Creating Monsters
Monster building is half benchmark math and half table judgment. Use the CR lookup first, then tune the creature's role, defenses, and special abilities until the stat block feels coherent at the table.
This page is meant to be a prep bench: start with target numbers, build outward from type and size, then compare the finished creature against existing monsters of the same CR.
CR Target Lookup
Browse CR 1 monstersStatistics by CR
| CR | XP | HP | AC | Attack | Damage / Round | Good Save | Poor Save | Ability DC |
|---|---|---|---|---|---|---|---|---|
| 1/8 | 50 | 7 | 10 | +1 | 1 | +2 | -1 | 11 |
| 1/6 | 65 | 9 | 11 | +2 | 2 | +2 | -1 | 11 |
| 1/4 | 100 | 15 | 13 | +3 | 4 | +3 | +0 | 13 |
| 1/3 | 135 | 20 | 14 | +4 | 5 | +3 | +1 | 13 |
| 1/2 | 200 | 30 | 15 | +5 | 8 | +4 | +1 | 14 |
| 1 | 400 | 15 | 13 | +3 | 4 | +3 | +0 | 13 |
| 2 | 600 | 30 | 15 | +5 | 8 | +4 | +1 | 14 |
| 3 | 800 | 40 | 17 | +6 | 10 | +5 | +1 | 15 |
| 4 | 1200 | 50 | 18 | +8 | 13 | +6 | +2 | 16 |
| 5 | 1600 | 60 | 19 | +9 | 17 | +7 | +3 | 17 |
| 6 | 2400 | 75 | 21 | +11 | 23 | +8 | +4 | 18 |
| 7 | 3200 | 95 | 22 | +12 | 28 | +9 | +4 | 19 |
| 8 | 4800 | 110 | 24 | +14 | 34 | +10 | +5 | 20 |
| 9 | 6400 | 130 | 25 | +15 | 39 | +11 | +5 | 21 |
| 10 | 9600 | 150 | 27 | +17 | 45 | +12 | +6 | 22 |
| 11 | 12800 | 170 | 28 | +18 | 50 | +13 | +7 | 23 |
| 12 | 19200 | 190 | 30 | +20 | 56 | +14 | +8 | 24 |
| 13 | 25600 | 210 | 31 | +21 | 61 | +15 | +8 | 25 |
| 14 | 38400 | 230 | 33 | +23 | 67 | +16 | +9 | 26 |
| 15 | 51200 | 255 | 34 | +24 | 72 | +17 | +9 | 27 |
| 16 | 76800 | 275 | 36 | +26 | 78 | +18 | +10 | 28 |
| 17 | 102400 | 300 | 37 | +27 | 83 | +19 | +10 | 29 |
| 18 | 153600 | 325 | 39 | +29 | 90 | +20 | +11 | 30 |
| 19 | 204800 | 350 | 40 | +30 | 95 | +21 | +11 | 31 |
| 20 | 307200 | 375 | 42 | +32 | 100 | +22 | +12 | 32 |
Building the Monster
- Choose the monster's job first: brute, striker, controller, scout, or support.
- Pick a target CR, then anchor the build to the benchmark row above.
- Choose creature type and subtype; use the type table below for Hit Die size, BAB, and save chassis.
- Choose size and movement package; apply the size table before finalizing attacks and AC.
- Set ability scores around the creature's role rather than spreading points evenly.
- Build offense next: primary attack bonus, damage per round, save DCs, and special attack cadence.
- Build defense after offense: hit points, AC split, saving throws, DR/SR, and immunities.
- Add skills, feats, and senses that explain how the creature behaves in an encounter.
- Compare the draft against real monsters of the same CR and trim any outlier stat that overshoots the role.
- Write short tactics text for the GM so the monster plays the way the stat block implies.
| Type | HD | BAB | Good Saves | Skill Ranks / HD |
|---|---|---|---|---|
| Aberration | d8 | 3/4 | Will | 2 + Int |
| Animal | d8 | 3/4 | Fort, Ref | 2 + Int |
| Construct | d10 | 3/4 | None | 2 + Int |
| Dragon | d12 | Full | Fort, Ref, Will | 6 + Int |
| Fey | d6 | 1/2 | Ref, Will | 6 + Int |
| Humanoid | d8 | 3/4 | One | 2 + Int |
| Magical Beast | d10 | Full | Fort, Ref | 2 + Int |
| Monstrous Humanoid | d10 | Full | Ref, Will | 2 + Int |
| Outsider | d10 | Full | Fort, Ref, Will | 6 + Int |
| Undead | d8 | 1/2 | Will | 4 + Int |
| Vermin | d8 | 3/4 | Fort | 2 + Int |
| Size | Attack / AC | CMB / CMD | Stealth | Reach |
|---|---|---|---|---|
| Fine | +8 | -8 / +8 | +16 | 0 ft. |
| Diminutive | +4 | -4 / +4 | +12 | 0 ft. |
| Tiny | +2 | -2 / +2 | +8 | 0 ft. |
| Small | +1 | -1 / +1 | +4 | 5 ft. |
| Medium | +0 | +0 / +0 | +0 | 5 ft. |
| Large | -1 | +1 / -1 | -4 | 10 ft. |
| Huge | -2 | +2 / -2 | -8 | 15 ft. |
| Gargantuan | -4 | +4 / -4 | -12 | 20 ft. |
| Colossal | -8 | +8 / -8 | -16 | 30 ft. |
Brute
Trade AC and mobility for strong hit points, melee attack, and damage. Large or strength-forward creatures live here.
Striker
Push initiative, attack bonus, and burst damage while keeping defenses close to the benchmark line.
Controller
Spend power budget on save DCs, battlefield effects, movement denial, and action taxes.
Scout
Lean on speed, stealth, senses, and ranged pressure rather than full benchmark damage every round.
Support
Buffs, healing, summons, and action-sharing usually justify slightly softer personal offense.
Solo Anchor
Add survivability, multiple threat lines, and anti-focus-fire tools or the creature collapses under party action economy.
| Type | Expected Notes |
|---|---|
| Aberration | Unusual senses, odd movement, and save-or-lose rider abilities. |
| Construct | High AC, low mobility, no Constitution, and strong immunity package. |
| Dragon | Full-BAB chassis, premium ability scores, and a centerpiece special attack. |
| Outsider | Excellent save chassis and a broad utility or resistance profile. |
| Undead | Will-forward, immunity-heavy, and often save-based pressure or attrition. |
| CR | XP | Treasure Guideline |
|---|---|---|
| 1 | 400 | Minor consumables, a low-end weapon, or clue treasure. |
| 5 | 1,600 | One permanent item or several consumables plus coin. |
| 10 | 9,600 | Mid-tier permanent item or themed treasure bundle. |
| 15 | 51,200 | Major permanent item, hoard component, or quest-tier cache. |
| 20 | 307,200 | Capstone hoard, artifact lead, or campaign-scale reward. |
Use roles to stop stat blocks from drifting into "does everything" territory. Each time you over-invest in one lane, deliberately under-invest in another.
- Ambusher: front-loads initiative, Stealth, and first-round spike damage.
- Artillery: low staying power, high ranged threat, and terrain dependence.
- Bruiser: reaches benchmark damage through repeated melee contact.
- Controller: wins by altering movement, visibility, or action economy.
- Leader: buffs allied creatures or multiplies the encounter's total action value.