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<!DOCTYPE html>
<html>
<head>
<title>The Lazy GM's 5e Monster Builder Resource Document</title>
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<meta name="description" content="Lazy GM guidelines for building and running 5th edition compatible monsters.">
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<h1>The Lazy GM's 5e Monster Builder Resource Document</h1>
<p>Scott Fitzgerald Gray, Teos Abadía, Michael E. Shea.</p>
<p>Updated 18 January 2024</p>
<p>This document includes tools and material for building, modifying, and running monsters for your 5th edition fantasy roleplaying games.</p>
<p>The material in this document is copyright 2023 Scott Fitzgerald Gray, Teos Abadía, and Michael E. Shea and is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by/4.0/">Creative Commons Attribution 4.0 International License</a>. You are free to use this content in any manner permitted by that license as long as you include the following attribution statement in your own work:</p>
<p><blockquote>This work includes material taken from the <a href="https://slyflourish.com/lazy_5e_monster_building_resource_document.html">Lazy GM's 5e Monster Builder Resource Document</a> written by Teos Abadía of <a href="https://alphastream.org">Alphastream.org</a>, Scott Fitzgerald Gray of <a href="https://insaneangel.com">Insaneangel.com</a>, and Michael E. Shea of <a href="https://slyflourish.com">SlyFlourish.com</a>, available under a <a rel="license" href="http://creativecommons.org/licenses/by/4.0/">Creative Commons Attribution 4.0 International License</a>.</blockquote></p>
<p>This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at <a href="https://dnd.wizards.com/resources/systems-reference-document">https://dnd.wizards.com/resources/systems-reference-document</a>. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at <a href="https://creativecommons.org/licenses/by/4.0/legalcode">https://creativecommons.org/licenses/by/4.0/legalcode</a>.</p>
<p>This document is a single self-contained HTML file. To save an offline local copy, "save as" either the page source or HTML in your browser. Use tools such as <a href="https://calibre-ebook.com">Calibre</a> and <a href="https://pandoc.org">Pandoc</a> to convert this document to markdown, PDF, ePub or another format of your choice. Use <a href="https://www.amazon.com/sendtokindle">Send to Kindle</a> to send a version to your Kindle.</p>
<p>You can find several versions of this document including EPUB, Markdown, and JSON on <a href="https://github.com/crit-tech/LGMRD">Crit.Tech's LGMRD Github Repo</a>.</p>
<h3>Table of Contents</h3>
<ul>
<li>
<a href="#buildingaquickmonster">Building a Quick Monster</a>
</li>
<li>
<a href="#generalusestatblocks">General-Use Combat Stat Blocks</a>
</li>
<li>
<a href="#lazytricksforrunningmonsters">Lazy Tricks for Running Monsters</a>
</li>
<li>
<a href="#lightingrods">Lightning Rods</a>
</li>
<li>
<a href="#monsterroles">Monster Roles</a>
</li>
<li>
<a href="#bossesandminions">Bosses and Minions</a>
</li>
<li>
<a href="#combatencounterchecklist">The Combat Encounter Checklist</a>
</li>
<li>
<a href="#monstercombinationsforahardchallenge">Monster Combinations for a Hard Challenge</a>
</li>
<li>
<a href="#lazyencounterbenchmark">The Lazy Encounter Benchmark</a>
<li>
<a href="#monstersbyadventurelocation">Monsters by Adventure Location</a>
</li>
<li>
<a href="#monstersandthetiersofplay">Monsters and the Tiers of Play</a>
</li>
</ul>
<h2 id="buildingaquickmonster">Building a Quick Monster</h2>
<p>Sometimes you need a monster right now but you don't have the right one handy. Maybe the creature you're imagining doesn't exist in any given book of published monsters, or you simply don't have the time to look it up. Maybe you're in the middle of your game and want some quick statistics for a creature you didn't think you'd need. For all these problems, this section offers solutions.</p>
<p>The core tool for building a quick monster for a 5e game is the Monster Statistics by Challenge Rating table, which offers you a set of statistics that can be used to build and run a quick monster of any challenge rating (CR). You then have two paths for customizing a monster built from these baseline statistics—with flavor and description during the game, or with a refinement of the creature's mechanics.</p>
<p>It's worth your time to review and understand how this table works before you start using it in your game. Read the column descriptions. Understand the relationship between a monster's challenge rating and equivalent character level. Once you've internalized how this table works, you can use it in seconds to build a monster and throw that foe into your game.</p>
<h3>Column Descriptions</h3>
<p>The table includes the following columns, which will become more familiar to you as you build your monsters.</p>
<p><strong><em>Monster CR.</em></strong> The challenge ratings presented in the CR column are the baseline measure to determine the relative difficulty of a monster in combat. You'll almost always reference this column first when building a quick monster.</p>
<p><strong><em>Equivalent Character Level.</em></strong> This column describes the roughly equivalent level of a single character facing a single monster of this challenge rating in a hard encounter. This gives you a quick way to determine how difficult this monster will be when facing characters of a particular level.</p>
<p>As you can see from the table, matching character level to challenge rating isn't a simple mathematical process. There are a number of character levels missing from the table where certain challenge ratings represent a large jump in how tough a monster is.</p>
<p><strong><em>AC/DC.</em></strong> This column indicates the typical Armor Class of a monster of the indicated challenge rating. It also describes the typical Difficulty Class if this monster uses a DC for any of their attacks or other features.</p>
<p><strong><em>Hit Points.</em></strong> This column offers the baseline hit points of a monster of a given challenge rating. Feel free to add or subtract hit points within the suggested range based on the monster's in-world features or physiology, or the pacing you want to maintain during a battle.</p>
<p><strong><em>Proficient Ability Bonus.</em></strong> This column gives the expected bonus for abilities with which the monster is proficient, adding the monster's ability score modifier and proficiency bonus together. This number can be used as an attack bonus, or as a bonus for proficient saving throws and ability checks. (Ability-based modifiers without proficiency are fixed values between −2 and +4, based on the monster's story.)</p>
<p><strong><em>Damage per Round.</em></strong> This column contains the total expected damage that a monster can deal in a round. Higher-CR monsters typically split this total damage among a number of attacks, instead of doing one big attack that either deals a tremendous amount of damage or misses completely. If a single effect targets two or more characters, such as a fiery breath weapon, the damage for that effect should be half the indicated number.</p>
<p><strong><em>Number of Attacks.</em></strong> This column notes the number of attacks a monster of a particular challenge rating typically makes per round. The damage per round from the previous column is divided among these multiple attacks in the following column.</p>
<p><strong><em>Damage per Attack.</em></strong> This column shows the baseline amount of damage a monster deals per attack when using the default number of attacks in the previous column. It includes both average damage and a dice equation.</p>
<p><strong><em>Example Monsters.</em></strong> This column offers example monsters for each challenge rating. This can help you gauge where your monster fits among a sampling of existing 5e monsters.</p>
<h3>Building a Monster</h3>
<p>With the Monster Statistics by Challenge Rating table at hand, you can use the following quick steps to build a custom monster from scratch. The first four steps alone let you easily create a monster ready to run in your game. The optional steps that follow then let you fill out the monster's details and custom mechanics as desired.</p>
<h4>Step 1: Determine Challenge Rating</h4>
<p>Begin by determining the challenge rating for your quick monster based on that creature's fiction in the world. When considering the challenge rating of a custom monster, you might compare them to existing creatures on the table. If the in-world power of your monster compares well to a skeleton, the monster might have a challenge rating of 1/4. If they're more like a fire giant, they might have a challenge rating of 9. Look at the list of example monsters and ask yourself which monster makes the best comparison to yours. Then assign your creature that monster's challenge rating.</p>
<h4>Alternatively, What Challenge Rating Do You Need?</h4>
<p>You might also want to choose a challenge rating based on the level of the characters, using the Equivalent Character Level column of the table. If you want an encounter with four monsters who are roughly equal in power to four characters, this column lets you figure out those monsters' statistics. It also helps you build NPCs—knights, mages, thieves, and so forth—intended to be a match for characters of a particular level.</p>
<h4>Step 2: Write Down the Baseline Statistics</h4>
<p>Once you've determined a challenge rating for your monster, write down their statistics. You might jot them on an index card, in a text editor on your computer, or wherever you keep notes for your adventures and campaigns. You might end up customizing those statistics, though, so be ready to change them.</p>
<h4>Step 3: Determine Proficient Abilities</h4>
<p>Next, determine which abilities—Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma—a monster is proficient in, using the Proficient Ability Bonus column on the table. This sets up the bonus a monster has when using any ability with which they're proficient, and is largely based on the monster's story. A big, beefy monster might be proficient in skills or saving throws involving Strength and Constitution. A mastermind monster might be proficient in Wisdom- and Intelligence-based skills and saving throws. A fast monster might be proficient in Dexterity (Acrobatics) checks and Dexterity saving throws, while an otherworldly monster might be proficient in Charisma-based skills and saves.</p>
<p>The bonus indicated in the table is what the monster uses to make saving throws and ability checks with those proficient abilities. Just remember that the number on the table already includes a monster's proficiency bonus, in addition to their ability score modifier.</p>
<h4>Step 4: Determine Remaining Abilities</h4>
<p>Next, you can determine the modifier (either a penalty or a bonus) that a monster uses for their nonproficient abilities. This is for all the ability checks and saving throws a monster isn't great at, and can be determined by asking yourself how strong a monster feels in those abilities. The bonus can range anywhere from −2 to +4, and is independent of a monster's challenge rating. Even a high-challenge monster might have a lousy Dexterity saving throw. When in doubt, or to speed things up, use a modifier of +0 for these nonproficient abilities. You can always change this during the game if a higher or lower number makes sense.</p>
<p>A creature's Dexterity modifier is also used to determine their initiative modifier. Or you can skip your improvised creature's initiative roll and use a static initiative of 12.</p>
<h4>You're Ready to Go</h4>
<p>At this point, you have enough information on hand to run your monster in a game, with little else needed. However, you can also continue with a few more quick steps to further customize your monster, making them more distinct.</p>
<h3>Monster Statistics by Challenge Rating</h3>
<table border="1">
<tr>
<th>CR</th>
<th>Eqv Char Lvl</th>
<th>AC/DC</th>
<th>HP</th>
<th>Prof Bonus</th>
<th>Damage per Round</th>
<th># Attacks</th>
<th>Damage</th>
<th>Example Monster</th>
</tr>
<tr>
<td>0</td>
<td>< 1</td>
<td>10</td>
<td>3 (2-4)</td>
<td>+2</td>
<td>2</td>
<td>1</td>
<td>2 (1d4)</td>
<td>Commoner, rat, spider</td>
</tr>
<tr>
<td>1/8</td>
<td>< 1</td>
<td>11</td>
<td>9 (7-11)</td>
<td>+3</td>
<td>3</td>
<td>1</td>
<td>4 (1d6 + 1)</td>
<td>Bandit, cultist, giant rat</td>
</tr>
<tr>
<td>1/4</td>
<td>1</td>
<td>11</td>
<td>13 (10-16)</td>
<td>+3</td>
<td>5</td>
<td>1</td>
<td class="nowrap">5 (1d6 + 2)</td>
<td>Acolyte, skeleton, wolf</td>
</tr>
<tr>
<td>1/2</td>
<td>2</td>
<td>12</td>
<td class="nowrap">22 (17-28)</td>
<td>+4</td>
<td>8</td>
<td>2</td>
<td class="nowrap">4 (1d4 + 2)</td>
<td>Black bear, scout, shadow</td>
</tr>
<tr>
<td>1</td>
<td>3</td>
<td>12</td>
<td>33 (25-41)</td>
<td>+5</td>
<td>12</td>
<td>2</td>
<td>6 (1d8 + 2)</td>
<td>Dire wolf, specter, spy</td>
</tr>
<tr>
<td>2</td>
<td>5</td>
<td>13</td>
<td>45 (34-56)</td>
<td>+5</td>
<td>17</td>
<td>2</td>
<td>9 (2d6 + 2)</td>
<td>Ghast, ogre, priest</td>
</tr>
<tr>
<td>3</td>
<td>7</td>
<td>13</td>
<td>65 (49-81)</td>
<td>+5</td>
<td>23</td>
<td>2</td>
<td>12 (2d8 + 3)</td>
<td>Knight, mummy, werewolf</td>
</tr>
<tr>
<td>4</td>
<td>9</td>
<td>14</td>
<td>84 (64-106)</td>
<td>+6</td>
<td>28</td>
<td>2</td>
<td>14 (3d8 + 1)</td>
<td>Ettin, ghost</td>
</tr>
<tr>
<td>5</td>
<td>10</td>
<td>15</td>
<td>95 (71-119)</td>
<td>+7</td>
<td>35</td>
<td>3</td>
<td>12 (3d6 + 2)</td>
<td>Elemental, gladiator, vampire spawn</td>
</tr>
<tr>
<td>6</td>
<td>11</td>
<td>15</td>
<td>112 (84-140)</td>
<td>+7</td>
<td>41</td>
<td>3</td>
<td>14 (3d6 + 4)</td>
<td>Mage, medusa, wyvern</td>
</tr>
<tr>
<td>7</td>
<td>12</td>
<td>15</td>
<td>130 (98-162)</td>
<td>+7</td>
<td>47</td>
<td>3</td>
<td>16 (3d8 + 3)</td>
<td>Stone giant, young black dragon</td>
</tr>
<tr>
<td>8</td>
<td>13</td>
<td>15</td>
<td>136 (102-170)</td>
<td>+7</td>
<td>53</td>
<td>3</td>
<td>18 (3d10 + 2)</td>
<td>Assassin, frost giant</td>
</tr>
<tr>
<td>9</td>
<td>15</td>
<td>16</td>
<td>145 (109-181)</td>
<td>+8</td>
<td>59</td>
<td>3</td>
<td>19 (3d10 + 3)</td>
<td>Bone devil, fire giant, young blue dragon</td>
</tr>
<tr>
<td>10</td>
<td>16</td>
<td>17</td>
<td>155 (116-194)</td>
<td>+9</td>
<td>65</td>
<td>4</td>
<td>16 (3d8 + 3)</td>
<td>Stone golem, young red dragon</td>
</tr>
<tr>
<td>11</td>
<td>17</td>
<td>17</td>
<td>165 (124-206)</td>
<td>+9</td>
<td>71</td>
<td>4</td>
<td>18 (3d10 + 2)</td>
<td>Djinni, efreeti, horned devil</td>
</tr>
<tr>
<td>12</td>
<td>18</td>
<td>17</td>
<td>175 (131-219)</td>
<td>+9</td>
<td>77</td>
<td>4</td>
<td>19 (3d10 + 3)</td>
<td>Archmage, erinyes</td>
</tr>
<tr>
<td>13</td>
<td>19</td>
<td>18</td>
<td>184 (138-230)</td>
<td>+10</td>
<td>83</td>
<td>4</td>
<td>21 (4d8 + 3)</td>
<td>Adult white dragon, storm giant, vampire</td>
</tr>
<tr>
<td>14</td>
<td>20</td>
<td>19</td>
<td>196 (147-245)</td>
<td>+11</td>
<td>89</td>
<td>4</td>
<td>22 (4d10)</td>
<td>Adult black dragon, ice devil</td>
</tr>
<tr>
<td>15</td>
<td>> 20</td>
<td>19</td>
<td>210 (158-263)</td>
<td>+11</td>
<td>95</td>
<td>5</td>
<td>19 (3d10 + 3)</td>
<td>Adult green dragon, mummy lord, purple worm</td>
</tr>
<tr>
<td>16</td>
<td>> 20</td>
<td>19</td>
<td>229 (172-286)</td>
<td>+11</td>
<td>101</td>
<td>5</td>
<td>21 (4d8 + 3)</td>
<td>Adult blue dragon, iron golem, marilith</td>
</tr>
<tr>
<td>17</td>
<td>> 20</td>
<td>20</td>
<td>246 (185-308)</td>
<td>+12</td>
<td>107</td>
<td>5</td>
<td>22 (3d12 + 3)</td>
<td>Adult red dragon</td>
</tr>
<tr>
<td>18</td>
<td>> 20</td>
<td>21</td>
<td>266 (200-333)</td>
<td>+13</td>
<td>113</td>
<td>5</td>
<td>23 (4d10 + 1)</td>
<td>Demilich</td>
</tr>
<tr>
<td>19</td>
<td>> 20</td>
<td>21</td>
<td>285 (214-356)</td>
<td>+13</td>
<td>119</td>
<td>5</td>
<td>24 (4d10 + 2)</td>
<td>Balor</td>
</tr>
<tr>
<td>20</td>
<td>> 20</td>
<td>21</td>
<td>300 (225-375)</td>
<td>+13</td>
<td>132</td>
<td>5</td>
<td>26 (4d12)</td>
<td>Ancient white dragon, pit fiend</td>
</tr>
<tr>
<td>21</td>
<td>> 20</td>
<td>22</td>
<td>325 (244-406)</td>
<td>+14</td>
<td>150</td>
<td>5</td>
<td>30 (4d12 + 4)</td>
<td>Ancient black dragon, lich, solar</td>
</tr>
<tr>
<td>22</td>
<td>> 20</td>
<td>23</td>
<td>350 (263-438)</td>
<td>+15</td>
<td>168</td>
<td>5</td>
<td>34 (4d12 + 8)</td>
<td>Ancient green dragon</td>
</tr>
<tr>
<td>23</td>
<td>> 20</td>
<td>23</td>
<td>375 (281-469)</td>
<td>+15</td>
<td>186</td>
<td>5</td>
<td>37 (6d10 + 4)</td>
<td>Ancient blue dragon, kraken</td>
</tr>
<tr>
<td>24</td>
<td>> 20</td>
<td>23</td>
<td>400 (300-500)</td>
<td>+15</td>
<td>204</td>
<td>5</td>
<td>41 (6d10 + 8)</td>
<td>Ancient red dragon</td>
</tr>
<tr>
<td>25</td>
<td>> 20</td>
<td>24</td>
<td>430 (323-538)</td>
<td>+16</td>
<td>222</td>
<td>5</td>
<td>44 (6d10 + 11)</td>
<td></td>
</tr>
<tr>
<td>26</td>
<td>> 20</td>
<td>25</td>
<td>460 (345-575)</td>
<td>+17</td>
<td>240</td>
<td>5</td>
<td>48 (6d10 + 15)</td>
<td></td>
</tr>
<tr>
<td>27</td>
<td>> 20</td>
<td>25</td>
<td>490 (368-613)</td>
<td>+17</td>
<td>258</td>
<td>5</td>
<td>52 (6d10 + 19)</td>
<td></td>
</tr>
<tr>
<td>28</td>
<td>> 20</td>
<td>25</td>
<td>540 (405-675)</td>
<td>+17</td>
<td>276</td>
<td>5</td>
<td>55 (6d10 + 22)</td>
<td></td>
</tr>
<tr>
<td>29</td>
<td>> 20</td>
<td>26</td>
<td>600 (450-750)</td>
<td>+18</td>
<td>294</td>
<td>5</td>
<td>59 (6d10 + 26)</td>
<td></td>
</tr>
<tr>
<td>30</td>
<td>> 20</td>
<td>27</td>
<td class="nowrap">666 (500-833)</td>
<td>+19</td>
<td>312</td>
<td>5</td>
<td class="nowrap">62 (6d10 + 29)</td>
<td>Tarrasque</td>
</tr>
</table>
<h4>Optional Step: Consider Armor Class</h4>
<p>Though the Monster Statistics by Challenge Rating table offers a value for Armor Class that increases with challenge rating, you can modify a monster's Armor Class further based on their story. A big beefy titan set up as a CR 16 monster might still be easy to hit—maybe with an Armor Class of 14.</p>
<p>It's easiest to think of Armor Class on a scale of 10 to 20, with 10 being the equivalent of an unarmored opponent with no Dexterity bonus, and 20 being an opponent wearing plate armor with a shield. (Armor Class can go above 20 or below 10, though.)</p>
<p>Keep in mind that missing an opponent isn't much fun for a player. Lower-AC opponents, even those with more hit points, are often more fun to fight than high-AC opponents with fewer hit points.</p>
<h4>Optional Step: Customize Attacks</h4>
<p>The table includes a recommended number of attacks for a monster, an attack bonus, and the amount of damage those attacks should deal. If desired, tailor this damage to fit the monster's story. Choose a creature's damage type, such as fire for a flaming Greatsword attack, or necrotic for a Death Blast attack. You can also mix up multiple damage types, so that a CR 10 hell knight might have a Longsword attack dealing both slashing and fire damage.</p>
<p>Consider the ranged attacks a monster might have as well. You can use the same attack bonus, number of attacks, and damage. Or you could give a creature weaker ranged attacks (attacking once instead of twice, for example). Depending on the creature's story, the flavor of those attacks might be physical (hurling javelins or rocks) or arcane (firing energy blasts).</p>
<p>To further customize a monster, you can divide up their total damage per round into a different number of attacks than indicated on the table, if that makes sense for the monster's story. (As noted above, for attacks that target two or more opponents, use half the indicated damage.)</p>
<h4>Optional Step: Further Modify Statistics</h4>
<p>Depending on the story of your monster, you can make general adjustments to their baseline statistics however you see fit. For example, you might lower a monster's hit points and increase the damage they deal to create a dangerous foe who drops out of the fight quickly. However, always consider whether such changes make a combat encounter more fun to play. It might make sense to create a monster with high hit points and a higher Armor Class who deals less damage, thinking that those two things balance out. But fighting such a monster can easily become a slog. Likewise, a monster with significantly fewer hit points that deals high damage might end up being inadvertently deadly if too many characters roll low on attacks, or could feel pointless if the monster is killed too quickly.</p>
<h4>Optional Step: Add Monster Types and Features</h4>
<p>To further flesh out your monster, add monster types and features found for monsters similar to the one you're building such as extra weapon damage types, breath weapons, auras, damage shields, and other traits and features that better define your monster in the story and situation.</p>
<h3>Using the Table with Published Monsters</h3>
<p>While the Monster Statistics by Challenge Rating table is intended to let you build monsters from scratch, it can easily be used as a reference to better understand how a published monster might act in combat. If a published CR 4 monster has 30 hit points but deals 35 damage per round, you can see from the table that their hit points are low but their damage is high compared to the creature's baseline challenge rating. Such a monster hits hard for their challenge rating, but when they're hit in turn, they go down fast.</p>
<h2 id="generalusestatblocks">General-Use Combat Stat Blocks</h2>
<p>This section contains several general-use stat blocks specifically built for reskinning into whatever monsters you need for your combat encounters.</p>
<p>Each stat block uses d8 Hit Dice, but can be used for creatures in a range of sizes. Each focuses on a primary ability score, but you can shift abilities as needed to better fit the story of the creature the stat block represents. Swap Strength and Intelligence to run a spellcaster instead of a melee combatant, or switch Dexterity and Strength to turn a shifty rogue into a powerful fighter.</p>
<p>A stat block's attack lets you choose the most appropriate type of damage for a creature, and you can easily increase an attack's reach or range. Ranges for attacks are given as a single number indicating maximum range, but you can modify that range or replace it with the normal and long range of a specific weapon as you wish.</p>
<p>The spread of challenge ratings of these stat blocks provides options for weak, moderate, and strong foes at any character level. Each stat block description includes comparisons between the stat block and characters of different levels, providing guidelines for when a stat block can serve as a boss, an elite foe (suitable for two characters against one creature), or a one-on-one combatant, or in larger groups of two to four monsters per character. All these setups are geared toward a hard encounter, but one that the characters should definitely be able to win.</p>
<h3>Minion (CR 1/8)</h3>
<p>The low-CR minions represented by this stat block might include ravenous rats, weak skeletons, shifty bandits, or low-ranking cultists. A minion can serve as a one-on-one combatant against 1st-level characters, or can be deployed in large groups at 4th level or above. This stat block focuses on Dexterity as its primary ability.</p>
<p><strong>MINION</strong></p>
<p>Small or Medium Creature</p>
<p><strong>Armor Class</strong> 11</p>
<p><strong>Hit Points</strong> 9 (2d8)</p>
<p><strong>Speed</strong> 30 ft.</p>
<table border="1">
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
<tr>
<td>10 (+0)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
</tr>
</table>
<p><strong>Senses</strong> passive Perception 11</p>
<p><strong>Challenge</strong> 1/8 (25 XP) <strong>Proficiency Bonus</strong> +2</p>
<p><strong>ACTIONS</strong></p>
<p><strong><em>Attack.</em></strong> <em>Melee or Ranged Weapon Attack:</em> +3 to hit, reach 5 ft. or range 60 ft., one target. <em>Hit:</em> 4 (1d6 + 1) damage.</p>
<h3>Soldier (CR 1/2)</h3>
<p>Representing seasoned guards, trained soldiers, powerful bandits, murderous humanoids, or armed undead, the soldier stat block works well as a boss at 1st level, an elite foe for two 2nd-level characters, or one-on-one combatants at 4th level, or in large groups at 6th level and above. Strength is this stat block's primary ability.</p>
<p><strong>SOLDIER</strong></p>
<p>Medium Creature</p>
<p><strong>Armor Class</strong> 12 (leather armor or natural armor)</p>
<p><strong>Hit Points</strong> 22 (4d8 + 4)</p>
<p><strong>Speed</strong> 30 ft.</p>
<table border="1">
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
<tr>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
</tr>
</table>
<p><strong>Senses</strong> passive Perception 10</p>
<p><strong>Challenge</strong> 1/2 (100 XP) <strong>Proficiency Bonus</strong> +2</p>
<p><strong>ACTIONS</strong></p>
<p><strong><em>Attack.</em></strong> <em>Melee or Ranged Weapon Attack:</em> +4 to hit, reach 5 ft. or range 60 ft., one target. <em>Hit:</em> 8 (1d12 + 2) damage.</p>
<h3>Brute (CR 2)</h3>
<p>Heavy-hitting veterans, capable bodyguards, low-ranking demons or devils, dangerous monsters in the wild, and powerful humanoids can all be represented by this stat block. A brute can serve as a boss against 2nd-level characters, an elite foe against two 4th-level characters, or a one-on-one opponent at 5th level, or in large groups at 10th level. This stat block relies on Strength.</p>
<p><strong>BRUTE</strong></p>
<p>Medium or Large Creature</p>
<p><strong>Armor Class</strong> 13 (studded leather or natural armor)</p>
<p><strong>Hit Points</strong> 45 (7d8 + 14)</p>
<p><strong>Speed</strong> 30 ft.</p>
<table border="1">
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
<tr>
<td>16 (+3)</td>
<td>12 (+1)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
<td>10 (+0)</td>
<td>8 (−1)</td>
</tr>
</table>
<p><strong>Saving Throws</strong> Con +4</p>
<p><strong>Skills</strong> Athletics +5</p>
<p><strong>Senses</strong> passive Perception 10</p>
<p><strong>Challenge</strong> 2 (450 XP) <strong>Proficiency Bonus</strong> +2</p>
<p><strong>ACTIONS</strong></p>
<p><strong><em>Multiattack.</em></strong> The brute makes two attacks.</p>
<p><strong><em>Attack.</em></strong> <em>Melee or Ranged Weapon Attack:</em> +5 to hit, reach 5 ft. or range 60 ft., one target. <em>Hit:</em> 9 (1d12 + 3) damage.</p>
<h3>Specialist (CR 4)</h3>
<p>This stat block can represent spies, assassins, hunters, and trained elite forces. The specialist serves as a boss for 4th-level characters, an elite opponent versus two 5th-level characters, or a one-on-one combatant for 10th-level characters, or in large groups against 16th-level characters. Dexterity is this stat block's primary ability.</p>
<p><strong>SPECIALIST</strong></p>
<p>Medium Creature</p>
<p><strong>Armor Class</strong> 14</p>
<p><strong>Hit Points</strong> 84 (13d8 + 26)</p>
<p><strong>Speed</strong> 30 ft.</p>
<table border="1">
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
<tr>
<td>12 (+1)</td>
<td>18 (+4)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
<td>14 (+2)</td>
<td>12 (+1)</td>
</tr>
</table>
<p><strong>Saving Throws</strong> Dex +6, Wis +4</p>
<p><strong>Skills</strong> Acrobatics +6, Perception +4, Stealth +6</p>
<p><strong>Senses</strong> passive Perception 14</p>
<p><strong>Challenge</strong> 4 (1,100 XP) <strong>Proficiency Bonus</strong> +2</p>
<p><strong>ACTIONS</strong></p>
<p><strong><em>Multiattack.</em></strong> The specialist makes two attacks.</p>
<p><strong><em>Attack.</em></strong> <em>Melee or Ranged Weapon Attack:</em> +6 to hit, reach 5 ft. or range 60 ft., one target. <em>Hit:</em> 14 (3d6 + 4) damage.</p>
<h3>Myrmidon (CR 7)</h3>
<p>Powerful elite bodyguards, high priests, wizards, warlocks, sorcerers, demons, and devils can all be represented by this stat block. A myrmidon can serve as a boss monster for 5th-level characters, an elite combatant against two characters of 7th level, or a one-on-one combatant against 14th-level characters, or in large groups against 20th-level characters. This stat block focuses on Intelligence.</p>
<p><strong>MYRMIDON</strong></p>
<p>Medium or Large creature</p>
<p><strong>Armor Class</strong> 15 (chain shirt or natural armor)</p>
<p><strong>Hit Points</strong> 130 (20d8 + 40)</p>
<p><strong>Speed</strong> 30 ft.</p>
<table border="1">
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
<tr>
<td>10 (+0)</td>
<td>14 (+2)</td>
<td>14 (+2)</td>
<td>18 (+4)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
</tr>
</table>
<p><strong>Saving Throws</strong> Dex +5, Wis +5</p>
<p><strong>Skills</strong> Perception +5</p>
<p><strong>Senses</strong> passive Perception 15</p>
<p><strong>Challenge</strong> 7 (2,900 XP) <strong>Proficiency Bonus</strong> +3</p>
<p><strong>ACTIONS</strong></p>
<p><strong><em>Multiattack.</em></strong> The myrmidon makes three attacks.</p>
<p><strong><em>Attack.</em></strong> <em>Melee or Ranged Weapon Attack:</em> +7 to hit, reach 5 ft. or range 60 ft., one target. <em>Hit:</em> 17 (3d8 + 4) damage.</p>
<h3>Sentinel (CR 11)</h3>
<p>This stat block is a good fit for strong, often-otherworldly creatures such as demons, devils, impressive beings of the Outer Planes, guardian constructs, or powerful undead. The sentinel can serve as a boss for 7th-level characters, an elite foe against two 12th-level characters, or can stand one-on-one against 16th-level characters. This stat block focuses on Strength.</p>
<p><strong>SENTINEL</strong></p>
<p>Medium, Large, or Huge Creature</p>
<p><strong>Armor Class</strong> 17 (natural armor or magical protection)</p>
<p><strong>Hit Points</strong> 165 (22d8 + 66)</p>
<p><strong>Speed</strong> 30 ft.</p>
<table border="1">
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
<tr>
<td>20 (+5)</td>
<td>16 (+3)</td>
<td>16 (+3)</td>
<td>10 (+0)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
</tr>
</table>
<p><strong>Saving Throws</strong> Str +9, Dex +7</p>
<p><strong>Skills</strong> Perception +6</p>
<p><strong>Senses</strong> passive Perception 16</p>
<p><strong>Challenge</strong> 11 (7,200 XP) <strong>Proficiency Bonus</strong> +4</p>
<p><strong>ACTIONS</strong></p>
<p><strong><em>Multiattack.</em></strong> The sentinel makes four attacks.</p>
<p><strong><em>Attack.</em></strong> <em>Melee or Ranged Weapon Attack:</em> +9 to hit, reach 5 ft. or range 60 ft., one target. <em>Hit:</em> 18 (3d8 + 5) damage.</p>
<h3>Champion (CR 15)</h3>
<p>Representing greater demons, devils, vampires, liches, or powerful spellcasters, the champion serves as a boss for 11th-level characters, an elite foe for two 15th-level characters, or a one-on-one challenge against 17th-level characters. This stat block focuses on Charisma.</p>
<p><strong>CHAMPION</strong></p>
<p>Medium, Large, or Huge Creature</p>
<p><strong>Armor Class</strong> 19 (natural armor or magical protection)</p>
<p><strong>Hit Points</strong> 212 (25d8 + 100)</p>
<p><strong>Speed</strong> 30 ft.</p>
<table border="1">
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
<tr>
<td>10 (+0)</td>
<td>12 (+1)</td>
<td>18 (+4)</td>
<td>12 (+1)</td>
<td>16 (+3)</td>
<td>22 (+6)</td>
</tr>
</table>
<p><strong>Saving Throws</strong> Wis +8, Cha +11</p>
<p><strong>Skills</strong> Perception +8</p>
<p><strong>Senses</strong> passive Perception 18</p>
<p><strong>Challenge</strong> 15 (13,000 XP) <strong>Proficiency Bonus</strong> +5</p>
<p><strong>ACTIONS</strong></p>
<p><strong><em>Multiattack.</em></strong> The champion makes four attacks.</p>
<p><strong><em>Attack.</em></strong> <em>Melee or Ranged Weapon Attack:</em> +11 to hit, reach 5 ft. or range 60 ft., one target. <em>Hit:</em> 24 (4d8 + 6) damage.</p>
<h2 id="lightingrods">Lightning Rods</h2>
<p>When characters rise above 4th level, their ability to deal with powerful foes makes a huge jump. But challenging characters of 5th level and higher isn't just about making things hard. It's easy for GMs to fall into the trap of thwarting the coolest things the heroes can do, by giving monsters immunities to certain conditions, increasing their hit points to offset the high damage a character can deal, or running monsters with tactics clearly built to bypass the characters' best attacks. But thwarting the characters' best features can be frustrating to the players, for obvious reasons.</p>
<p>So instead of shutting down the characters, build your encounters around monsters specifically designed to show off—by eating up—the characters' cool new capabilities as they rise in level. You can think of these monsters as "lightning rods"—intended victims ready to take the full effect of a character's most powerful attacks and features.</p>
<h3>Watch What the Characters Bring</h3>
<p>When running encounters challenging enough for the characters to use their top-tier features and attacks, pay attention to what they do. Does the wizard blast enemies with high-damage spells like <em>fireball</em>? Does the cleric make liberal use of Turn Undead when faced with those monsters? Do spells like <em>polymorph</em> or <em>banishment</em> come into play to get rid of bosses and elite threats?</p>
<p>Note which features the players enjoy having their characters use, and think about how to build for those features in your next big battle. If you aren't sure what features the characters have, ask the players. Each time the characters level, start the session by having the players talk about what new attacks, spells, and special abilities they've picked up. Then build encounters to show off those features, not avoid them.</p>
<p>For example, at higher levels, a monk gains the ability to stun creatures with a single strike, effectively taking a monster out of the fight for a round or more. So when you know a player's monk has this feature, add monsters into big battles that you specifically want the monk to stun. A smack-talking spellcaster with a low Constitution saving throw, and who only a monk can reach with their enhanced movement, is just begging to have a hero leap up and punch them in the face.</p>
<h4>Run Hordes for Area Effects</h4>
<p>At 5th level and above, characters get access to spells and class features with large areas of effect, including <em>hypnotic pattern</em>, <em>fireball</em>, and Destroy Undead. When you know the characters have such features at their disposal, add hordes of low-CR creatures who can charge at them, all grouped up and ready to be blasted away.</p>
<p>Ignore the fact that it might be more tactically appropriate for such creatures to spread out, instead thinking of yourself as the director of an action movie. What's the coolest outcome for the scene—a group of careful zombies staying 20 feet away from one another, or a huge mob of undead in perfect position to be turned to ash or blown to pieces with a well-placed <em>fireball</em>?</p>
<h4>Expendable Lieutenants</h4>
<p>Many legendary monsters can use Legendary Resistance to avoid being taken out with a single casting of <em>banishment</em> or <em>polymorph</em>, but their lieutenants have no such advantage. When the characters have access to such spells, add powerful monsters into your encounters specifically designed to be banished, polymorphed, or otherwise controlled or incapacitated. Monsters with the bruiser or defender role are often perfect targets for such spells (see "Monster Roles"), especially those with terrible Wisdom and Charisma saving throws.</p>
<p>Keep in mind, though, that if you add one or two hard-hitting foes to an encounter who don't get controlled, things can go south for the characters quickly.</p>
<h4>Fragile Damage-Dealers</h4>
<p>For stunning-strike monks, hard-hitting paladins, sharpshooter rangers, or great-weapon fighters, fragile foes who deal a ton of damage make fantastic targets. These are creatures with a low Armor Class, low hit points, and a low Constitution save, but who are deadly until taken out. (Creatures with the artillery or skirmisher role are great choices; see "Monster Roles.") It's always rewarding for a character to reach such a foe and cut them down with a single powerful attack.</p>
<h4>Play to the Characters' Strengths</h4>
<p>Players and their characters love to outsmart their foes. You can help with this by placing artillery in locations that the foes assume will be hard to reach, but which you know present just a minor challenge to characters who can climb, fly, or short-range teleport. Likewise, add hidden ambushers when you know that some of the characters will be able to easily perceive them. These sorts of setups let the characters show off, and reward the players for choosing those specific tactical capabilities.</p>
<h3>Telegraphing Lightning Rods</h3>
<p>Less tactically minded players might need help, or even direct advice, to recognize the danger of not dealing with lightning rods. If you intend for a fire giant bodyguard of the hobgoblin king to be banished and the characters don't pick up on that, they might be in trouble when the giant starts pounding them into the ground like tent pegs. If the characters are focused on the boss while getting pelted by the fiery rays of flameskulls just begging to be stunned, blasted, or turned, be prepared to project or reveal outright to the players the dangers their characters face, and how they might deal with them.</p>
<h2 id="lazytricksforrunningmonsters">Lazy Tricks for Running Monsters</h2>
<p>This section presents a number of tricks and tips that can help you more easily prepare and run monsters during your games. We call them "lazy tricks" not because they're about cheating or doing less work overall, but because they're meant to let you quickly accomplish things when your game is in progress and you don't have a lot of extra time.</p>
<h3>Quick Monster Statistics</h3>
<p>"Building a Quick Monster" provides great guidelines for creating a foe for your game in just a few minutes. But you can come up with an even quicker set of monster statistics using the following steps.</p>
<p>First, choose a challenge rating for your monster, based on their perceived power in the encounter. When needed, compare your monster to existing monsters to find a suitable challenge rating. Then use the following guidelines to craft their baseline statistics:</p>
<ul>
<li>Armor Class = 12 + 1/2 CR</li>
<li>Hit points = (15 × CR) + 15</li>
<li>Proficient saving throws and skills = 4 + 1/2 CR</li>
<li>Nonproficient saving throws and abilities = −2 to +2, based on the monster's story</li>
<li>Attack bonus = 4 + 1/2 CR</li>
<li>DC for saving throws = 12 + 1/2 CR</li>
<li>Total damage per round = (7 × CR) + 5</li>
</ul>
<p>Start your monster out with one attack, then add one additional attack at CR 2, CR 7, CR 11, and CR 15. Split the total damage noted above across all attacks.</p>
<p>With a solid set of combat statistics at hand, you can then use narrative descriptions to make your monster unique, interesting, and evocative.</p>
<h3>Ten Useful Monster Features</h3>
<p>Give any custom monster impactful features and attacks that make sense for their place in the game. When a monster feature deals damage, choose a damage type appropriate to the creature's physiology, theme, or story. A creature channeling magical power might deal acid, cold, fire, lightning, force, poison, psychic, necrotic, radiant, or thunder damage. A creature making use of spines, spikes, or projectiles might deal bludgeoning, piercing, or slashing damage.</p>
<p><strong><em>Damaging Blast.</em></strong> This creature has one or more single-target ranged attacks using the attack bonus and damage calculated above, and which deal damage of an appropriate type.</p>
<p><strong><em>Damage Reflection.</em></strong> Whenever a creature within 5 feet of this creature hits them with a melee attack, the attacker takes damage in return of a type appropriate to the creature. The damage dealt is equal to half the damage of one of this creature's attacks. If you give a creature this feature, give them one less attack than normal.</p>
<p><strong><em>Misty Step.</em></strong> As a bonus action, this creature can teleport up to 30 feet to an unoccupied space they can see.</p>
<p><strong><em>Knockdown.</em></strong> When this creature hits a target with a melee attack, the target must succeed on a Strength saving throw or be knocked prone.</p>
<p><strong><em>Restraining Grab.</em></strong> When this creature hits a target with a melee attack, the target is grappled (escape DC based on this creature's Strength or Dexterity modifier). While grappled, the target is restrained.</p>
<p><strong><em>Damaging Burst.</em></strong> As an action, this creature can create a burst of energy, magic, spines, or some other effect in a 10-foot-radius sphere, either around themself or at a point within 120 feet. Each creature in that area must make a Dexterity, Constitution, or Wisdom saving throw (your choice, based on the type of burst). On a failure, a target takes damage of an appropriate type equal to half this creature's total damage per round. On a success, a target takes half as much damage.</p>
<p><strong><em>Cunning Action</em></strong>. On each of their turns, this creature can use a bonus action to take the Dash, Disengage, or Hide action.</p>
<p><strong><em>Damaging Aura.</em></strong> Each creature who starts their turn within 10 feet of this creature takes damage of a type appropriate to the creature. The damage dealt is equal to half the damage of one of this creature's attacks. If you give a creature this feature, give them one less attack than normal.</p>
<p><strong><em>Energy Weapons.</em></strong> The creature's weapon attacks deal extra damage of an appropriate type. You can add this damage on top of the creature's regular damage output to give them a combat boost, or you can replace some of the creature's normal weapon damage with this energy damage.</p>
<p><strong><em>Damage Transference.</em></strong> When this creature takes damage, they can transfer half or all of that damage (your choice) to a willing creature within 30 or 60 feet of them. This feature is particularly good for boss monsters.</p>
<h3>Using Averages</h3>
<p>By default, 5e monster stat blocks calculate the average damage for any attack's dice expression, as with "13 (2d8 + 4) bludgeoning damage" for an ogre's Greatclub attack. Using average damage for a monster's attacks is one of the best ways to speed up combat.</p>
<p>Sometimes, though, you need to roll damage for effects that aren't in a stat block. When you do, you can use the following table to quickly look up the average value of various dice equations. Simply find the number of dice in the leftmost column, then go across to the appropriate die type. As can be seen in the table, you can add up averages to get an average value for higher numbers of dice—for example, adding the average of 2d10 and 6d10 to get the average of 8d10. You can use this approach to find the average for rolling more than twelve dice, so that if you need an average for 24d10, you can simply look at the 12d10 average and double it.</p>
<table border="1">
<tr>
<th># of dice</th>
<th>d4</th>
<th>d6</th>
<th>d8</th>
<th>d10</th>
<th>d12</th>
</tr>
<tr>
<td>1</td>
<td>2</td>
<td>3</td>
<td>4</td>
<td>5</td>
<td>6</td>
</tr>
<tr>
<td>2</td>
<td>5</td>
<td>7</td>
<td>9</td>
<td>11</td>
<td>13</td>
</tr>
<tr>
<td>3</td>
<td>7</td>
<td>10</td>
<td>13</td>
<td>16</td>
<td>19</td>
</tr>
<tr>
<td>4</td>
<td>10</td>
<td>14</td>
<td>18</td>
<td>22</td>
<td>26</td>
</tr>
<tr>
<td>5</td>
<td>12</td>
<td>17</td>
<td>22</td>
<td>27</td>
<td>32</td>
</tr>
<tr>
<td>6</td>
<td>15</td>
<td>21</td>
<td>27</td>
<td>33</td>
<td>39</td>
</tr>
<tr>
<td>7</td>
<td>17</td>
<td>24</td>
<td>31</td>
<td>38</td>
<td>45</td>
</tr>
<tr>
<td>8</td>
<td>20</td>
<td>28</td>
<td>36</td>
<td>44</td>
<td>52</td>
</tr>
<tr>
<td>9</td>
<td>22</td>
<td>31</td>
<td>40</td>
<td>49</td>
<td>58</td>
</tr>
<tr>
<td>10</td>
<td>25</td>
<td>35</td>
<td>45</td>
<td>55</td>
<td>65</td>
</tr>
<tr>
<td>11</td>
<td>27</td>
<td>38</td>
<td>49</td>
<td>60</td>
<td>71</td>
</tr>
<tr>
<td>12</td>
<td>30</td>
<td>42</td>
<td>54</td>
<td>66</td>
<td>78</td>
</tr>
</table>
<p>You can also compute averages for dice expressions with simple equations you can keep in your head. The average of two dice is the maximum value of one of those dice + 1, so that the average of 2d12 is 13. Then double that number for multiples of two, so that the average of 2d8 is 9, the average of 4d8 is 18, and so forth. Likewise, the average of a single die is half the size of the die, so add that number to a two-dice average to get odd numbers. For example, the average of 4d6 is 14, so the average of 5d6 is 17. (The average of one die is actually half the size of the die plus 0.5, which is why the average of two dice is the maximum value of the die +1.)</p>
<h3>Other Lazy Monster Tricks</h3>
<p>Once you're in the middle of an encounter, you can make use of a number of other quick tricks to make running monsters easier, with more flexibility and greater speed. Try any of the following options at your table, and make use of any trick that helps your game:</p>
<ul>
<li>Use fixed initiative for monsters equal to 10 + each monster's Dexterity bonus. Even faster? Just have all monsters act on initiative count 12.</li>
<li>Reduce hit points on the fly to allow monsters to drop or surrender more quickly, or increase a monster's number of attacks or damage if the characters are having too easy a time.</li>
<li>Have foes flee or surrender when it makes sense to move the game forward.</li>
<li>Have constructs and undead be destroyed when the creature controlling them dies.</li>
<li>Run multiple waves of monsters for big battles.</li>
</ul>
<p>Include creatures designed to eat "save or suck" attacks such as <em>banishment</em> or <em>polymorph</em>.</p>
<h2 id="monsterroles">Monster Roles</h2>
<p>Thinking about the roles that creatures play in combat helps to create better encounters. A monster who has tons of hit points can stand up front, soaking up damage while the more vulnerable evil wizard launches devastating spells from behind cover. Skirmisher monsters can dart in from the sides and back away, forcing the characters to spread out and leaving them open to an ambusher. Foes of different roles complement each other, creating an effective team.</p>
<p>Monsters in 5e don't have defined roles with connections to specific mechanics and tactics, as the creatures in some fantasy RPGs do. However, many 5e foes either already fit a specific role or are flexible enough to allow us to assign roles to them. For example, a harpy is a highly effective controller, and a spy is an excellent skirmisher or ambusher. We can also modify monsters to enable them to play a role. By assigning a role to a foe, you enable a specific set of tactics that allow you to challenge the characters more effectively.</p>
<h3>Defining Roles</h3>
<p>The following roles capture the most important tactical concepts in 5e combat, and cover virtually all the foes you might make use of in a 5e game.</p>
<h4>Ambusher</h4>
<p>Ambushers have special features that allow them to hide, dart out of danger, render targets senseless, or otherwise prevent characters from attacking them easily. An ambusher often deals more damage when hidden, and might engage in a pattern of hiding, attacking, and hiding again. Ambusher foes are often less effective when they can't hide, which incentivizes characters to force them into the open. Many ambushers have low hit points.</p>
<p><strong><em>When to Use Them.</em></strong> Because ambushers can result in longer, drawn-out fights, you want to use them sparingly. However, they can be a good choice for a villain who needs to get away. Ambushers are likewise an excellent choice if a combat encounter is preceded by a free-form roleplaying or social encounter, with foes hiding in plain sight before the fight breaks out.</p>
<p><strong><em>Placement and Tactics.</em></strong> An ambusher is usually most effective when they start out hidden, revealing themself only when they attack. Some ambushers start out in the open, then disappear and reposition once characters have moved toward them.</p>
<p><strong><em>Example Ambushers.</em></strong> Dust mephit, ghost, mimic, phase spider, spy.</p>
<h4>Artillery</h4>
<p>Artillery typically have a high attack bonus and deal good damage at range, but have lower hit points or AC than other foes. Sacrificing survivability can be fun, allowing these monsters to hit hard and die quickly. This creates tension and pressure early in an encounter, followed by increasing confidence as the heroes reach the artillery and quickly defeat them.</p>
<p>Artillery creatures might strike at single targets or an area, and their high accuracy lets them deal consistent damage. Because they operate at range, you might focus the attacks of artillery foes on characters who usually stay out of trouble, using the flexibility of range to put them in peril. Alternatively, you can put their accuracy to use against the characters with the highest defenses.</p>
<p><strong><em>When to Use Them.</em></strong> Artillery creatures work well in most encounters. Because of their placement at range, they draw attention away from other important targets such as controllers, leaders, or bosses. Artillery foes encourage characters to use resources to reach them, finish them off, and heal from their long-range damage.</p>
<p><strong><em>Placement and Tactics.</em></strong> Artillery creatures seek cover and elevation from which to rain down destruction. They stand behind other monsters and blocking terrain so that characters can't easily get to them. They might also be placed without cover and to the sides of the battle, forcing characters who want to attack them to spread out—so that ambushers or skirmishers can pick those characters off. Place artillery closer to the action when you want them to be easy to reach and to draw attention deliberately away from other foes.</p>
<p>Artillery creatures like to focus fire and group up on one target when possible. However, you want to change up that tactic if you start rolling too well, which can make artillery creatures extremely dangerous even in relatively easy encounters. Make sure getting to artillery foes is fun and not frustrating. A good rule of thumb is that characters shouldn't need to spend more than 1 round of movement to engage an artillery creature.</p>
<p><strong><em>Example Artillery.</em></strong> Hill giant, mage, manticore, scout, solar. Of all the roles, artillery creatures are generally the least represented in typical 5e monster books.</p>
<h4>Bruiser</h4>
<p>A bruiser foe deals higher-than-average melee damage, bringing the pain up close. But that focus on damage often comes with lower AC, lower attack accuracy, or lower hit points. Bruisers draw attention with their damage, and make fun opponents because they're often easy to hit, or die quickly.</p>
<p>When a bruiser has low accuracy, a battle often feels swingy, with a sense of impending doom as each attack roll creates tension. Even when an attack misses, the players are usually watching that roll and wincing as they think about what would have happened if it hit.</p>
<p><strong><em>When to Use Them.</em></strong> Bruisers should be used in most encounters, surprising players with their impressive damage. However, they should be used with care in encounters against 1st-level characters, who are particularly susceptible to being dropped with a single lucky blow.</p>
<p>Like artillery, bruisers can be used to draw attention away from other important targets such as controllers, leaders, and bosses. Bruisers encourage characters to use resources, first to finish off the bruiser more quickly, then to heal up in the aftermath.</p>
<p><strong><em>Placement and Tactics.</em></strong> Melee bruisers should be in the front lines, where they can deal damage as soon as possible. They might come out of side passages or otherwise surprise characters in the rear ranks, but bruisers seldom switch targets unless a different target is obviously easier to kill. Bruisers like to focus fire and group up on one target when possible, so keep an eye on their damage output to ensure that a few lucky attack rolls don't push the challenge level of an encounter too high.</p>
<p><strong><em>Example Bruisers.</em></strong> Ettin, flesh golem, owlbear, shambling mound, wolf.</p>
<h4>Controller</h4>
<p>Controller creatures use their attacks and features to impose conditions or otherwise impede characters from being their most effective. This role covers many different types of foes, and the extent of their control can vary. Some controller creatures grapple, swallow, or otherwise lock down targets, preventing movement. They might impose disadvantage on attacks through conditions such as poisoned or restrained, or use magic such as the <em>confusion</em> or <em>hold person</em> spells to limit actions.</p>
<p><strong><em>When to Use Them.</em></strong> Controllers create dilemmas for a party to contend with. How do the characters change tactics when the fighter is poisoned and the cleric is inside a creature's gullet? These situations can be exciting and challenging, forcing characters to expend resources and think of clever solutions. However, used too often, too extensively, or too effectively, controller foes can feel like punishment. Be wary of a character rendered ineffective for several rounds, or of more than a couple of characters being ineffective for longer than 1 round. When a control effect feels clearly frustrating, try to change targets over the course of combat so that the same character isn't being controlled round after round.</p>
<p><strong><em>Placement and Tactics.</em></strong> Controllers should be placed where they can't be easily reached, but close to prospective targets based on the range of their powers. Spellcaster controllers might be careful to always start farther than 60 feet from the characters—beyond the range of <em>counterspell</em>. A controller pairs well with a defender whose job is to keep the controller safe, or with skirmishers who can easily move around controlled characters. Controllers usually have trouble defeating characters one-on-one, due to their lower damage, but they work well with bruisers and artillery who can deal high damage to controlled characters.</p>
<p><strong><em>Example Controllers.</em></strong> Black pudding, cockatrice, ettercap, harpy.</p>
<h4>Defender</h4>
<p>Defender foes soak up hits and damage. They might deal lower-than-average damage or be less accurate with attacks, but have higher AC, saving throws, and hit points. They often look big and imposing, drawing attention to themselves by issuing challenges and making threats.</p>
<p>Some defenders have attacks or features that pin characters in place—often referred to as "sticky" features that make the defender hard to get away from once engaged. Stickiness can also take the form of imposing penalties to attack any creatures other than the defender, or similar features that help the defender soak up the heroes' attacks.</p>
<p><strong><em>When to Use Them.</em></strong> Defenders should be used sparingly, as too many defenders in an encounter or too many encounters featuring defenders can make combats longer and less interesting. Use them in fights where other vulnerable foes need assistance to prevent being taken down too quickly. Defenders work well with skirmishers or ambushers, who can surprise characters focused on the defender. They excel at protecting key villains, especially artillery or controller spellcasters.</p>
<p><strong><em>Placement and Tactics.</em></strong> Defenders are often placed in the front lines to tie down characters. However, you can also place them farther back, closer to another creature they defend. Make sure defenders won't lock down all the characters at once, though. Combat works best when most characters can move around the encounter area and discover all it has to offer. You don't want to design an amazing encounter and then have the characters spend all their time locked down in specific locations.</p>
<p><strong><em>Example Defenders.</em></strong> Animated armor, chuul, gelatinous cube, knight, shambling mound.</p>
<h4>Leader</h4>
<p>A leader has features that help other creatures. They might heal, boost statistics such as attack modifiers or saving throws, or move other creatures, and they often have lower-than-average hit points, damage output, or accuracy.</p>
<p><strong><em>When to Use Them.</em></strong> Leaders are most interesting when used sparingly, though they can be used more often when they are of different types. For example, a hobgoblin priest NPC focused on healing feels different from a duergar war priest who boosts their allies' attacks.</p>
<p><strong><em>Placement and Tactics.</em></strong> Leaders can be placed according to the focus of their useful features, letting them help as many of their allies as possible. Because the characters often want to target them, leaders operate best in the center or slightly back from the center of the encounter area.</p>
<p>Leaders make good bosses, or can act as lieutenants for bosses. Be careful when using them with skirmishers and ambushers, though, since characters moving to pursue those foes might go after the leader instead. A good default setup is to have one or two defenders protecting a leader.</p>
<p><strong><em>Example Leaders.</em></strong> Couatl, knight, priest.</p>
<h4>Skirmisher</h4>
<p>Skirmishers dance around the battlefield, using high mobility to dart in for an attack and then get away. They might have lower AC or hit points than other foes, but possess features that let them evade blows, retreat, or counterattack. Skirmishers are usually accurate, having a high attack bonus, and their damage might be especially high when using their mobility features.</p>
<p><strong><em>When to Use Them.</em></strong> Use skirmishers to liven up battles. They can draw characters farther into an area of combat, making good use of areas that have dividing features such as interior walls, side chambers, or more than one level.</p>
<p><strong><em>Placement and Tactics.</em></strong> Skirmishers should usually start far enough from the characters to show off their ability to move in and then move back out, forcing characters to reposition themselves. Skirmishers with high speed or supernatural movement can avoid or surpass terrain that challenges pursuing characters, who might trigger traps or spread out so other foes can surround them.</p>
<p><strong><em>Example Skirmishers.</em></strong> Bulette, copper dragon, goblin, spy, wraith.</p>
<h2 id="bossesandminions">Bosses and Minions</h2>
<p>When creating a boss battle, thinking about which bosses pair well with which minions can be a great starting point. You can use the table below to match up minions and bosses in a number of classic adventure environments.</p>
<table border="1">
<tr>
<th>Boss CR</th>
<th>Boss</th>
<th>Environments</th>
<th>Minions</th>
</tr>
<tr>
<td>1</td>
<td>Goblin boss</td>
<td>Caves, mountains</td>
<td>Goblins, worgs</td>
</tr>
<tr>
<td>2</td>
<td>Bandit captain</td>
<td>Cities, sewers, ruins</td>
<td>Bandits, spies, thugs, berserkers, gladiators</td>
</tr>
<tr>
<td>2</td>
<td>Cult fanatic</td>
<td>Cities, ruins</td>
<td>Cultists, bandits, thugs, dretches</td>
</tr>
<tr>
<td>2</td>
<td>Ettercap</td>
<td>Caves, ruins</td>
<td>Giant spiders</td>
</tr>
<tr>
<td>2</td>
<td>Ghast</td>
<td>Ruins, crypts, cities, sewers</td>
<td>Ghouls, zombies</td>
</tr>
<tr>
<td>2</td>
<td>Gnoll pack lord</td>
<td>Plains, caves, ruins</td>
<td>Gnolls, hyenas</td>
</tr>
<tr>
<td>2</td>
<td>Ogre</td>
<td>Ruins, caves</td>