Digging the Quick Monster Stats table...but

Post/Author/DateTimePost
#1

Miladoon

Jan 08, 2015 7:59:39

How did I wind up with a CR 2 monster with 9 hit points.

 

Reference...DMG, pg 274

 

CR1 Stat block

PB  +2  AC  13    HP  71-85  AB  +3  DPR  9-14 SDC 13

 

My monster Adjustments

PB  +2  AC  17    HP  9  AB  +7  DPR  9 SDC 13  

 

Defensive Challange Rating(DCR) = 1/2

 

Offensive Challenge Rating(OCR) = 3

 

Average Challenge Rating (ACR) = 1.75 rounded up to 2

 

Does this look right, DMs?

 

I want to make sure I am doing this right.  Tks.

 

Milad

 

 

#2

Leugren

Jan 08, 2015 8:30:34

Miladoon wrote:
#3

Miladoon

Jan 08, 2015 8:43:45

Tks.

 

I agree about the challenge.  I can give this creature  up to 17 hit points and add slashing, bludgeoning, and piercing (SBP) damage resistance and still be in the 1/8 CR for its DCR.  I was thinking about something like that.

#4

Devilbass

Jan 08, 2015 9:59:22
I've made a few monsters using the DMG and have found then turning out quite nicely. The example you've given does add up as you say, but don't forget that even the DMG suggests modifying the CR based on your experience. So you are totally justified decreasing the CR.
#5

dave2008

Jan 08, 2015 10:15:31

I think it would be fine to lower the CR based on that low DPR.  It was a pretty fringe case  ro make the attack CR 3 by using the low end of the DPR range.  If you want it to be CR2 I would up the damage, otherwise I would leave it at CR1. Just my 2 cents.

#6

Miladoon

Jan 08, 2015 10:45:04

I certainly agree that moving the CR is easily done and within my purview.  I also like the idea of moving the hit points on the monsters up and still be in the same CR.

#7

Devilbass

Jan 08, 2015 10:57:25
For sure. If that monster had HP in the 30-35 range, I think it would be safe to call it CR 2, but only just. You could push its HP into the next tier if you wanted and have a creature that is CR 2 without much doubt, but that seems to be getting away from the apparent intent of the creature (decentish DPR, good defense, low toughness).
#8

Miladoon

Jan 08, 2015 11:35:39

It has me thinking of stocking an entire dungeon with those quick stats as a generic chassis.  Elevate the hit points for the climactic scene.  

#9

Leugren

Jan 08, 2015 14:36:13

@Miladoon:  After exchanging posts with you this on this thread, I went ahead and created a new web tool that you and others can use to quickly compute the CR of a monster based on the inputs that you supply.  The link to the web page is shown below.  Hopefully, it will make it easier to do these computations in the future.

 

Cheers!

 

Leugren

 

 

 

#10

DM_HEEGZ

Jan 08, 2015 16:38:36

Wow, thanks!

 

Is it possible to reverse engineer that, and spit out the fields, when a CR is entered? Create some random monster stats quickly? 

#11

Miladoon

Jan 08, 2015 17:46:52

That's pretty sweet, Leugren.  Tks.

 

I am thinking of making some ranger companions that have some uumph.  Using the calculator I got:

 

CR 1/4

AC 16

DPR 5

AB 4

HP 34

Save DC 13

 

When a ranger picks up this pet:

CR ?

AC 18

DPR 5 +2

AB 6

HP 34

Save DC 15

 

#12

Leugren

Jan 08, 2015 18:43:08

DM_HEEGZ wrote:
#13

Leugren

Jan 08, 2015 18:41:59

Miladoon wrote:
(Reply to #12)

DM_HEEGZ

Leugren wrote:
#15

Leugren

Jan 08, 2015 19:51:01

DM_HEEGZ wrote:
#16

blake_marlowe

Jan 09, 2015 20:37:17

oo, very nice leugren!

 

i have mad love for the apps you've designed and i want to add my voice to the chorus of thank yous!

#17

Leugren

Jan 10, 2015 2:19:39

blake_marlowe wrote:
(Reply to #16)

7he_professor

blake_marlowe wrote:
#19

Leugren

Jan 10, 2015 13:31:06

7he_professor wrote:
#20

Archon007

Jan 10, 2015 19:14:50

Leugren wrote:
#21

Leugren

Jan 11, 2015 2:53:18

Archon007 wrote:
(Reply to #21)

dave2008

Leugren wrote:
#23

Leugren

Jan 11, 2015 7:59:11

dave2008 wrote:
#24

Regin_Vargtass

Jan 12, 2015 7:49:37

So one idea would be to generate random abilities (as suggested above), and whenever one that applies to effective HP, the HP value is reduced accordingly.

#25

Miladoon

Jan 12, 2015 9:11:43

Here is a companion I want to build for Rangers and a decent wild shape for low-level land Druids.

Reference...DMG, pg 274

Pangolin

 

Quick Stats

CR1/8 Stat block

PB  +2  AC  13    HP  7-35  AB  +3  DPR  2-3 SDC 13

 

My monster Adjustments

PB  +2  AC  14    HP  17  AB  +4  DPR  8 SDC 13  

 

Defensive Challange Rating(DCR) = 1/8

Offensive Challenge Rating(OCR) = 1/2

 

Average Challenge Rating (ACR) = 1/4

 

Stats

Greater Pangolin

Medium Beast, Unaligned

AC - 14 (10+1+3 Natural+Dexterity)

HP - 17 (3d8+3)

Speed 25 ft., climb 20 ft., burrow 5 ft.

ST: 11 (+0)  DX: 16(+3)  CON: 13 (+1)  INT:  4 (-3)  WS: 14(+2)  CHA: 5(-3)

 

Damage Resistances non-magical bludgeoning, piercing, and slashing (Effective hit points 34)

Skills:  Athletics +2, Perception +4, Stealth +5

Senses: Darkvision 20ft., passive Perception 14

Languages -

CR: 1/4 (50 XP)

 

Keen Smell.  The pangolin has advantage on Wisdom (Perception) checks that rely on smell.

 

Actions

Claw: Melee Weapon Attack: +4 to hit, reach 5ft., one target.

Hit: 8 (2d4+3)  slashing damage

 

Tail: Melee Weapon Attack: +4 to hit, reach 5ft., one target

Hit: 6 (1d6+3) bludgeoning damage.  If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

 

 

 

 

 

 

 

 

 

 

#26

Leugren

Jan 12, 2015 11:23:55

Regin_Vargtass wrote: