes each time you summon it, and
the weapon counts as magical.
Monk
• Saving Throws: Strength, Dexterity. Wizard
• Skills: Choose two from Acrobatics, Athletics, History,
Insight, Religion, and Stealth. • Saving Throws: Wisdom, Charisma.
• Martial Flurry: (Free, Rare (PB/lr)) When you hit a • Skills: Choose two skills from Arcana, Deception,
creature with a melee attack, you can a) knock it prone History, Intimidation, Investigation, Nature, and Religion.
or b) push it up to 15 ft. away. • Magic Ward: (Bonus Action, Rare (PB/lr)) Until the start
of your next turn, you have a +5 bonus to AC and take no
damage from magic missile.
Paladin
• Saving Throws: Wisdom, Charisma.
• Skills: Choose two from Athletics, Insight, Intimidation, Quick Characters
Medicine, Persuasion, and Religion.
• Smite: (Free, Rare (PB/lr)) When you critically hit a Use an adept when you need a simple, lightweight
creature with a weapon attack, you deal additional player character (one-shots, sidequests, new players,
radiant damage equal to half your base damage. brief replacements for dead or missing characters, etc.).
The Hazard
W hen you head out into adventure,
monsters are not the only thing you should be
afraid of. Hidden traps, treacherous pitfalls, fearsome
Spark Pylon
Medium hazard (construct)
storms, toxic flora—hazards are abundant in the dark Level 9 Grunt, Controller (Hexer)
and dangerous places of the world. But how do you STR 8 DEX 14 CON 20 INT 20 WIS 14 CHA 0
build these traps and environmental threats? −1 +2 +5 +5 +2 —
This chapter introduces hazards and how to use them AC 16. Saving Throws Con +9, Int +9.
in your combat encounters. ♥ HP 79. Bloodied 40. Damage Threshold 10. Immune to
necrotic, poison, psychic and all conditions.
⚔ ATK +4. DC +12. DMG 20. Range 60 ft.
Krazak and Clanda peered over the stone wall into the
⚡ Initiative +6.
old graveyard. Faint lights hovered in the dark night—
Senses passive Perception 12.
wraithmotes, deranged and ravenous spectral embers.
Proficiency +4. CR 4. XP 1250.
Clanda spotted a mouse running across the TRIGGER
graveyard—in an instant, the wraithmotes had swarmed You lie dormant until a creature moves within 60 ft. of
it and drained the creature's soul. you. You may then activate and use Spark Bolt. You
Interesting—could the wraithmotes be baited away? remain active for up to 10 minutes.
The sorceress looked at Krazak. An idea formed... TRAITS
Define a Trigger
• A kobold assembles a rockfall trap at the entrance of A hazard lies dormant until it is activated somehow—
their clan's den with some very heavy rocks. stepping on a trigger plate, walking into range, making
• A dark wizard secures their precious spellbook with noise, etc. Define this trigger in three parts:
a soulshredding trap that activates on touch.
• An artificer builds a trap room lined with spark What action or event activates the hazard?
pylons, pitfalls, and spike traps. What (if anything) happens when the hazard
becomes active?
How long does the hazard remain active for until it
B e Passive becomes dormant again?
The Lifelinker
A common battle tactic is to focus fire on
a single enemy—the sooner you can bring them
down, the sooner you can swing the action economy in
Tie ling Mindwarden
Medium humanoid
your direction. But what happens when you meet Level 9 Grunt, Defender (Bulwark)
enemies that can't be so easily brought down? STR 8 DEX 8 CON 20 INT 20 WIS 14 CHA 14
This chapter introduces lifelinkers and how to use −1 −1 +5 +5 +2 +2
them in your combat encounters. AC 18. Saving Throws Dex +3, Con +9, Int +9.
♥ HP 59. Bloodied 30. Resistant to fire, psychic.
⚔ ATK +4. DC +12. DMG 20. Reach 5 ft. Range 30 ft.
As the tiefling reached out, Zane slashed up with his
⚡ Speed 25 ft.
dagger and cut a line across the mindwarden's arm. It
Skills Athletics +3, Insight +6.
recoiled in pain—as did two others simultaneously.
Senses darkvision 60 ft., passive Perception 12.
Zane ducked back as he realized the mindwardens
Languages Common, Infernal.
were all lifelinked—three bodies, one pool of health. This
Proficiency +4. CR 4. XP 1250.
wouldn't be easy... TRAITS
B e Entwined E e Tethered
Entwined lifelinkers are spiritually connected to each Tethered lifelinkers are magically or situationally
other. These are your empaths and your soulmates— connected to each other—typically through a spell, a
creatures who share one sensitive heart. magic item, or simple proximity.
• Three clerics are spiritually entwined, bound • Four bandits are tethered through a special,
together by their sacred battle oaths. enchanted amulet they each wear.
• A druid is spiritually entwined with the forest • A knight leaps atop his horse and (while mounted)
animals, sharing in their pain. becomes tethered to the mount.
• Two high elves battle side-by-side, spiritually • A dying warlock casts a spell to tether his life pool
entwined after centuries of life together. himself to the nearest player.
• Five giant rats have been fused at the tail to form a Divide any damage or healing you would take by the total
ravenous, conjoined rat king. size of your lifelink. Each other lifelinker then receives the
• An aberrant monolith dissolves into 4 conjoined, same amount of non-preventable damage or healing. If you
gibbering mouthers. die, you are no longer lifelinked.
• An artificer has protected her workshop with 4
physically-interlinked traps and hazards.
• A trio of psionics share their thoughts and pain when Targeting Lifelinkers
close to their hive brain.
• A wizard is mentally connected with his familiar, Each lifelinker is an individual entity and can be targeted
sharing thoughts, feelings, and wounds. as such, sharing their damage in equal measure with
• An artificer is mentally connected with her trio of each other. This makes lifelinkers especially susceptible
awakened golems. to area-of-effect spells and abilities—so beware!
Expanded Conditions
Appendices Expand your combat options
with 18 new, modular
conditions.
FAQs and templates to help you
get started.
CHAPTER
Randomizing Damage
Turn any static average into a
random dice roll.
CHAPTER
Scaler Templates
Build a new monster in seconds
with these pre-made
templates.
CHAPTER
FAQs
Want to know more? Check the
frequently asked questions.
PATREON.COM/GIFFYGLYPH
19
Expanded Conditions
C onditions describe status changes and
can restrict certain abilities—a bard's lullaby makes
you fatigued, a barbarian's axe makes you bleed, a
Ghost
Medium undead
cryomancer binds your hands with ice magic, etc. Level 7 Grunt, Controller (Hexer)
This chapter introduces 18 new conditions you can STR 8 DEX 18 CON 12 INT 8 WIS 12 CHA 18
use to create new abilities and features. −1 +4 +1 −1 +1 +4
AC 15. Saving Throws Dex +7, Cha +7.
♥ HP 65. Bloodied 33. Resistant to acid, fire, lightning,
Severities non-magical physical, thunder. Immune to cold,
necrotic, poison and charmed, exhaustion, frightened,
Not every condition is a life-threatening calamity—some grappled, paralyzed, petrified, poisoned, prone,
are a mere hindrance, others a looming threat. There restrained.
are three severities: common, uncommon, and rare. ⚔ ATK +3. DC +11. DMG 16. Reach 5 ft. Range 30 ft.
⚡ Speed fly 30 ft. (hover). Initiative +7.
• Common conditions can be easily inflicted and—for Senses darkvision 60 ft., passive Perception 11.
the most part—easily undone. These conditions Languages any language it knew in life.
complicate life but don't necessarily threaten it. Proficiency +3. CR 3. XP 725.
• Uncommon conditions can apply more serious TRAITS
penalties, restrict a small range of actions, or compel Incorporeal: You can move through other creatures
you to act in particular ways. These conditions can and objects as if they were difficult terrain. You take 7
quickly escalate—so watch out. force damage if you end your turn inside an object.
• Rare conditions can rob you of your agency, remove Focused: You have advantage on Concentration saving
you from play, or put you at a significant risk of throws.
death. These conditions are a major hindrance and FREE
should be countered as soon as possible. Soul Sickness (1/turn): When you hit with an attack,
the target is poisoned until the end of its next turn.
Use a range of severities to create new, surprising ACTIONS
condition effects for your scaling monsters. Withering Touch: Melee: +7 to hit, reach 5 ft., one
creature. Hit: 16 (4d6 + 2) necrotic damage.
Chilling Scream (Concentration): Save: DC 15 vs CHA,
Introducing Conditions range 30 ft., one creature. Hit: The creature is exposed
for up to 1 minute.
When you introduce new conditions into your game, be Soul Rend (Recharge 5-6): Melee: +7 to hit, reach 5 ft.,
sure to inform your players what they are and how they one creature. Hit: the creature is bleeding and gains 16
work—the more people that understand your (4d6 + 2) ongoing necrotic damage (save ends both, DC
terminology (i.e. "slowed"), the better the experience. 15 CON).
Listed below are 18 new conditions you can introduce • At the end of your turn, you lose 1 unspent hit die.
into your game. Use these conditions in combination • While you have no hit die, temporarily increase your
with condition effects (p44) to create new abilities for level of exhaustion by 1.
your scaling monsters.
Banished
Rare Condition
With a surprisingly potent spell, the cryomancer bound
• You are banished to a harmless plane of existence Viridian's hands together with ice. The bard's songblade
• When this condition ends, you reappear in either a) the slipped from his frozen fingers and hit the floor with a
space you left or b) the nearest unoccupied space. loud clang...
Expanded Conditions
Condition Description
COMMON
Deafened You can't hear anything.
Exposed You are critically hit on a roll of 19-20.
Feeble Whenever you deal damage, reduce it by half.
Grappled You can't move.
Poisoned You have disadvantage on attack rolls and ability checks.
Prone You are lying on the ground.
Slowed Your speed is reduced to 10 ft and you can't take reactions.
Silenced You can't speak.
Stinking You have disadvantage on concentration checks and social ability checks.
UNCOMMON
Bleeding At the end of your turn, lose one unspent hit die.
Blinded You can't see anything.
Bound You can't use your hands.
Charmed You can't attack your charmer.
Dazed On your turn, you can move or take an action—but not both.
Fatigued Temporarily increase your level of exhaustion by 1.
Dehydrated Temporarily increase your level of exhaustion by 1.
Disoriented Whenever you make an attack roll, ability check, or a saving throw, roll a d4 and subtract that number.
Frightened You can't move towards the source of your fear.
Invisible You can't be seen.
Restrained You can't move.
Starving Temporarily increase your level of exhaustion by 1.
Swarmed You move as if in difficult terrain, attack rolls against you have advantage, and you attack with disadvantage.
Vulnerable You gain vulnerability to one damage type.
RARE
Banished You are momentarily banished to a harmless plane of existence.
Cursed If you are reduced to 0 hit points, you die.
Decaying You can't regain hit points through magical or non-magical means.
Paralyzed You can't move, take actions, take reactions, or speak.
Petrified You are transformed into a solid, inanimate material.
Stunned You can't move, take actions, take reactions, or speak properly.
Transformed You are physically changed into a new form.
Unconscious You can't move, take actions, take reactions, or remain conscious.
Cursed Silenced
Rare Condition Common Condition
• If you are reduced to 0 hit points, you die. • You can't speak.
• You automatically fail any ability check that requires you
to make a vocal sound.
Dazed
Uncommon Condition Starving
Uncommon Condition
• During your turn, you can move or take an action.
• You can't take reactions. • Temporarily increase your level of exhaustion by 1.
• You have disadvantage on concentration checks. • For every additional 24 hours you go without sufficient
food, increase this penalty by 1.
Decaying
Rare Condition Stinking
Common Condition
• You can't regain hit points through any means.
• You have disadvantage on concentration checks and
any ability check to interact socially.
Dehydrated
Uncommon Condition
Swarmed
• Temporarily increase your level of exhaustion by 1. Uncommon Condition
• For every additional 24 hours you go without sufficient
water, increase this penalty by 1. • You move as if in difficult terrain.
• Attack rolls against you have advantage, and your attack
rolls have disadvantage.
Disoriented
Uncommon Condition
Transformed
• Whenever you make an attack roll, ability check, or a Rare Condition
saving throw, roll a d4 and subtract that number.
• You are physically changed into a new form.
• Your hit points and attributes are unchanged.
Exposed • Your form dictates the actions you can take. You can't
Common Condition
speak, cast spells, or take actions that require hands.
• Your gear melds into your new form. You can't activate,
• You are critically hit on a roll of 19-20. use, wield, or benefit from your equipment.
Vulnerable
Feeble Uncommon Condition
Common Condition
• You gain vulnerability to a particular damage type or, if
• Whenever you deal damage, reduce it by half. you have immunity, it is reduced to resistance.
Randomizing Damage
T his supplement uses static, average
values when describing features such as hit points
and damage—static numbers are much easier to work
Choose a Random Range
Now decide how unpredictable you want the result to be
with when crafting attacks and making new monsters. —the more chaotic, the bigger the dice you roll and the
But what do you do if you want to add some variety wider the range of possible results.
to your hit points and attack damage—or you just really There are 7 basic categories to choose from: accurate
like to roll dice? (d4), predictable (d6), reliable (d8), irregular (d10), volatile
This chapter describes how you can convert static (d12), wild (d20), and chaotic (d100).
numbers into randomized dice rolls.
Gannimor Strax is a ferocious orc pit-fighter who dual- • Attack (Axe): 2d12 + 1 (14 - 13)
wields a battle axe and dagger in battle. As a 5th-level • Attack (Dagger): 4d4 + 4 (14 - 10)
elite striker, the orc has a base damage of 14.
Dice Rolls
Dice Roll Average Common Max Dice Roll Average Common Max
Range Range
ACCURATE 7d10 38 30-47 70
1d4 2 1-4 4 8d10 44 35-53 80
2d4 5 3-7 8 9d10 49 40-59 90
3d4 7 5-10 12 10d10 55 45-65 100
4d4 10 7-13 16 11d10 60 50-71 110
5d4 12 10-15 20 12d10 66 56-76 120
6d4 15 12-18 24 13d10 71 61-82 130
7d4 17 14-21 28 14d10 77 66-88 140
8d4 20 16-24 32 15d10 82 71-94 150
9d4 22 19-26 36 16d10 88 76-100 160
10d4 25 21-29 40 VOLATILE
11d4 27 23-32 44 1d12 6 3-10 12
12d4 30 26-34 48 2d12 13 8-18 24
13d4 32 28-37 52 3d12 19 13-26 36
14d4 35 30-40 56 4d12 26 19-33 48
15d4 37 33-42 60 5d12 32 24-41 60
16d4 40 35-45 64 6d12 39 30-48 72
PREDICTABLE 7d12 45 36-55 84
1d6 3 1-6 6 8d12 52 42-62 96
2d6 7 4-10 12 9d12 58 48-69 108
3d6 10 7-14 18 10d12 65 54-76 120
4d6 14 10-18 24 11d12 71 60-83 132
5d6 17 13-22 30 12d12 78 66-90 144
6d6 21 16-26 36 13d12 84 72-97 156
7d6 24 19-30 42 14d12 91 78-104 168
8d6 28 23-33 48 15d12 97 84-111 180
9d6 31 26-37 54 16d12 104 90-118 192
10d6 35 29-41 60 WILD
11d6 38 32-45 66 1d20 10 4-17 20
12d6 42 36-48 72 2d20 21 12-30 40
13d6 45 39-52 78 3d20 31 21-42 60
14d6 49 42-56 84 4d20 42 30-54 80
15d6 52 45-60 90 5d20 52 39-66 100
16d6 56 49-63 96 6d20 63 48-78 120
RELIABLE 7d20 73 58-89 140
1d8 4 2-7 8 8d20 84 67-101 160
2d8 9 5-13 16 9d20 94 77-112 180
3d8 13 9-18 24 10d20 105 86-124 200
4d8 18 13-23 32 11d20 115 96-135 220
5d8 22 17-28 40 12d20 126 106-146 240
6d8 27 21-33 48 13d20 136 115-158 260
7d8 31 25-38 56 14d20 147 125-169 280
8d8 36 29-43 64 15d20 157 135-180 300
9d8 40 33-48 72 16d20 168 144-192 320
10d8 45 37-53 80 CHAOTIC
11d8 49 41-58 88 1d100 50 21-80 100
12d8 54 46-62 96 2d100 101 60-142 200
13d8 58 50-67 104 3d100 151 101-202 300
14d8 63 54-72 112 4d100 202 144-260 400
15d8 67 58-77 120 5d100 252 187-318 500
16d8 72 62-82 128 6d100 303 232-374 600
IRREGULAR 7d100 353 277-430 700
1d10 5 2-9 10 8d100 404 322-486 800
2d10 11 6-16 20 9d100 454 367-542 900
3d10 16 11-22 30 10d100 505 413-597 1000
4d10 22 16-28 40 11d100 555 459-652 1100
5d10 27 21-34 50 12d100 606 506-706 1200
6d10 33 25-41 60 13d100 656 552-761 1300
Scaler Templates
T o help you build a new monster fast, this
chapter contains a set of pre-made templates for
every scaling combat rank and role between levels 0-30.
Overriding Attributes
Use these templates to stat out your scaling Modifiers listed in these templates are recommended
monsters before fleshing them out with special traits, averages and can be adjusted. If it doesn't make sense
attacks, and utilities. for your monster to have a particular ability, either a) set
the modifier to −5 or b) set the score to 0 (automatically
fail ability checks/saving throws).
Using a Template When in doubt, this supplement uses the following
to determine if an ability is appropriate:
To use a scaler template, follow these steps:
• Strength (STR): I can physically affect/resist things.
Choose a Level/Rank/Role •
•
Dexterity (DEX): I can move and/or aim at things.
Constitution (CON): I can endure pain/damage.
First, choose a combat level (0-30), then a combat rank • Intelligence (INT): I can make decisions/deductions.
(minion, grunt, elite, or paragon), then a combat role • Wisdom (WIS): I can sense or search for things.
(controller, defender, lurker, skirmisher, striker, or • Charisma (CHA): I am self-aware and/or influential.
supporter). Find your specific template in the tables
provided.
Now choose a number of trained saving throws (TST). • Initiative: Gain this initiative bonus.
• Speed: Apply the speed modifier to your movement.
• Skill: Gain training in perception or stealth.
The GM wants to build a 4th-level grunt striker. First, • Paragon Features: Apply any paragon
they assign the six ability modifiers in order of power/defences.
preference (STR +4, DEX +1, CON +4, INT −1, WIS −1,
CHA +1). Then, they choose two trained saving throws— Once you have the basic attributes in place, consider
in this case, Strength and Wisdom. adding some scaling features (p38), battletide effects
(p53), or archetypes (p57).
FAQs
T his section lists at some of the
frequently asked questions regarding Giffyglyph's
Monster Maker. If your question isn't answered here,
D How did you write this?
This document was written and rendered with
feel free to contact me. Giffyglyph's Project Publisher, a custom-built Node.js
toolkit that transforms markdown files into HTML,
PDFs, PNGs, JPGs, and ZIPs.
The Basics You can download and use this free, open-source
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A Is this o ficial material?
No. This an unofficial compilation of new rules, github.com/giffyglyph/giffyglyphs-project-publisher
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Easy to Customize
G Can I copy your text? If a 4 4 power mapping doesn't suit your campaign, you
can simply apply simple a modifier to your scalers—
No. You may reference parts of this supplement in your +10% hit points, -20% damage, etc. This is an easy way
own free homebrew, with appropriate credit. to change the tone of combat—for example:
However, please don't replicate the text wholesale
nor include my writing in any for-sale variant. • Safe Combat (4 2): +0% dmg, -50% hp.
• Faster Combat (3 3): +33% dmg, -25% hp.
• Risky Combat (3 4): +33% dmg, +0% hp.
Scalers • Lethal Combat (2 2): +100% dmg, -50% hp.
• Scaler: Your attributes scale up or down easily when • 4 minions are worth one grunt.
you change a core dial (level, rank, or role). • One grunt is a match for one player character.
• Static: Your attributes are hardcoded or arbitrarily • One elite is worth 2 grunts.
decided (i.e. official 5th Edition monsters). • One paragon is a match for an entire party.
This terminology can also be applied to features (a With these guidelines in hand, you can build a range
scaling feature vs a static feature) and encounters (a of varied encounters in no time at all.
scaling encounter vs a static encounter).
Big Boss Battles
B How are Scalers calculated? Paragons are designed to face an entire adventuring
party all by themselves, serving as the centerpiece for
This supplement uses an approach coined by Song of fully-featured big boss battles.
the Blade in their 2015 article "Improved Monster Stats With a wide array of scaling features and options
table for 5th Edition", aligning monster hit points and (multiple phases, transformations, multi-part bodies,
damage with the progression of the fighter class. paragon powers, etc.), you can let the boss be the boss.
A single grunt should be a one-to-one match for a
fighter of equal level—it should die after four attacking Powers, Not Spells
actions, or kill the fighter with four attacking actions. Vancian magic may be a great feature for players, but
This underlying math is then augmented with combat it's a bad feature for NPCs—it's slow, it doesn't scale
roles and combat ranks (as coined by 4th Edition) to well, and juggling spell slots is a poor use of your time.
create a range of easy, reliable templates. Magical scalers don't use spells or spell slots—with
scaling features (p38) and the spellcaster (p57) or
C Why use Scalers? summoner archetypes (p60), you can build and run any
kind of spellcaster you need with zero overhead.
Though outwardly similar to traditional 5e NPCs, scalers
are built to serve a specific purpose—combat. Self-contained Profiles
The scaler profile includes everything you need to
Quick to Build confidently use them in battle—read the stat block and
Scalers are designed to be quick and easy to build—just dive straight into combat.
choose three modifiers: a combat level, a combat rank,
and (optionally) a combat role. That's it! Improvisation-Friendly
A combat profile isn't an exhaustive list of abilities—it's
Predictable Power just a starting point. If you want to do something special
When you create a monster, it's important to know with that's thematic and makes sense, improvise it!
some certainty how lethal it may be. Scaler combat levels Scalers tell you their fundamental combat stats
are designed to scale alongside character levels: upfront (attack bonuses, DCs, damage, etc.) to help you
improvise actions quickly, easily, and accurately.
• Damage: A grunt should defeat a fighter (of the same
level) with 4 average damaging attacks. Asymmetrical Design
• Durability: A fighter should defeat a grunt (of the Scalers aren't built in the same way as player characters
same level) with 4 average damaging attacks. —it's inefficient to micromanage equipment and spells
for every monster.
With this simple 4 4 damage/durability power With decoupled combat stats, scalers let you can
mapping, you can have more confidence in your focus on the important things—making fun monsters
monsters and their potential encounter impact. and great encounters.
i
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Great Heroes
Need Greater
Villains
No adventure is complete without a monster to
battle—a wild dragon raging through the town,
blood-thirsty gnolls howling in the cold night, a
necromancer commanding armies of undead.
G I F F YG LY P H