How To Read Creature Attacks Dmg Dnd 5e

And just like with AC, you adjust the Offensive Challenge up or down for every two points by which the monster’s Attack Bonus or Save DC differs from the one given on the table. For example, you have a creature that attacks with a shortbow. It has +5 Attack and does 6 (1d6+3) piercing damage. The damage makes it a Challenge 1/2.

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  • 1Reading Creature Entries
    • 1.1Statistics Block
      • 1.1.9Full Attack
      • 1.1.11Special Attacks and Special Qualities
      • 1.1.13Abilities
      • 1.1.14Skills
      • 1.1.19Treasure

How To Read Creature Attacks Dmg Dnd 5e 2

Reading Creature Entries

Each monster description is organized in the same general format, as outlined below.

Dmg

Statistics Block

This portion of a monster description contains basic game information on the creature.

Name

This is the name by which the creature is generally known. The descriptive text may provide other names.

Size and Type

This line describes the creature’s size. A size modifier applies to the creature’s Armor Class (AC) and attack bonus, as well as to certain skills. A creature’s size also determines how far it can reach to make a melee attack and how much space it occupies in a fight (see Space/Reach).

The size and type line continues with the creature’s type. Type determines how magic affects a creature. Type determines certain features, such as Hit Dice size, base attack bonus, base saving throw bonuses, and skill points.

Hit Dice

This line gives the creature’s number and type of Hit Dice, and lists any bonus hit points. A parenthetical note gives the average hit points for a creature of the indicated number of Hit Dice. A creature’s Hit Dice total is also treated as its level for determining how spells affect the creature, its rate of natural healing, and its maximum ranks in a skill.

Initiative

This line gives the creature’s modifier on initiative checks.

Speed

This line gives the creature’s tactical speed on land (the amount of distance it can cover in one move action). If the creature wears armor that reduces its speed, the creature’s base land speed follows.

If the creature has other modes of movement, these are given after (or in place of) the land speed. Unless noted otherwise, modes of movement are natural (not magical).

Armor Class

The Armor Class line gives the creature’s AC for normal combat and includes a parenthetical mention of the modifiers contributing to it (usually size, Dexterity, and natural armor). The creature’s touch and flat-footed ACs follow the combat-ready AC.

A creature’s armor proficiencies (if it has any) depend on its type, but in general a creature is automatically proficient with any kind of armor it is described as wearing (light, medium, or heavy), and with all lighter kinds of armor.

Base Attack/Grapple

The number before the slash on this line is the creature’s base attack bonus (before any modifiers are applied). This number won’t often be used, but it can be handy sometimes, especially if the creature has the Power Attack or Combat Expertisefeats.

The number after the slash is the creature’s grapple bonus, which is used when the creature makes a grapple attack or when someone tries to grapple the creature. The grapple bonus includes all modifiers that apply to the creature’s grapple checks (base attack bonus, Strength modifier, special size modifier, and any other applicable modifier, such as a racial bonus on grapple checks).

Attack

This line shows the single attack the creature makes with an attack action. In most cases, this is also the attack the creature uses when making an attack of opportunity as well. The attack line provides the weapon used (natural or manufactured), attack bonus, and form of attack (melee or ranged). The attack bonus given includes modifications for size and Strength (for melee attacks) or Dexterity (for ranged attacks). A creature with the Weapon Finessefeat can use its Dexterity modifier on melee attacks. If the creature uses natural attacks, the natural weapon given here is the creature’s primary natural weapon. If the creature has several different weapons at its disposal, the alternatives are shown, with each different attack separated by the word “or.” A creature can use one of its secondary natural weapons when making an attack action, but if it does it takes an attack penalty, as noted in the Full Attack section below. The damage that each attack deals is noted parenthetically. Damage from an attack is always at least 1 point, even if a subtraction from a die roll reduces the result to 0 or lower.

Full Attack

This line shows all the physical attacks the creature makes when it uses a full-round action to make a full attack. It gives the number of attacks along with the weapon, attack bonus, and form of attack (melee or ranged). The first entry is for the creature’s primary weapon, with an attack bonus including modifications for size and Strength (for melee attacks) or Dexterity (for ranged attacks). A creature with the Weapon Finessefeat can use its Dexterity modifier on melee attacks. The remaining weapons are secondary, and attacks with them are made with a –5 penalty to the attack roll, no matter how many there are. Creatures with the Multiattackfeat take only a –2 penalty on secondary attacks. The damage that each attack deals is noted parenthetically. Damage from an attack is always at least 1 point, even if a subtraction from a die roll reduces the result to 0 or lower.

A creature’s primary attack damage includes its full Strength modifier (1-1/2 times its Strength bonus if the attack is with the creature’s sole natural weapon) and is given first. Secondary attacks add only 1/2 the creature’s Strength bonus and are given second in the parentheses.

If any attacks also have some special effect other than damage, that information is given here.

Unless noted otherwise, creatures using natural weapons deal double damage on critical hits.

Manufactured Weapons

Creatures that use swords, bows, spears, and the like follow the same rules as characters do, including those for additional attacks from a high base attack bonus and two-weapon fighting penalties. This category also includes 'found items,' such as rocks and logs, that a creature wields in combat—in essence, any weapon that is not intrinsic to the creature. The bonus for attacks with two-handed weapons is 1-1/2 times the creature’s Strength modifier (if it is a bonus), and is given first. Off-hand weapons add only 1/2 the Strength bonus and are given second in the parentheses.

Space/Reach

This line describes how much space the creature takes up on the battle grid and thereby needs to fight effectively, as well as how close it has to be to threaten an opponent. The number before the slash is the creature’s space, or how many feet one side of the creature occupies. The number after the slash is the creature’s natural reach. If the creature has exceptional reach due to a weapon, tentacle, or the like, the extended reach and its source are noted in parentheses at the end of the line.

Special Attacks and Special Qualities

Many creatures have unusual abilities. A monster entry breaks these abilities into special attacks and special qualities. The latter category includes defenses, vulnerabilities, and other special abilities that are not modes of attack. A special ability is either extraordinary (Ex), spell-like (Sp), or supernatural (Su). Additional information (when needed) is provided in the creature’s descriptive text.

How To Read Creature Attacks Dmg Dnd 5e

When a special ability allows a saving throw, the kind of save and the save DC is noted in the descriptive text. Most saving throws against special abilities have DCs calculated as follows: 10 + 1/2 the attacker’s racial Hit Dice + the relevant ability modifier.

The save DC is given in the creature’s description along with the ability on which the DC is based.

Creatures with Psi-Like Abilities

Each of a creature’s psi-like abilities has a manifester level. Each ability that allows a saving throw also gives a save DC in parentheses following the power name.

Powers that have increased effects due to augmentation include information about the effect. An asterisk indicates that the power has already been augmented by the creature’s innate ability.

Powers that can’t be augmented, or that are manifested at their normal minimum level, do not contain any special notations. Resolve the effect of manifesting the power without augmentation at the creature’s given manifester level.

Some creatures may have particular powers that are manifested at a higher or lower level than their normal manifester level. In such cases, the manifester level is given in the parenthetical information following the power name.

Saves

This line gives the creature’s Fortitude, Reflex, and Will save modifiers.

Abilities

This line lists the creature’s ability scores, in the customary order: Str, Dex, Con, Int, Wis, Cha. Except where noted otherwise, each creature is assumed to have the standard array of ability scores before racial adjustments (all 11s and 10s). To determine any creature’s racial ability adjustments, subtract 10 from any even-numbered ability score and subtract 11 from any odd-numbered score. (Exceptions are noted in the Combat section of a creature’s descriptive text.)

Strength

Quadrupeds can carry heavier loads than bipeds can. Any creature with four or more motive limbs can carry a load as a quadruped, even if it does not necessarily use all the limbs at once.

Intelligence

A creature can speak all the languages mentioned in its description, plus one additional language per point of Intelligence bonus. Any creature with an Intelligence score of 3 or higher understands at least one language (Common, unless noted otherwise).

Nonabilities

Some creatures lack certain ability scores. These creatures do not have an ability score of 0—they lack the ability altogether. The modifier for a nonability is +0.

Skills

This line gives the creature’s skills, along with each skill’s modifier (including adjustments for ability scores, armor check penalties, and any bonuses from feats or racial traits). All listed skills are class skills, unless the creature has a character class (noted in the entry). A creature’s type and Intelligence score determine the number of skill points it has.

The Skills section of the creature’s description recaps racial bonuses and other adjustments to skill modifiers for the sake of clarity; these bonuses should not be added to the listed skill modifiers.

An asterisk (*) beside the relevant score and in the Skills section of the descriptive text indicates a conditional adjustment, one that applies only in certain situations.

Natural Tendencies

Some creatures simply aren’t made for certain types of physical activity. If it seems clear that a particular creature simply is not made for a particular physical activity, that creature takes a –8 penalty on skill checks that defy its natural tendencies.

In extreme circumstances the creature fails the check automatically.

Feats

The line gives the creature’s feats. A monster gains feats just as a character does. Sometimes a creature has one or more bonus feats, marked with a superscript B (B). Creatures often do not have the prerequisites for a bonus feat. If this is so, the creature can still use the feat. If you wish to customize the creature with new feats, you can reassign its other feats, but not its bonus feats. A creature cannot have a feat that is not a bonus feat unless it has the feat’s prerequisites.

Environment

This line gives a type of climate and terrain where the creature is typically found. This describes a tendency, but is not exclusionary.

Organization

This line describes the kinds of groups the creature might form. A range of numbers in parentheses indicates how many combat-ready adults are in each type of group. Many groups also have a number of noncombatants, expressed as a percentage of the fighting population. Noncombatants can include young, the infirm, slaves, or other individuals who are not inclined to fight. If the organization line contains the term “domesticated,” the creature is generally found only in the company of other creatures, whom it serves in some capacity.

Challenge Rating

This shows the average level of a party of adventurers for which one creature would make an encounter of moderate difficulty.

Treasure

This entry in a monster description describes how much wealth a creature owns. In most cases, a creature keeps valuables in its home or lair and has no treasure with it when it travels. Intelligent creatures that own useful, portable treasure (such as magic items) tend to carry and use these, leaving bulky items at home. Treasure can include coins, goods, and items. Creatures can have varying amounts of each, as follows.

Standard

Refer to the treasure tables and roll d% once for each type of treasure (Coins, Goods, Items) on the Level section of the table that corresponds to the creature’s Challenge Rating (for groups of creatures, use the Encounter Level for the encounter instead). Some creatures have double, triple, or even quadruple standard treasure; in these cases, roll for each type of treasure two, three, or four times.

Dnd 5e Creature List

None

The creature collects no treasure of its own.

Nonstandard

Some creatures have quirks or habits that affect the types of treasure they collect. These creatures use the sametreasure tables, but with special adjustments.

Fractional Coins

Roll on the Coins column in the section corresponding to the creature’s Challenge Rating, but divide the result as indicated.

% Goods or Items

The creature has goods or items only some of the time. Before checking for goods or items, roll d% against the given percentage. On a success, make a normal roll on the appropriate Goods or Items column (which may still result in no goods or items).

Double Goods or Items

Roll twice on the appropriate Goods or Items column.

Parenthetical Notes

Some entries for goods or items include notes that limit the types of treasure a creature collects.

When a note includes the word “no,” it means the creature does not collect or cannot keep that thing. If a random roll generates such a result, treat the result as “none” instead.

When a note includes the word “only,” the creature goes out of its way to collect treasure of the indicated type. Treat all results from that column as the indicated type of treasure.

It’s sometimes necessary to reroll until the right sort of item appears.

Creature Types Dnd 5e

Alignment

This line gives the alignment that the creature is most likely to have. Every entry includes a qualifier that indicates how broadly that alignment applies to the species as a whole.

Advancement

The monster entry usually describes only the most commonly encountered version of a creature. The advancement line shows how tough a creature can get, in terms of extra Hit Dice. (This is not an absolute limit, but exceptions are extremely rare.) Often, intelligent creatures advance by gaining a level in a character class instead of just gaining a new Hit Die.

Level Adjustment

This line is included in the entries of creatures suitable for use as player characters or as cohorts (usually creatures with Intelligence scores of at least 3 and possessing opposable thumbs). Add this number to the creature’s total Hit Dice, including class levels, to get the creature’s effective character level (ECL). A character’s ECL affects the experience the character earns, the amount of experience the character must have before gaining a new level, and the character’s starting equipment.


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  • 2Creature Name

Introduction

Monsters and NPCs are easy to make once you understand what they're made of. The down side is that having a solid grasp of what makes a creature requires a lot of reading, followed by a fair amount of experimentation and play testing. Please be sure you are familiar with the Help:Precedent for this content in fifth edition. This precedent is set by the monster appendix in the PHB, the entire Monster Manual, and the monster design and encounter building sections of the DMG on p.273-279.

If the creature is also an NPC, you should read all of the sections relevant to creating a player character in the PHB, and all of the sections on creating NPCs in the DMG, on p.279-283.

This content is subject to The Three Pillars of Adventure (5e Guideline) in the sense that creatures are used to interfere with or support the PCs. Understanding how a creature can be used in a variety of situations is important.

This content is subject to Understanding Bounded Accuracy (5e Guideline).

When designing a creature, the very first thing you should do is start with a concept. Everything in the game is supposed to represent something as though it were a real thing. The game rules and creature traits are simply a means to that end. Once you know what you want to represent, the next thing you should do is hit the Monster Manual or the 5e Monsters Reimagined page. Browse through and look for similar creatures. Don't just look for creatures which are conceptually similar either, look also for creatures with mechanical properties which sound like something your creature would do. You might find a creature which is almost exactly what you're trying to do mechanically! If your creature would ultimately be best represented by a reimagining of a creature, or just a slight tweak to a creature's mechanics, there's no reason to upload it here as a whole new page. However, if you find that your creation will require a great deal of invention, or will involve the patchwork-combining of different creature's statblocks, then by all means, add it to the wiki! We just don't need a million reskins of the wolf (for example) floating around.

Some good guides exist for creating creatures on the internet.

  • If you want a good perspective other than the DMG's for creating a creature, the Blog of Holding has posted a monster manual on a business card.

Creature Name

How To Read Creature Attacks Dmg Dnd 5e 1

When coming up with a creature's name, try to think of something snappy or that relates to the concept of the creature. The name should be capitalised, but only in the title, nowhere else.

,
Size. This is the size of the creature. A creature's size is important, as it decides hit dice (which will be discussed later on), and also describes how much area the creature occupies if used in tabletop tactical combat. This should be capitalised. If your creature is a swarm, this is the size of the whole swarm, not the size of the individual creatures that compose it.
Swarm. If your creature is a swarm of lesser creatures, it should have the swarm feature, and the size of the creatures in the swarm should be listed here, not the size of the swarm itself. Most swarms are Medium and composed of Tiny creatures.
Type. This is the creature's type. A creature can have only one type. This shouldn't be capitalised.
Race. If your creature belongs to a race (e.g. human, elf, devil), it should be listed here. Most NPCs can be of any race, represented by 'any race', not 'any'.
Alignment. This is the creature's alignment. It should be listed in full (i.e. neutral (not true neutral, which is a 3.Xism), lawful good, not N or LG) and shouldn't be capitalised.

Armor Class This is the AC of your creature. (If your creature wears armor or uses a shield, list so here. Natural armor should be called 'natural armor' and not 'natural'. The base AC granted by a creature's Dexterity modifier isn't natural armor.)
Hit Points (This is an integral part of creature creation! Hit dice determine how many hit points a creature has, and are determined by size. A Tiny creature has d4 hit dice, a Small creature has d6 hit dice, a Medium creature has d8 hit dice, a Large creature has d10 hit dice, a Huge creature has d12 hit dice, and a Gargantuan creature has d20 hit dice. A general rule for hit point calculation is HD + (HD multiplied by Constitution modifier) = the creature's hit points.)
Speed This is the creature's speed. Most creatures have a main speed of around 30 feet (as far as most PCs can move in a turn), though some (like horses) move faster. If a creature has special movement modes, such as flight, include these here. If a creature with a flying speed can hover, list it here as well in parentheses. Speeds should be listed alphabetically, with its land-based movement (if any) listed first, for example, 30 ft., fly 30 ft. (hover), swim 20 ft. A creature without a land speed has its land speed listed as 0 ft., for example, 0 ft., swim 60 ft.
Ability Scores. These are your creature's ability scores. Ability scores in 5e can be no lower than 1 and no higher than 30.

STRDEXCONINTWISCHA
()()()()()(saves= If a creature has a bonus to certain saving throws, list them here. If a creature doesn't have any bonuses, leave this space blank. The name of the ability score should be in capital letters, but only the first three letters of the score need to be used (i.e. Cha, not CHA or Charisma).

skills= If a creature has a bonus to certain skills, list them here. If a creature doesn't have any bonuses, leave this space blank. The names of skills should be in capital letters and listed in full (i.e. Stealth not Stl or STEALTH). Skills should always be linked using Template:5s.)

Damage Vulnerabilities These are the creature's damage vulnerabilities. A creature vulnerable to a certain type of damage takes double the damage when subjected to that type of damage. Creatures are rarely vulnerable to more than one type of damage. Certain vulnerabilities have more impact on a creature than others. For example, a creature vulnerable to force damage would likely only have that weakness come into play if it were attacked by a magic missile spamming wizard, while a creature vulnerable to slashing damage would likely be torn apart very quickly by the barbarian with a greataxe. If a creature doesn't have any damage vulnerabilities, leave this space unchanged or blank.
Damage Resistances These are a creature's damage resistances. A creature resistant to a certain type of damage takes half the damage when subjected to that type of damage. Commonly resisted damage types include cold and fire. Another type of common resistance is bludgeoning, piercing, and slashing damage from nonmagical attacks, occasionally including a caveat to bypass their resistance, such as if the attack is silvered. If the creature has more resistances like that, it is written like this: cold; bludgeoning, piercing, and slashing from nonmagical attacks. If a creature doesn't have any damage resistances, leave this space unchanged or blank.
Damage Immunities These are a creature's damage immunities. A creature immune to a certain type of damage takes no damage when subjected to that type of damage. For example, most undead and fiends are immune to poison damage. If a creature doesn't have any damage immunities, leave this space unchanged or blank.
Condition Immunities These are a creature's condition immunities. A creature immune to a certain type of condition cannot be afflicted with that condition. Most undead and fiends are immune to the poisoned condition, for example, while a creature that permanently hovers (such as a ghost) would be immune to the prone condition. If a creature doesn't have any condition immunities, leave this space unchanged or blank. Conditions should always be linked using Template:5c.
Senses Passive Perception X (Put the creature's passive Wisdom (Perception) score (10 + the creature's Wisdom (Perception) modifier) and any special modes of sight here. Many creatures have darkvision, which is identical to that of a dwarf or elf, but some have other senses, like blindsight or truesight. Special senses should be listed alphabetically (blindsight, then darkvision, then tremorsense, then truesight), and go before the passive Perception score. If a creature has blindsight but can't see otherwise, it should be listed as such in parentheses. Senses have no impact on CR, but some stymie or render certain effects useless, such as blindsight and the blur spell).
Languages List the languages the creature can speak or understand here. Languages spoken have no impact on a creature's CR, but a creature that speaks many languages will have an advantage in social interaction, mainly because it might speak languages that it or its followers can understand, but that the PCs might not. If a creature speaks no languages, represent it with a dash (—). A creature with telepathy should have its ability listed here with a range in feet. If its telepathy is limited in some way, it should be represented with the Limited Telepathy feature. Having a language restriction on telepathy isn't cause for it to have limited telepathy.

Special traits and features that the monster shows are listed here. Common traits include Spellcasting, Innate Spellcasting, and Keen Senses.
Traits should have distinct effects. When creating a trait, consider if it would be better as part of the description. For example, if a trait mentions that that other creatures mindlessly obey your creature, you should list that in the description, not as a trait, but if it used magic to do so, consider granting it the Spellcasting or Innate Spellcasting feature and the ability to cast one or more enchantment spells.

Feature Name. Feature description

Spellcasting. If a creature has the Spellcasting or Innate Spellcasting feature (or both), it can cast spells. Spell names shouldn't be capitalised but should be in italics. Try and insert a link for convenience (if the spell is homebrew or in the SRD).

Swarm. If your creature is a swarm, it should have the following trait.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a (size of creatures in swarm) (creature). The swarm can't regain hit points or gain temporary hit points.

ACTIONS

Action Name.Melee Weapon Attack: +X to hit, reach 5 ft., one creature. Hit: X (1dX + X) damtype damage.

REACTIONS

If the creature can use its reaction for something special (standard uses for reactions — like the opportunity attack (not attack of opportunity, which is a 3.5ism) — don't need to be listed here. It is assumed the creature can do those anyway), list them here. A common example is Parry.

Parry. The X adds its proficiency modifier to its AC against one melee attack that would hit it. To do so, the X must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS

The can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.

Description. This is the description of the creature. Important things to consider include what the creature looks/sounds/smells/feels/tastes (if applicable) like, some typical behaviors, some lore or culture (if applicable, a race of forest-dwelling fey would obviously have more culture than a type of construct, for example) and some battle tactics that the usual specimen might follow (such as if it prefers to charge into the melee or whether it prefers to cast spells from a distance). Does it keep other creatures as mounts or companions? Does it usually form groups, or is it solitary? What is its preferred diet (if it does eat)? What is its usual habitat (temperate forests, deserts etc.)? What does the creature make/wear? What is it known for doing?


General

  • Hit points should always be listed as such, and never be called 'HP' or 'health'.
  • 'Attack of opportunity' is a 3.5ism. They should be called 'opportunity attacks'.
  • Feet should always be listed as ft. (in movement, range of telepathy and special senses, and the reach or range of attacks), or foot or feet (where appropriate) everywhere else. Don't use an apostrophe at the end of the number!
  • All references to ability scores should have the score's name listed in full (except for saving throw bonuses, as detailed in the section above). Only the first letter should be capitalised (i.e. Intelligence, not INT). References to ability scores should also be linked using Template:5a.
  • Nothing has 'an advantage' or 'a disadvantage'. It has 'advantage' or 'disadvantage'. Similarly, nothing has 'a vulnerability', 'a resistance', or 'an immunity'. It has 'vulnerability', 'resistance', or 'immunity'.
  • DC should always be listed in capitals, not 'dc'. The DC of a saving throw should come before the relative ability score, and not in brackets (except when detailing the escape DC for a grapple). For example, DC X {ability} saving throw/check, not {ability} saving throw/check (DC X). Similarly, AC should also always be in capitals, never 'ac'.
  • Don't remove parts of the preload unless you know what you're doing! Removing bits of the preload makes the resultant page look messy.
  • A creature can be immune to conditions, but it can't resist them. Instead, give it a trait that grants it advantage on saving throws against that condition. Sometimes, it might be more appropriate to grant advantage on certain saving throws against that condition, such as the Sure-Footed trait of the goat.

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How To Read Creature Attacks Dmg Dnd 5e Guide

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