Secret Lesson 104

Understanding Monster Stat Blocks and Running Monsters

You have completed:

MAGIC ITEMS

Now the course enters its final major section:

MONSTERS AND ANIMALS

Until now, most of the rules have been approached from the perspective of:

THE PLAYER CHARACTER

What can I do?

What can I attack?

What spells can I cast?

What happens when I take damage?

How do I use equipment?

How do I survive?

Now we change seats.

We begin thinking like:

THE GAME MASTER

A monster doesn't normally need a character sheet.

Instead, it has a:

STAT BLOCK

The stat block contains the rules the GM needs to use that creature in the game. The SRD divides those rules into general details, combat statistics, Ability Scores, other details, Traits, Actions, Bonus Actions, Reactions, and sometimes Legendary Actions.

Learning to read a stat block quickly is one of the most important skills a Game Master can develop.

By the end of this lesson, a block of numbers such as:

AC 17

INITIATIVE +7 (17)

HP 150 (20D10 + 40)

CR 10

will no longer look like mysterious code.

You will know exactly:

WHAT EACH NUMBER MEANS

WHEN TO USE IT

WHAT TO ROLL

WHAT NOT TO ROLL

and:

HOW THE MONSTER ACTUALLY TAKES ITS TURN


WHAT YOU WILL LEARN

In this lesson you will learn:

THE STRUCTURE OF A MONSTER STAT BLOCK

SIZE

CREATURE TYPE

DESCRIPTIVE TAGS

ALIGNMENT

ARMOR CLASS

INITIATIVE MODIFIER

INITIATIVE SCORE

HIT POINTS

HIT DICE

SPEED

ABILITY SCORES

SAVING THROW MODIFIERS

SKILLS

RESISTANCES

VULNERABILITIES

IMMUNITIES

GEAR

SENSES

LANGUAGES

TELEPATHY

CHALLENGE RATING

EXPERIENCE POINTS

PROFICIENCY BONUS

TRAITS

ACTIONS

ATTACK NOTATION

SAVING THROW EFFECTS

DAMAGE NOTATION

MULTIATTACK

SPELLCASTING

BONUS ACTIONS

REACTIONS

LEGENDARY ACTIONS

LIMITED USE ABILITIES

RECHARGE

and finally:

HOW THE SRD TELLS THE GM TO RUN A MONSTER IN COMBAT


PART ONE: WHAT IS A STAT BLOCK?

A monster's stat block contains the rules necessary to:

USE THAT MONSTER IN THE GAME

The basic structure is:

NAME AND GENERAL DETAILS

COMBAT HIGHLIGHTS

ABILITY SCORES

OTHER DETAILS

TRAITS

ACTIONS

BONUS ACTIONS

REACTIONS

and when applicable:

LEGENDARY ACTIONS

 

Not every creature has:

EVERY SECTION

If a monster has no special Reaction:

THERE MAY BE NO REACTIONS SECTION

If it has no special Bonus Action:

THERE MAY BE NO BONUS ACTION SECTION

If it has no Resistance:

THERE MAY BE NO RESISTANCES ENTRY

The absence of a section normally means:

THERE IS NOTHING SPECIAL TO LIST THERE


PART TWO: MONSTERS STILL USE THE GENERAL GAME RULES

This is fundamental.

A monster's stat block does not replace:

PLAYING THE GAME

The stat block adds special capabilities to the general rules.

A monster can take the actions specifically listed in its stat block, but it can also take the normal actions available to creatures.

Those normal actions are:

ATTACK

DASH

DISENGAGE

DODGE

HELP

HIDE

INFLUENCE

MAGIC

READY

SEARCH

STUDY

UTILIZE

 


EXAMPLE

A Goblin stat block might list:

SCIMITAR

SHORTBOW

and:

NIMBLE ESCAPE

That doesn't mean the Goblin is forbidden from taking:

DODGE

or:

READY

or:

SEARCH

Those are normal actions available through the general rules.


STAT BLOCK RULE

plus:

GENERAL GAME RULE

Together create:

THE COMPLETE CREATURE


PART THREE: NAME AND GENERAL DETAILS

At the top of the stat block you normally see:

NAME

then:

SIZE

CREATURE TYPE

possibly:

DESCRIPTIVE TAGS

and:

ALIGNMENT

For example, the Aboleth begins:

ABOLETH

LARGE ABERRATION

LAWFUL EVIL

 

Each part tells the GM something different.


PART FOUR: SIZE

A monster can be:

TINY

SMALL

MEDIUM

LARGE

HUGE

or:

GARGANTUAN

If a stat block offers more than one size option:

YOU CHOOSE FROM THOSE OPTIONS

 

Size matters because many game rules interact with it.

For example:

GRAPPLING

SHOVING

OCCUPIED SPACE

CARRYING CAPACITY

and certain monster abilities can depend on:

TARGET SIZE


EXAMPLE

An Aboleth Tentacle can Grapple a target only if that target is:

LARGE OR SMALLER

 

So a target's size can directly determine whether:

A MONSTER ABILITY WORKS


PART FIVE: CREATURE TYPE

Every monster has a:

CREATURE TYPE

The SRD contains fourteen creature types.

They are:

ABERRATION

BEAST

CELESTIAL

CONSTRUCT

DRAGON

ELEMENTAL

FEY

FIEND

GIANT

HUMANOID

MONSTROSITY

OOZE

PLANT

UNDEAD

 


THE TYPES THEMSELVES HAVE NO GENERAL RULES

This is important.

The SRD explicitly states that these creature types:

HAVE NO RULES OF THEIR OWN

But other game effects can refer to them.


EXAMPLE

A creature being:

UNDEAD

doesn't automatically mean:

“TAKES DOUBLE RADIANT DAMAGE”

There is no such universal creature type rule.

But a specific weapon, spell, feature, or monster ability might say:

“THIS HAS A SPECIAL EFFECT AGAINST UNDEAD.”

Then:

THE CREATURE TYPE MATTERS


PART SIX: WHAT THE CREATURE TYPES REPRESENT

The SRD gives broad descriptions for each.

ABERRATIONS

Alien beings such as:

ABOLETHS

and:

CLOAKERS


BEASTS

Non Humanoid natural creatures such as:

HORSES

WOLVES

and most giant animals.


CELESTIALS

Magical beings connected to:

THE UPPER PLANES

such as angels and pegasi.


CONSTRUCTS

Magically created creatures such as:

HOMUNCULI

and:

SHIELD GUARDIANS


DRAGONS

Ancient scaled beings such as:

RED DRAGONS

and:

WYVERNS


ELEMENTALS

Beings associated with:

THE ELEMENTAL PLANES

such as:

EFREET

and:

WATER ELEMENTALS


FEY

Creatures tied to:

THE FEYWILD

or:

FORCES OF NATURE

such as dryads and goblins.


FIENDS

Creatures tied to terrifying:

LOWER PLANES

such as:

BALORS

and:

HELL HOUNDS


GIANTS

Towering beings with generally humanlike shapes, such as:

FIRE GIANTS

and:

TROLLS


HUMANOIDS

People defined in monster stat blocks by roles and professions such as:

MAGES

PIRATES

and:

WARRIORS

They can include members of:

MANY SPECIES


MONSTROSITIES

Unnatural creatures with strange origins such as:

MIMICS

and:

OWLBEARS


OOZES

Gelatinous creatures such as:

BLACK PUDDINGS

and:

GELATINOUS CUBES


PLANTS

Sentient vegetation and fungal creatures such as:

SHAMBLING MOUNDS

and:

TREANTS


UNDEAD

Spirits and reanimated dead such as:

GHOSTS

VAMPIRES

and:

ZOMBIES

 


PART SEVEN: DESCRIPTIVE TAGS

A monster might have one or more tags in parentheses after its:

CREATURE TYPE

These give:

ADDITIONAL CATEGORIZATION

The tags themselves:

HAVE NO RULES OF THEIR OWN

But other rules might:

REFER TO THEM

 


EXAMPLE

A Goblin appears as:

SMALL FEY (GOBLINOID)

 

Here:

FEY

is the creature type.

GOBLINOID

is a descriptive tag.

Do not treat:

GOBLINOID

as a fifteenth creature type.

It isn't.


PART EIGHT: ALIGNMENT

The Alignment listed in a monster stat block is:

A DEFAULT SUGGESTION

for how the monster might be roleplayed.

The SRD explicitly allows the GM to:

CHANGE A MONSTER'S ALIGNMENT

to suit the story.


EXAMPLE

A particular monster's standard stat block might say:

CHAOTIC EVIL

That tells you something about the traditional presentation of:

THAT MONSTER

But it does not force every individual creature of that kind in every campaign to have:

EXACTLY THAT ALIGNMENT

The GM can change it.


PART NINE: ARMOR CLASS

The monster's:

ARMOR CLASS

or:

AC

is the target number for attacks against it.

A monster's AC can include:

NATURAL ARMOR

DEXTERITY

GEAR

and:

OTHER DEFENSES

 


EXAMPLE

Monster:

AC 17

Player attack total:

16

Result:

MISS

Player attack total:

17

Result:

HIT

provided no other rule changes the result.


IMPORTANT

You generally don't need to reconstruct the monster's AC every time.

The stat block already gives:

THE AC TO USE


PART TEN: INITIATIVE HAS TWO NUMBERS

Monster stat blocks use a very useful format.

For example:

INITIATIVE +7 (17)

The first number is:

THE INITIATIVE MODIFIER

The number in parentheses is:

THE INITIATIVE SCORE

 


ROLLING INITIATIVE

If you roll Initiative:

D20 + INITIATIVE MODIFIER


EXAMPLE

Monster Initiative:

+7

d20:

11

Calculation:

11 + 7 =

18

Its Initiative result is:

18


NOT ROLLING INITIATIVE

The SRD gives the GM another option.

If you don't want to roll:

USE THE INITIATIVE SCORE

So:

INITIATIVE +7 (17)

can simply act on:

17

in the Initiative order.

 


PART ELEVEN: INITIATIVE MODIFIER IS NOT ALWAYS JUST DEXTERITY

Usually the Initiative modifier equals:

DEXTERITY MODIFIER

But some monsters have:

ADDITIONAL MODIFIERS

such as their:

PROFICIENCY BONUS

 


EXAMPLE: WARRIOR VETERAN

Dexterity:

13

Modifier:

+1

But Initiative is:

+3 (13)

Its Proficiency Bonus is:

+2

 

This demonstrates why the GM should:

USE THE INITIATIVE ENTRY

rather than automatically assuming:

INITIATIVE = DEXTERITY MODIFIER


PART TWELVE: HIT POINTS

Monster Hit Points are normally shown with:

A STATIC NUMBER

followed by:

A DIE EXPRESSION

For example:

HP 65 (10D8 + 20)

You have two options.

OPTION 1

Use:

65 HP


OPTION 2

Roll:

10D8 + 20

to determine that individual monster's HP.


NEVER USE BOTH

The SRD explicitly tells the GM to choose:

THE NUMBER

or:

THE DIE EXPRESSION

not both.


PART THIRTEEN: WHY MONSTER HIT DICE ARE DIFFERENT SIZES

A monster's size normally determines:

ITS HIT DIE SIZE

The SRD table is:

TINY: D4

Average per die:

2.5

SMALL: D6

Average:

3.5

MEDIUM: D8

Average:

4.5

LARGE: D10

Average:

5.5

HUGE: D12

Average:

6.5

GARGANTUAN: D20

Average:

10.5

 


PART FOURTEEN: CONSTITUTION AND MONSTER HP

A monster's Constitution modifier is multiplied by:

ITS NUMBER OF HIT DICE

That contribution is then included in its Hit Point calculation.


SRD EXAMPLE

Monster:

CONSTITUTION 12

Modifier:

+1

Hit Dice:

2D8

Constitution contribution:

2 × 1 =

+2

HP expression:

2D8 + 2

Average HP:

11


ANOTHER EXAMPLE

Large monster:

8D10

Constitution modifier:

+3

Constitution contribution:

8 × 3 =

+24

Expression:

8D10 + 24


PART FIFTEEN: MONSTERS USUALLY DIE AT 0 HP

This is an important difference between normal monsters and player characters.

The general rule is:

A MONSTER DIES THE INSTANT IT DROPS TO 0 HP

However:

THE GM CAN IGNORE THIS RULE FOR AN INDIVIDUAL MONSTER

and treat that monster like a character instead.


NORMAL MONSTER

Drops from:

8 HP

to:

0 HP

Result:

DIES

No Death Saving Throws.


IMPORTANT NPC

The GM might decide:

THIS PARTICULAR MONSTER OR NPC USES CHARACTER STYLE 0 HP RULES

Then it may fall Unconscious and make:

DEATH SAVING THROWS

This is an explicit:

GM OPTION


PART SIXTEEN: NONLETHAL MELEE ATTACKS STILL EXIST

Remember the general combat rule.

When a melee attack would reduce a creature to:

0 HP

the attacker can instead leave it at:

1 HP

and give it:

UNCONSCIOUS

 

So the normal monster death rule doesn't prevent heroes from deliberately:

KNOCKING OUT A MONSTER

when the rule applies.


PART SEVENTEEN: SPEED

A monster's Speed entry gives:

ITS NORMAL SPEED

and any:

SPECIAL SPEEDS

Possible special movement types include:

BURROW

CLIMB

FLY

SWIM

 


EXAMPLE

Water Elemental:

SPEED 30 FEET

SWIM 90 FEET

 

It can therefore move through water using its:

SWIM SPEED

instead of relying only on ordinary swimming rules.


ANOTHER EXAMPLE

Air Elemental:

SPEED 10 FEET

FLY 90 FEET, HOVER

 

Its intended mobility is obviously:

FLIGHT


PART EIGHTEEN: THE SIX ABILITY SCORES STILL APPLY

Every monster has:

STRENGTH

DEXTERITY

CONSTITUTION

INTELLIGENCE

WISDOM

CHARISMA

The stat block gives:

THE SCORE

THE ABILITY MODIFIER

and:

THE SAVING THROW MODIFIER

for each ability.


EXAMPLE

Suppose a stat block displays:

STR 16

Modifier:

+3

Save:

+5

That means:

Ordinary Strength check:

+3

Strength Saving Throw:

+5

Do not automatically use:

+5 FOR EVERY STRENGTH CHECK

That value belongs to:

THE SAVING THROW


PART NINETEEN: THE SAVE COLUMN MATTERS

A monster might have proficiency in:

SOME SAVING THROWS

and not:

OTHERS

Instead of asking yourself to calculate it every time:

READ THE SAVE VALUE IN THE STAT BLOCK


EXAMPLE: WARRIOR VETERAN

Strength:

16

Modifier:

+3

Strength Save:

+3

So there is no extra saving throw bonus there.

But some monsters have Save values noticeably above:

THE ABILITY MODIFIER

The stat block already includes:

THE FINAL SAVING THROW MODIFIER TO USE


EXAMPLE: ABOLETH

Intelligence:

18

Modifier:

+4

Intelligence Save:

+8

Wisdom:

+2 MODIFIER

Wisdom Save:

+6

Constitution:

+2 MODIFIER

Constitution Save:

+6

 

When the Aboleth makes one of these saving throws:

USE THE SAVE COLUMN


PART TWENTY: SKILLS

If a monster has proficiency with one or more skills:

THE SKILLS ENTRY LISTS THEM

A normal skill bonus equals:

RELEVANT ABILITY MODIFIER + PROFICIENCY BONUS

though other modifiers can also apply.


EXAMPLE: WARRIOR VETERAN

Strength modifier:

+3

PB:

+2

Athletics:

3 + 2 =

+5

The stat block indeed lists:

ATHLETICS +5

 


PERCEPTION EXAMPLE

Wisdom modifier:

+0

PB:

+2

Perception:

+2

Again exactly as listed.


PART TWENTY ONE: DON'T ASSUME EVERY SKILL IS PROFICIENT

If a skill isn't listed:

DON'T AUTOMATICALLY ADD PB

Use the relevant:

ABILITY MODIFIER

unless another rule applies.


EXAMPLE

Monster Wisdom:

+2

No Survival proficiency listed.

Survival check:

D20 + 2

not:

D20 + 2 + PB


PART TWENTY TWO: RESISTANCES

If a monster has a:

RESISTANCE

it is listed in the stat block.

Resistance means:

DAMAGE OF THAT TYPE IS HALVED

rounding down.


EXAMPLE

Water Elemental has Resistance to:

ACID

and:

FIRE

 

If it takes:

17 FIRE DAMAGE

Resistance:

17 ÷ 2 = 8.5

Round down:

8 FIRE DAMAGE


PART TWENTY THREE: VULNERABILITIES

A monster's Vulnerabilities are also listed when applicable.

Vulnerability means:

DAMAGE OF THAT TYPE IS DOUBLED


EXAMPLE

A monster has:

FIRE VULNERABILITY

It takes:

12 FIRE DAMAGE

Final damage before other relevant interactions:

12 × 2 =

24


PART TWENTY FOUR: IMMUNITIES

The Immunities entry can contain:

DAMAGE IMMUNITIES

and:

CONDITION IMMUNITIES

If both appear:

DAMAGE TYPES ARE LISTED FIRST

then:

CONDITIONS

 


EXAMPLE: WATER ELEMENTAL

Damage Immunity:

POISON

Condition Immunities include:

EXHAUSTION

GRAPPLED

PARALYZED

PETRIFIED

POISONED

PRONE

RESTRAINED

UNCONSCIOUS

 


IMPORTANT

Poison damage Immunity and Poisoned condition Immunity are:

TWO DIFFERENT THINGS

A creature can have one without necessarily having:

THE OTHER

unless its stat block says so.


PART TWENTY FIVE: GEAR

The Gear entry has several surprisingly important rules.

First:

MONSTERS ARE PROFICIENT WITH THEIR EQUIPMENT

 


RECOVERABLE EQUIPMENT

If the monster has equipment that can be:

GIVEN AWAY

or:

RECOVERED

it appears in:

GEAR


EXAMPLE

Warrior Veteran lists:

GREATSWORD

HEAVY CROSSBOW

SPLINT ARMOR

 

These are actual recoverable equipment entries.


PART TWENTY SIX: MONSTER WEAPONS CAN HAVE SPECIAL STAT BLOCK FLOURISHES

A monster's stat block might give its equipment:

SPECIAL EFFECTS

or even ignore normal Equipment rules while:

THE MONSTER USES IT

But if another creature recovers that item:

USE THE NORMAL EQUIPMENT RULES

and ignore the monster's special stat block flourishes.


EXAMPLE

Suppose a monster's sword attack deals an unusual amount of damage because of:

THE MONSTER'S OWN STAT BLOCK

A player kills the monster and takes the sword.

That does not automatically mean:

THE PLAYER NOW USES THE MONSTER'S ATTACK ENTRY

Instead, if the sword is recoverable Gear:

USE THE SWORD'S EQUIPMENT RULES

unless another rule says otherwise.


THIS IS VERY IMPORTANT

MONSTER ATTACK ENTRY ≠ PLAYER ITEM STATISTICS


PART TWENTY SEVEN: NOT EVERYTHING A MONSTER APPEARS TO HAVE IS LOOT

The Gear entry doesn't need to list:

CLOTHES

or every incidental object a monster possesses.

A clothed monster is assumed to be:

APPROPRIATELY DRESSED

even if clothing isn't listed.


MORE IMPORTANTLY

Equipment mentioned:

OUTSIDE THE GEAR ENTRY

is considered:

SUPERNATURAL

or:

HIGHLY SPECIALIZED

and becomes unusable when:

THE MONSTER IS DEFEATED

 


BEGINNER MISTAKE

Monster has a terrifying supernatural claw attack.

Player:

“I CUT OFF THE CLAW AND NOW I HAVE THAT ATTACK.”

Not automatically.

The monster ability is not necessarily:

RECOVERABLE GEAR


PART TWENTY EIGHT: MONSTERS HAVE THE AMMUNITION THEY NEED

If a monster requires ammunition for its:

RANGED ATTACKS

the SRD says it carries:

THE NECESSARY AMMUNITION

 

The GM doesn't need to invent an exact quiver count just to make the monster's listed ranged attacks work unless desired for the story.


PART TWENTY NINE: GIVING MONSTERS EXTRA EQUIPMENT

The GM can equip monsters with:

ADDITIONAL GEAR

The GM also determines:

HOW MUCH IS RECOVERABLE

and:

WHETHER IT REMAINS USABLE

after the monster is slain.


WARNING ABOUT MAGIC ITEMS

The SRD specifically warns that giving a monster:

COMBAT ORIENTED MAGIC ITEMS

might alter the monster's:

CHALLENGE RATING


MONSTERS AND ATTUNEMENT

Monsters can Attune to magic items using the normal magic item rules.

If a monster has a:

CLASS TAG

after its creature type, it counts as a member of that class for:

ATTUNEMENT PURPOSES

 


PART THIRTY: SENSES

The Senses entry includes:

PASSIVE PERCEPTION

and any:

SPECIAL SENSES

the monster possesses.

Examples might include:

DARKVISION

BLINDSIGHT

TREMORSENSE

TRUESIGHT

depending on the creature.


EXAMPLE: ABOLETH

Senses:

DARKVISION 120 FEET

PASSIVE PERCEPTION 20

 


EXAMPLE: WARRIOR INFANTRY

Senses:

PASSIVE PERCEPTION 10

No special sense is listed.

So don't automatically give:

DARKVISION

to a creature just because it is:

A MONSTER


PART THIRTY ONE: LANGUAGES

The Languages entry lists the languages the monster can:

USE TO COMMUNICATE

Sometimes a creature might:

UNDERSTAND A LANGUAGE

without being able to communicate using it.

The stat block states this when relevant.

If the entry says:

NONE

the creature:

DOESN'T COMPREHEND ANY LANGUAGE

 


EXAMPLE: ROPER

Languages:

NONE

 

That means you shouldn't assume that speaking:

COMMON

to the Roper allows normal linguistic communication.


PART THIRTY TWO: TELEPATHY

Some monsters have:

TELEPATHY

This is magical mental communication over the:

SPECIFIED RANGE

 


EXAMPLE: ABOLETH

Languages:

DEEP SPEECH

Telepathy:

120 FEET

 

The exact general Telepathy rules from the Rules Glossary still apply.


PART THIRTY THREE: CHALLENGE RATING

Every ordinary monster stat block normally includes:

CR

or:

CHALLENGE RATING

CR summarizes:

THE MONSTER'S THREAT

The detailed encounter building use of CR was covered in:

LESSON 98

The Monster rules connect CR directly to:

EXPERIENCE POINTS

and:

PROFICIENCY BONUS

 


EXAMPLE

Warrior Veteran:

CR 3

XP:

700

PB:

+2

 


ABOLETH

CR 10

XP:

5,900

PB:

+4

Its stat block also supplies a different XP value when encountered:

IN ITS LAIR

 

That is a:

SPECIFIC STAT BLOCK RULE

not a universal rule that every monster receives extra XP in a lair.


PART THIRTY FOUR: SOME MAGICALLY CREATED CREATURES HAVE NO CR

The stat block rules note that some creatures created by magic:

HAVE NO CR

Some can also lack:

HIT DICE

or:

INITIATIVE INFORMATION

 

So don't assume every creature in the game must have:

A NORMAL CR


PART THIRTY FIVE: EXPERIENCE POINTS BY CR

The SRD provides this progression:

CR 0

0 OR 10 XP

CR 1/8

25 XP

CR 1/4

50 XP

CR 1/2

100 XP

CR 1

200 XP

CR 2

450 XP

CR 3

700 XP

CR 4

1,100 XP

CR 5

1,800 XP

CR 6

2,300 XP

CR 7

2,900 XP

CR 8

3,900 XP

CR 9

5,000 XP

CR 10

5,900 XP

CR 11

7,200 XP

CR 12

8,400 XP

CR 13

10,000 XP

CR 14

11,500 XP

CR 15

13,000 XP

CR 16

15,000 XP

CR 17

18,000 XP

CR 18

20,000 XP

CR 19

22,000 XP

CR 20

25,000 XP

CR 21

33,000 XP

CR 22

41,000 XP

CR 23

50,000 XP

CR 24

62,000 XP

CR 25

75,000 XP

CR 26

90,000 XP

CR 27

105,000 XP

CR 28

120,000 XP

CR 29

135,000 XP

CR 30

155,000 XP

 


PART THIRTY SIX: DEFEATING DOESN'T HAVE TO MEAN KILLING

The SRD says XP can be awarded for:

DEFEATING A MONSTER IN COMBAT

or otherwise:

NEUTRALIZING IT

 

So:

KILLING

is not necessarily the only route to:

DEFEATING A THREAT


EXAMPLES

A monster might be:

CAPTURED

DRIVEN AWAY

FORCED TO SURRENDER

or otherwise neutralized.

The exact story can vary.

The rules principle is:

XP IS NOT LIMITED TO KILLING


PART THIRTY SEVEN: SUMMONED MONSTERS AND XP

Unless a rule says otherwise, a monster summoned by:

A SPELL

or:

ANOTHER MAGICAL ABILITY

is worth the XP stated in:

ITS STAT BLOCK

 

Always check whether the summoning rule creates:

A SPECIFIC EXCEPTION


PART THIRTY EIGHT: MONSTER PROFICIENCY BONUS

A monster's:

PROFICIENCY BONUS

is based on its:

CHALLENGE RATING

The SRD progression is:

CR 0 THROUGH 4

PB:

+2

CR 5 THROUGH 8

PB:

+3

CR 9 THROUGH 12

PB:

+4

CR 13 THROUGH 16

PB:

+5

CR 17 THROUGH 20

PB:

+6

CR 21 THROUGH 24

PB:

+7

CR 25 THROUGH 28

PB:

+8

CR 29 THROUGH 30

PB:

+9

 


WHAT PB AFFECTS

The monster's PB is already reflected where appropriate in statistics such as:

SAVING THROWS

SKILLS

and other statistics involving:

EXCEPTIONAL APTITUDE

You normally don't need to:

ADD IT AGAIN

to a printed number.


COMMON ERROR

Attack says:

+7 TO HIT

Monster PB:

+3

Wrong:

7 + 3 =

+10

No.

The listed attack bonus is already:

THE ATTACK BONUS YOU USE

unless a specific rule changes it.


PART THIRTY NINE: TRAITS

A monster's Traits are abilities that are:

ACTIVE ALL THE TIME

or:

ACTIVE IN CERTAIN SITUATIONS

 

They aren't normally something the creature:

CHOOSES AS ITS ACTION

unless the Trait itself says otherwise.


EXAMPLE: AIR ELEMENTAL

Trait:

AIR FORM

It can enter another creature's space and move through extremely narrow spaces under the conditions stated in the Trait.

It doesn't need to spend its Action just to:

TURN ON AIR FORM

It is a:

TRAIT


PART FORTY: ACTIONS

The Actions section lists special actions available to:

THAT MONSTER

These exist in addition to:

THE NORMAL ACTIONS

available to all creatures.


EXAMPLE

Warrior Veteran Actions:

MULTIATTACK

GREATSWORD

HEAVY CROSSBOW

 

But the Veteran could still take:

DASH

instead.

Or:

DODGE

Or:

DISENGAGE

The stat block doesn't remove those choices.


PART FORTY ONE: READING MONSTER ATTACK NOTATION

A monster attack tells you:

MELEE OR RANGED

then:

ATTACK ROLL BONUS

then:

REACH OR RANGE

then:

WHAT HAPPENS ON A HIT

An attack targets:

ONE TARGET

unless its entry says otherwise.


EXAMPLE

Warrior Veteran:

GREATSWORD

Melee Attack Roll:

+5

Reach:

5 FEET

Hit:

10 (2D6 + 3) SLASHING DAMAGE

 


HOW THE GM RESOLVES IT

Roll:

D20

Suppose:

12

Attack bonus:

+5

Total:

12 + 5 =

17

Target AC:

16

Result:

HIT

Now resolve:

THE HIT ENTRY


PART FORTY TWO: HIT

Everything following:

HIT:

happens because:

THE ATTACK HIT

This can include:

DAMAGE

CONDITIONS

GRAPPLES

FORCED MOVEMENT

or:

OTHER EFFECTS


EXAMPLE

An Aboleth Tentacle says that on a hit it deals:

BLUDGEONING DAMAGE

and if the target is Large or smaller:

THE TARGET BECOMES GRAPPLED

with the listed escape DC.

So don't stop reading after:

DAMAGE

Many monster attacks do:

SOMETHING ELSE TOO


PART FORTY THREE: MISS

Some monster attacks include:

MISS:

That means something happens even though:

THE ATTACK MISSED

 

Don't assume every missed attack means:

NOTHING HAPPENS

Read the complete entry.


PART FORTY FOUR: HIT OR MISS

Some attacks contain:

HIT OR MISS:

That effect occurs:

REGARDLESS OF WHETHER THE ATTACK HIT

 

Again:

READ THE ENTIRE ATTACK


PART FORTY FIVE: SAVING THROW EFFECT NOTATION

Some monster abilities don't make:

AN ATTACK ROLL

Instead:

THE TARGET MAKES A SAVING THROW

The monster entry tells you:

WHICH SAVE

THE DC

WHICH CREATURES ROLL

WHAT FAILURE DOES

and:

WHAT SUCCESS DOES

 


EXAMPLE: AIR ELEMENTAL WHIRLWIND

Required save:

STRENGTH

DC:

13

Target:

ONE MEDIUM OR SMALLER CREATURE IN THE ELEMENTAL'S SPACE

Failure:

24 (4D10 + 2) THUNDER DAMAGE

PUSHED UP TO 20 FEET

PRONE

Success:

HALF DAMAGE ONLY

 


PART FORTY SIX: “HALF DAMAGE ONLY” HAS A PRECISE MEANING

When a monster ability says on success:

HALF DAMAGE ONLY

the successful target takes:

HALF THE FAILURE DAMAGE

rounding down,

and ignores:

ALL OTHER PARTS OF THE EFFECT

 


AIR ELEMENTAL EXAMPLE

Failure:

24 THUNDER

PUSHED

PRONE

Success:

24 ÷ 2 =

12 THUNDER

and:

NOT PUSHED

NOT PRONE

That word:

ONLY

matters.


PART FORTY SEVEN: STATIC DAMAGE OR DICE

Monster stat blocks often give damage like this:

10 (2D6 + 3)

The first value is:

STATIC DAMAGE

The expression in parentheses is:

THE RANDOM DAMAGE ROLL

The GM chooses:

ONE

 


OPTION 1

Use:

10 DAMAGE

Every time.


OPTION 2

Roll:

2D6 + 3


WRONG

Use 10 and then also roll 2d6 + 3.

That would:

DOUBLE COUNT THE DAMAGE


PART FORTY EIGHT: WHY STATIC DAMAGE EXISTS

This can make running many monsters:

FASTER

Suppose six monsters hit.

Instead of rolling:

SIX SEPARATE DAMAGE EXPRESSIONS

the GM can simply apply:

THE STATIC DAMAGE

if desired.

The rule gives the GM:

A SPEED OPTION

without changing the monster's listed statistics.


PART FORTY NINE: MULTIATTACK

Some monsters can make multiple attacks when they take:

THE ATTACK ACTION

Their Actions section contains:

MULTIATTACK

The Multiattack entry tells you exactly:

WHICH ATTACKS

and sometimes:

WHICH OTHER ABILITIES

can be used as part of that Attack action.


EXAMPLE: WARRIOR VETERAN

Multiattack:

TWO ATTACKS

using:

GREATSWORD

or:

HEAVY CROSSBOW

 


IMPORTANT

Do not interpret Multiattack as:

“THE MONSTER MAY USE EVERY ACTION IN ITS STAT BLOCK.”

It may use:

EXACTLY WHAT MULTIATTACK SAYS


PART FIFTY: A COMPLEX MULTIATTACK

The Aboleth's Multiattack is more complex.

It makes:

TWO TENTACLE ATTACKS

and uses either:

CONSUME MEMORIES

or:

DOMINATE MIND

if available.

 

That is significantly more than:

“MAKE TWO ATTACKS.”

Multiattack can incorporate:

OTHER ABILITIES

when its text explicitly says so.


PART FIFTY ONE: MONSTER SPELLCASTING

If a monster can cast spells, its stat block supplies the necessary information.

This can include:

SPELLCASTING ABILITY

SPELL SAVE DC

SPELL ATTACK BONUS

and:

AVAILABLE SPELLS

 


IMPORTANT DEFAULT RULE

Unless the monster's stat block says otherwise:

LEVEL 1 OR HIGHER SPELLS ARE CAST AT THEIR LOWEST POSSIBLE LEVEL

and:

CANNOT BE CAST AT A HIGHER LEVEL

 


EXAMPLE

Monster has a spell that can normally be upcast.

If the monster stat block doesn't provide:

A HIGHER LEVEL VERSION

or another exception:

DON'T AUTOMATICALLY UPCAST IT


PART FIFTY TWO: MONSTER SPELLS CAN HAVE SPECIAL RESTRICTIONS

A monster stat block can modify how:

A PARTICULAR SPELL

works for that monster.

The SRD gives the example of a Green Hag that can cast:

INVISIBILITY

with:

SELF ONLY

 

So even if the normal spell could affect another creature:

THE MONSTER'S VERSION MAY BE MORE RESTRICTED


PART FIFTY THREE: MONSTER SPELL COMPONENTS

The Spellcasting entry tells you whether the monster ignores:

CERTAIN SPELL COMPONENTS

If components are still required:

DESCRIBE THEM

The SRD specifically encourages the GM to describe:

VERBAL

SOMATIC

or:

MATERIAL

components so characters have a signal that:

THE MONSTER IS CASTING A SPELL

 


MATERIAL COMPONENTS

If the monster requires Material components:

IT HAS THEM

The GM doesn't need to separately inventory every ordinary component before allowing:

THE PRINTED SPELL


PART FIFTY FOUR: LONG CASTING TIMES ARE STILL LONG

Suppose a spell listed for a monster has a Casting Time of:

1 MINUTE

or longer.

The monster does not automatically cast it in:

ONE ACTION

just because it appears in the stat block.

Unless the monster action explicitly says otherwise:

MAGIC ACTION EACH TURN

and:

CONCENTRATION

are required throughout the casting, following the normal long casting rules.


PART FIFTY FIVE: BONUS ACTIONS

If a monster has special Bonus Actions:

THEY HAVE THEIR OWN SECTION

 


EXAMPLE: GOBLIN

Nimble Escape allows the Goblin to take:

DISENGAGE

or:

HIDE

as a:

BONUS ACTION

 

This means on its turn it can potentially:

ATTACK

and then:

DISENGAGE

without using its normal action for Disengage.


PART FIFTY SIX: MONSTERS DON'T GET A BONUS ACTION AUTOMATICALLY

The same rule that applies to player characters applies here.

A creature doesn't receive some generic:

SECOND ACTION

called a Bonus Action.

It needs a rule that lets it do:

SOMETHING AS A BONUS ACTION

The stat block tells you when one exists.


PART FIFTY SEVEN: REACTIONS

A monster's special Reactions appear in:

THE REACTIONS SECTION

Each Reaction includes:

ITS TRIGGER

 


EXAMPLE: WARRIOR VETERAN PARRY

Trigger:

THE WARRIOR IS HIT BY A MELEE ATTACK

while holding a weapon.

Response:

AC +2 AGAINST THAT ATTACK

possibly causing:

THE HIT TO BECOME A MISS

 


IMPORTANT

The GM must remember:

THE TRIGGER

A Reaction isn't something you simply use whenever:

YOU FEEL LIKE IT


PART FIFTY EIGHT: LEGENDARY ACTIONS

Some especially powerful monsters have:

LEGENDARY ACTIONS

A Legendary Action happens:

IMMEDIATELY AFTER ANOTHER CREATURE'S TURN

Only:

ONE LEGENDARY ACTION

can be taken at a time,

and only:

AFTER ANOTHER CREATURE'S TURN ENDS

 


NOT ON THE MONSTER'S NORMAL TURN

This is essential.

Legendary Actions let a monster act:

BETWEEN OTHER CREATURES' TURNS

They do not simply give the monster:

A BIGGER NORMAL ACTION


PART FIFTY NINE: LEGENDARY ACTION USES

The monster's stat block tells you how many:

LEGENDARY ACTION USES

it has.

Each Legendary Action expends:

ONE USE

unless a specific stat block says otherwise.

All expended Legendary Action uses return:

AT THE START OF THE MONSTER'S TURN

 


EXAMPLE: ABOLETH

Legendary Action Uses:

3

or:

4 IN ITS LAIR

Immediately after another creature's turn it can spend one use for an option such as:

LASH

or:

PSYCHIC DRAIN

It regains all expended uses:

AT THE START OF ITS TURN

 


ROUND EXAMPLE

Initiative:

ROGUE

ABOLETH

FIGHTER

WIZARD

Suppose the Aboleth begins with:

3 LEGENDARY USES

Rogue finishes turn.

Aboleth may spend:

1 USE

on a Legendary Action.

Then the Aboleth takes:

ITS NORMAL TURN

At the start of that turn:

ALL EXPENDED LEGENDARY USES RETURN

Fighter finishes turn.

Aboleth may spend:

1 USE

Wizard finishes turn.

Aboleth may spend:

1 USE

That is how powerful monsters can remain active across:

THE WHOLE ROUND


PART SIXTY: INCAPACITATED STOPS LEGENDARY ACTIONS

A monster cannot take a Legendary Action if it has:

INCAPACITATED

or is otherwise:

UNABLE TO TAKE ACTIONS

 

This can make control effects extremely valuable against:

LEGENDARY MONSTERS


PART SIXTY ONE: LIMITED USAGE

Some monster abilities can't be used:

WITHOUT LIMIT

The SRD identifies three common forms:

X/DAY

RECHARGE X TO Y

and:

RECHARGE AFTER A SHORT OR LONG REST

 


PART SIXTY TWO: X/DAY

Example:

3/DAY

means the monster can use that ability:

THREE TIMES

After expending those uses:

LONG REST

is required to regain them.

 


EXAMPLE

Legendary Resistance:

3/DAY

Three failures can potentially be turned into successes.

After all three are used:

NO MORE

until the creature completes:

A LONG REST

unless its stat block gives another rule.


PART SIXTY THREE: RECHARGE X TO Y

Suppose an ability says:

RECHARGE 5 TO 6

The monster can use it:

ONCE

After it has been used, at the:

START OF EACH OF ITS TURNS

roll:

1D6

If the result is:

5

or:

6

the ability becomes:

AVAILABLE AGAIN

It also recharges when the monster finishes:

A SHORT REST

or:

A LONG REST

 


RECHARGE EXAMPLE

Monster uses ability.

Next turn begins.

Roll:

1D6 = 3

Ability:

STILL UNAVAILABLE

Next turn:

1D6 = 6

Ability:

RECHARGED

The monster may now potentially use it again.


PART SIXTY FOUR: RECHARGE 4 TO 6

Air Elemental Whirlwind has:

RECHARGE 4 TO 6

 

After use, each turn begins with:

1D6

Results:

1

2

3

No recharge.

Results:

4

5

6

Recharge.

That means a:

50 PERCENT CHANCE

each roll.


PART SIXTY FIVE: RECHARGE AFTER A SHORT OR LONG REST

This notation means:

ONE USE

Then the monster must complete:

A SHORT REST

or:

LONG REST

before using it again.

There is no:

D6 RECHARGE ROLL

unless the ability says so.


PART SIXTY SIX: THE SRD TELLS YOU HOW TO RUN MONSTERS AT THEIR INTENDED CR

Now we arrive at one of the most important GM rules in the entire monster section.

The SRD gives explicit guidance for making a monster perform in accordance with:

ITS CHALLENGE RATING

 

There are three major instructions.


RULE 1: USE POWERFUL LIMITED ABILITIES QUICKLY

If a monster has a special ability that:

DEALS A LOT OF DAMAGE

and has:

LIMITED USES

such as:

A RECHARGING BREATH WEAPON

or:

A SPELL USABLE ONCE PER DAY

the SRD says to have the monster use it:

AS QUICKLY

and:

AS OFTEN AS POSSIBLE

 


THIS IS IMPORTANT

A monster's CR assumes it is actually using:

ITS STRONG TOOLS

A Dragon that never uses its most powerful abilities may perform:

BELOW ITS EXPECTED THREAT


PART SIXTY SEVEN: USE MULTIATTACK

If the monster has:

MULTIATTACK

the SRD says to use it on turns where the monster isn't using:

ONE OF ITS MORE POWERFUL ABILITIES

 


BASIC PRIORITY

Powerful special ability available?

CONSIDER USING IT

Not using one?

USE MULTIATTACK

This isn't saying the GM has no tactical freedom.

It is guidance for ensuring the monster acts at approximately:

ITS RATED THREAT


PART SIXTY EIGHT: USE BONUS ACTIONS, REACTIONS, AND LEGENDARY ACTIONS

If a stat block contains:

BONUS ACTIONS

REACTIONS

or:

LEGENDARY ACTIONS

the SRD says:

MAKE SURE THE MONSTER USES THEM AS OFTEN AS IT CAN

 


COMMON NEW GM PROBLEM

The GM runs a powerful monster.

They remember:

ITS NORMAL ACTION

But forget:

BONUS ACTION

Then forget:

REACTION

Then forget:

LEGENDARY ACTIONS

Result:

The monster seems:

FAR WEAKER THAN EXPECTED

This isn't necessarily because:

CR IS WRONG

It may be because the GM used only:

PART OF THE STAT BLOCK


PART SIXTY NINE: THINK OF A MONSTER'S TURN AS A CHECKLIST

When its turn begins:

1. CHECK RECHARGE

If it used a Recharge ability:

ROLL NOW


2. CHECK CONDITIONS

Is it:

STUNNED?

RESTRAINED?

FRIGHTENED?

or affected by another condition?

Apply the relevant rules.


3. CHECK POWERFUL ABILITIES

Can it use:

ITS STRONG LIMITED ABILITY?


4. IF NOT, CHECK MULTIATTACK

Does it have:

MULTIATTACK?


5. MOVE

Use Speed and special movement intelligently.


6. CHECK BONUS ACTION

Does the stat block provide one?


BETWEEN TURNS

Remember:

REACTIONS

and if applicable:

LEGENDARY ACTIONS

This is a practical GM workflow based directly on the stat block structure and the SRD's running guidance.


PART SEVENTY: WORKED EXAMPLE 1: WARRIOR VETERAN

Let's read a complete simple stat block.

The Warrior Veteran is:

MEDIUM OR SMALL HUMANOID

Alignment:

NEUTRAL

AC:

17

Initiative:

+3 (13)

HP:

65 (10D8 + 20)

Speed:

30 FEET

 


ABILITY SCORES

Strength:

16

Modifier:

+3

Dexterity:

13

Modifier:

+1

Constitution:

14

Modifier:

+2

Intelligence:

10

Modifier:

+0

Wisdom:

11

Modifier:

+0

Charisma:

10

Modifier:

+0


SKILLS

Athletics:

+5

Perception:

+2


GEAR

GREATSWORD

HEAVY CROSSBOW

SPLINT ARMOR


SENSES

Passive Perception:

12


LANGUAGES

COMMON

plus:

ONE OTHER LANGUAGE


CR

3

XP:

700

PB:

+2

 


ACTIONS

Multiattack:

TWO ATTACKS

using:

GREATSWORD

or:

HEAVY CROSSBOW

in the combinations permitted by the entry.


GREATSWORD

Attack:

+5

Reach:

5 FEET

Hit:

10

or:

2D6 + 3

Slashing damage.


HEAVY CROSSBOW

Attack:

+3

Range:

100/400 FEET

Hit:

12

or:

2D10 + 1

Piercing damage.


REACTION

Parry.

When hit by a melee attack while holding a weapon:

AC +2 AGAINST THAT ATTACK

possibly turning:

HIT INTO MISS

 


HOW THE GM RUNS IT

Veteran's turn.

It has no stronger limited special attack.

Therefore:

MULTIATTACK

is normally its main offensive choice.

Two attacks.

After the turn:

REMEMBER PARRY

because its Reaction can matter on an enemy's turn.

That is already enough to make a simple monster feel:

COMPETENT


PART SEVENTY ONE: WORKED EXAMPLE 2: AIR ELEMENTAL

Air Elemental:

LARGE ELEMENTAL

NEUTRAL

AC:

15

Initiative:

+5 (15)

HP:

90 (12D10 + 24)

Speed:

10 FEET

Fly:

90 FEET, HOVER

CR:

5

XP:

1,800

PB:

+3

 


TRAIT

Air Form gives it unusual spatial movement capabilities.


MULTIATTACK

It makes:

TWO THUNDEROUS SLAM ATTACKS

Each:

+8 TO HIT

Reach:

10 FEET

Damage:

14

or:

2D8 + 5

Thunder.


WHIRLWIND

RECHARGE 4 TO 6

Target:

ONE MEDIUM OR SMALLER CREATURE

in the Elemental's space.

Strength Save:

DC 13

Failure:

24

or:

4D10 + 2

Thunder damage,

plus:

PUSHED UP TO 20 FEET

and:

PRONE

Success:

HALF DAMAGE ONLY

 


HOW TO RUN IT

Whirlwind available and a valid target is positioned for it?

The SRD's Running a Monster guidance tells the GM to prioritize:

STRONG LIMITED ABILITIES

So:

USE WHIRLWIND

when appropriate.

Then at the start of future turns after use:

ROLL 1D6

If:

4 TO 6

Whirlwind returns.

If it isn't available:

USE MULTIATTACK

This is exactly the kind of rotation the SRD intends.


PART SEVENTY TWO: WORKED EXAMPLE 3: ABOLETH

Now examine a more advanced monster.

Aboleth:

LARGE ABERRATION

LAWFUL EVIL

AC:

17

Initiative:

+7 (17)

HP:

150 (20D10 + 40)

Speed:

10 FEET

Swim:

40 FEET

 


STRONG SAVES

Constitution:

+6

Intelligence:

+8

Wisdom:

+6


SKILLS

History:

+12

Perception:

+10


SENSES

Darkvision:

120 FEET

Passive Perception:

20


COMMUNICATION

Deep Speech

and:

TELEPATHY 120 FEET


CR

10

XP:

5,900

or the alternate lair value stated by its block.

PB:

+4


TRAITS

The Aboleth has several, including:

AMPHIBIOUS

ELDRITCH RESTORATION

LEGENDARY RESISTANCE

MUCUS CLOUD

PROBING TELEPATHY

 

Already we can see why high CR monsters demand:

MORE GM ATTENTION


PART SEVENTY THREE: ABOLETH MULTIATTACK

Its Multiattack makes:

TWO TENTACLE ATTACKS

and uses either:

CONSUME MEMORIES

or:

DOMINATE MIND

if available.

This is the perfect example of:

MULTIATTACK INCLUDING MORE THAN ATTACK ROLLS


TENTACLE

Attack:

+9

Reach:

15 FEET

Hit:

12

or:

2D6 + 5

Bludgeoning.

Large or smaller target:

GRAPPLED

Escape DC:

14


CONSUME MEMORIES

Intelligence Save:

DC 16

Target must be:

CHARMED

or:

GRAPPLED BY THE ABOLETH

Failure:

10

or:

3D6 PSYCHIC

Success:

HALF DAMAGE

The entry also contains its own memory effect under the conditions stated.


DOMINATE MIND

Uses:

2/DAY

Wisdom Save:

DC 16

Failure:

CHARMED

with the detailed control and telepathic consequences stated in the ability.

 


HOW THE SRD GUIDANCE AFFECTS THIS

Dominate Mind is:

POWERFUL

and:

LIMITED TO 2/DAY

Running a Monster tells you to use abilities like this:

QUICKLY

and:

OFTEN

So a GM who never uses Dominate Mind and simply makes Tentacle attacks is not using:

THE FULL CR 10 TOOLKIT


PART SEVENTY FOUR: ABOLETH LEGENDARY ACTIONS

Legendary Action Uses:

3

or:

4 IN LAIR

Options include:

LASH

Make:

ONE TENTACLE ATTACK

and:

PSYCHIC DRAIN

which can use Consume Memories under its condition and restore:

5

or:

1D10 HP

 


WHY THIS MATTERS

Imagine four player characters versus one Aboleth.

Without Legendary Actions:

PLAYERS TAKE FOUR TURNS

while the Aboleth gets roughly:

ONE NORMAL TURN

With Legendary Actions:

The Aboleth can influence events:

BETWEEN PLAYER TURNS

That is one reason powerful solo monsters can remain:

ACTIVE

throughout a round.


PART SEVENTY FIVE: USE THE STAT BLOCK, DON'T REBUILD THE MONSTER

A common new GM mistake is trying to reverse engineer everything.

They see:

ATTACK +9

and think:

“HOW DID THEY CALCULATE THIS?”

Sometimes understanding the components is useful.

But in play:

THE STAT BLOCK IS ALREADY THE FINISHED GAME TOOL

Use:

+9

If a save says:

+6

use:

+6

If the save DC says:

16

use:

16

If the damage says:

12 (2D6 + 5)

choose:

12

or:

2D6 + 5

The purpose of the stat block is:

FAST PLAY


PART SEVENTY SIX: MONSTERS ARE NOT PLAYER CHARACTERS

A monster can have:

ABILITY SCORES

PB

SPELLS

GEAR

and familiar actions.

But that does not mean you should assume it possesses:

PLAYER CLASS FEATURES

unless its stat block or another rule says so.


EXAMPLE

A monster attacks twice.

That doesn't automatically mean:

IT HAS FIGHTER EXTRA ATTACK

It might simply have:

MULTIATTACK

Those are different game rules.


ANOTHER EXAMPLE

A monster casts Wizard spells.

That doesn't automatically mean it possesses:

EVERY WIZARD CLASS FEATURE

Its stat block tells you:

WHAT IT ACTUALLY HAS


PART SEVENTY SEVEN: ACTION ECONOMY IS PART OF MONSTER POWER

When running monsters, track all possible places where the creature can act.

ITS TURN

Movement.

Action.

Possible Bonus Action.


SOMEONE ELSE'S TURN

Possible:

REACTION


POWERFUL LEGENDARY MONSTER

After another creature's turn:

LEGENDARY ACTION


START OF ITS NEXT TURN

Possible:

RECHARGE ROLL

and restoration of:

LEGENDARY ACTION USES

Ignoring any of these can dramatically reduce:

THE MONSTER'S EFFECTIVENESS


PART SEVENTY EIGHT: MONSTERS CAN THINK

A stat block gives rules.

It does not tell you that every creature fights:

MINDLESSLY

Look at:

INTELLIGENCE

WISDOM

ALIGNMENT

LANGUAGES

TRAITS

and:

THE SITUATION

A clever enemy might:

RETREAT

TAKE COVER

FOCUS ON AN OBJECTIVE

NEGOTIATE

USE THE ENVIRONMENT

or:

SURRENDER

provided those choices fit the circumstances.

That is:

GM ROLEPLAY AND ADJUDICATION

The actual rules for available actions and monster statistics still come from:

THE STAT BLOCK

and:

THE GENERAL RULES


PART SEVENTY NINE: NOT EVERY MONSTER MUST FIGHT TO THE DEATH

Combat can end when creatures are:

KILLED

KNOCKED OUT

SURRENDER

or:

FLEE

It can also end when both sides agree to stop.

So a GM doesn't need to run every monster as:

A SUICIDAL COMBAT ROBOT

unless that behavior makes sense.


PART EIGHTY: A SIMPLE GM PREPARATION METHOD

Before running an unfamiliar monster, identify:

1. AC

What number must attacks meet?


2. HP

Static or rolled?


3. INITIATIVE

Modifier and fixed score.


4. SPEEDS

Can it:

FLY?

SWIM?

CLIMB?

BURROW?


5. BEST ACTION

What is its normal offensive choice?


6. LIMITED POWER

Does it have:

X/DAY

or:

RECHARGE?


7. BONUS ACTION

Anything to remember?


8. REACTION

What is its trigger?


9. LEGENDARY ACTIONS

If present:

HOW MANY?

WHAT OPTIONS?


10. DEFENSIVE FEATURES

Resistance?

Immunity?

Legendary Resistance?

Regeneration?


11. SPECIAL SENSES

Darkvision?

Blindsight?

Truesight?

Tremorsense?


12. TACTICAL IDENTITY

What does this creature naturally do well according to:

ITS ACTUAL STAT BLOCK?

This turns even a large stat block into:

A MANAGEABLE CHECKLIST


COMMON BEGINNER MISTAKES

MISTAKE 1: THINKING A MONSTER CAN USE ONLY ACTIONS PRINTED IN ITS STAT BLOCK

It can also use:

GENERAL ACTIONS

available to creatures.


MISTAKE 2: TREATING CREATURE TYPE AS A BUNDLE OF SECRET RULES

Creature types themselves:

HAVE NO RULES OF THEIR OWN

Specific effects refer to them.


MISTAKE 3: TREATING DESCRIPTIVE TAGS AS CREATURE TYPES

A tag such as:

GOBLINOID

is additional categorization.

It isn't one of the fourteen creature types.


MISTAKE 4: THINKING MONSTER ALIGNMENT CAN NEVER CHANGE

The listed Alignment is:

A DEFAULT ROLEPLAY SUGGESTION

The GM can change it.


MISTAKE 5: USING DEXTERITY MODIFIER INSTEAD OF THE PRINTED INITIATIVE MODIFIER

Some monsters have:

EXTRA INITIATIVE MODIFIERS

Use the Initiative entry.


MISTAKE 6: ROLLING INITIATIVE WHEN YOU DON'T WANT TO

The stat block gives:

AN INITIATIVE SCORE

that can be used instead.


MISTAKE 7: USING BOTH STATIC HP AND THE HP DICE

Choose:

ONE


MISTAKE 8: GIVING EVERY MONSTER D8 HIT DICE

Monster Hit Die size normally depends on:

CREATURE SIZE


MISTAKE 9: MAKING NORMAL MONSTERS ROLL DEATH SAVES

The default rule:

MONSTER DIES AT 0 HP

The GM can make an individual exception.


MISTAKE 10: FORGETTING PLAYERS CAN KNOCK A MONSTER OUT WITH THE APPLICABLE MELEE ATTACK RULE

They can potentially leave it:

AT 1 HP

and:

UNCONSCIOUS


MISTAKE 11: ADDING PB TO EVERY ABILITY CHECK

Only use proficiency where:

THE MONSTER HAS IT

or another rule applies.


MISTAKE 12: ADDING PB AGAIN TO A PRINTED SKILL BONUS

Printed bonus:

ALREADY FINAL

unless another effect modifies it.


MISTAKE 13: ADDING PB AGAIN TO A PRINTED ATTACK BONUS

If the attack says:

+8

roll:

D20 + 8

not:

D20 + 8 + PB


MISTAKE 14: USING THE ABILITY MODIFIER INSTEAD OF THE SAVE COLUMN

If the stat block gives a saving throw modifier:

USE IT


MISTAKE 15: TREATING DAMAGE IMMUNITY AND CONDITION IMMUNITY AS THE SAME THING

They are:

SEPARATE CATEGORIES


MISTAKE 16: ASSUMING EVERY MONSTER HAS DARKVISION

It doesn't.

Read:

SENSES


MISTAKE 17: ASSUMING “LANGUAGES NONE” MEANS THE CREATURE CAN STILL UNDERSTAND COMMON

“None” means:

IT DOESN'T COMPREHEND A LANGUAGE


MISTAKE 18: TURNING EVERY MONSTER BODY PART INTO LOOTABLE EQUIPMENT

Recoverable equipment is governed by:

GEAR

and the relevant GM rules.


MISTAKE 19: GIVING A PLAYER THE MONSTER'S SPECIAL WEAPON ATTACK STATISTICS AFTER THEY LOOT THE WEAPON

A recovered item generally uses:

ITS EQUIPMENT RULES

not the monster's special combat flourishes.


MISTAKE 20: FORGETTING MONSTERS CARRY REQUIRED AMMUNITION

The SRD says they have the ammunition their ranged attacks require.


MISTAKE 21: GIVING A MONSTER A POWERFUL MAGIC ITEM WITHOUT THINKING ABOUT CR

The SRD warns:

COMBAT MAGIC ITEMS CAN ALTER MONSTER THREAT


MISTAKE 22: THINKING CR IS CHARACTER LEVEL

It isn't.

CR is:

A MONSTER THREAT RATING


MISTAKE 23: THINKING XP CAN ONLY BE EARNED BY KILLING

The SRD also allows XP for:

OTHERWISE NEUTRALIZING THE MONSTER


MISTAKE 24: ADDING PB TO DAMAGE JUST BECAUSE THE MONSTER HAS PB

Use:

THE PRINTED DAMAGE ENTRY


MISTAKE 25: ROLLING STATIC DAMAGE AND DAMAGE DICE TOGETHER

For:

10 (2D6 + 3)

use:

10

or:

2D6 + 3

not both.


MISTAKE 26: READING ONLY THE DAMAGE PART OF AN ATTACK

A hit can also cause:

GRAPPLED

PRONE

POISONED

PUSHED

or other effects.

Read:

THE WHOLE ENTRY


MISTAKE 27: ASSUMING A MISS ALWAYS DOES NOTHING

Some attacks contain:

MISS

or:

HIT OR MISS

effects.


MISTAKE 28: THINKING “HALF DAMAGE ONLY” MEANS HALF DAMAGE PLUS THE OTHER FAILURE EFFECTS

It means:

HALF DAMAGE

and ignore:

THE OTHER PARTS OF THE EFFECT


MISTAKE 29: LETTING MULTIATTACK USE ANY COMBINATION OF ACTIONS YOU WANT

Use:

THE EXACT MULTIATTACK ENTRY


MISTAKE 30: TREATING MULTIATTACK AS THE SAME FEATURE AS PLAYER EXTRA ATTACK

They are:

DIFFERENT RULES


MISTAKE 31: AUTOMATICALLY UPCASTING MONSTER SPELLS

Unless otherwise stated, level 1 or higher monster spells are cast at:

THEIR LOWEST POSSIBLE LEVEL

and cannot be upcast.


MISTAKE 32: IGNORING A MONSTER SPELL'S SPECIAL RESTRICTION

A monster version can say something such as:

SELF ONLY

Follow:

THE STAT BLOCK


MISTAKE 33: ASSUMING MONSTER SPELLS NEVER REQUIRE COMPONENTS

The Spellcasting entry tells you:

WHICH COMPONENTS ARE IGNORED


MISTAKE 34: CASTING A TEN MINUTE MONSTER SPELL IN ONE ACTION JUST BECAUSE IT APPEARS IN ITS STAT BLOCK

Normal long casting rules still apply unless:

THE ACTION EXPLICITLY OVERRIDES THEM


MISTAKE 35: GIVING EVERY MONSTER A BONUS ACTION

Bonus Actions require:

A RULE THAT PROVIDES THEM


MISTAKE 36: FORGETTING REACTION TRIGGERS

A monster Reaction happens only when:

THE TRIGGER OCCURS


MISTAKE 37: USING LEGENDARY ACTIONS ON THE MONSTER'S NORMAL TURN AS IF THEY WERE EXTRA NORMAL ACTIONS

They occur:

IMMEDIATELY AFTER ANOTHER CREATURE'S TURN


MISTAKE 38: USING MULTIPLE LEGENDARY ACTION OPTIONS SIMULTANEOUSLY AFTER ONE CREATURE'S TURN

Only:

ONE LEGENDARY ACTION

can be taken at a time after another creature's turn.


MISTAKE 39: FORGETTING LEGENDARY ACTION USES RETURN

They return:

AT THE START OF THE MONSTER'S TURN


MISTAKE 40: LETTING AN INCAPACITATED MONSTER USE LEGENDARY ACTIONS

It:

CANNOT


MISTAKE 41: TREATING RECHARGE 5 TO 6 AS TWO USES PER DAY

It means:

ONE USE

then a recharge roll of:

5 OR 6

at the start of future turns.


MISTAKE 42: FORGETTING RECHARGE ABILITIES ALSO RETURN AFTER A SHORT OR LONG REST

The SRD explicitly provides:

THAT REST BASED RECHARGE TOO


MISTAKE 43: MAKING X/DAY RETURN AT DAWN

The monster Limited Usage rule says:

LONG REST

for X/Day unless another rule states something different.


MISTAKE 44: SAVING THE MONSTER'S BEST LIMITED ATTACK UNTIL THE FIGHT IS ALMOST OVER

The SRD's CR guidance tells you to use powerful limited abilities:

QUICKLY

and:

AS OFTEN AS POSSIBLE


MISTAKE 45: USING ONE ATTACK INSTEAD OF MULTIATTACK EVERY ROUND

If no stronger special ability is being used:

USE MULTIATTACK

when the monster has it.


MISTAKE 46: FORGETTING THE MONSTER'S BONUS ACTION EVERY ROUND

Doing so can make it perform:

BELOW ITS INTENDED CR


MISTAKE 47: FORGETTING REACTIONS AND LEGENDARY ACTIONS

Same problem.

The SRD specifically reminds the GM:

USE THEM AS OFTEN AS POSSIBLE


QUICK RECAP

A monster stat block gives you:

EVERYTHING SPECIAL YOU NEED TO RUN THAT MONSTER

but monsters still use:

THE GENERAL GAME RULES


GENERAL DETAILS

Read:

NAME

SIZE

CREATURE TYPE

TAGS

ALIGNMENT


COMBAT HIGHLIGHTS

Read:

AC

INITIATIVE

HP

SPEED


INITIATIVE

First number:

MODIFIER

Parentheses:

FIXED INITIATIVE SCORE


HIT POINTS

Static number:

USE IT

or:

ROLL THE PARENTHETICAL DICE

Never:

BOTH


HIT DICE BY SIZE

Tiny:

D4

Small:

D6

Medium:

D8

Large:

D10

Huge:

D12

Gargantuan:

D20


ABILITY TABLE

Contains:

SCORES

MODIFIERS

SAVING THROW MODIFIERS


OTHER DETAILS

Can include:

SKILLS

RESISTANCES

VULNERABILITIES

IMMUNITIES

GEAR

SENSES

LANGUAGES

CR

XP

PB


TRAITS

Usually active:

CONTINUOUSLY

or:

IN SPECIFIC SITUATIONS


ACTIONS

Monster Actions are:

ADDITIONAL OPTIONS

alongside the general actions available to creatures.


ATTACK ENTRY

Read:

ATTACK TYPE

BONUS

REACH OR RANGE

HIT

and any:

MISS

or:

HIT OR MISS

text.


SAVING THROW EFFECT

Read:

SAVE TYPE

DC

TARGETS

FAILURE

SUCCESS


HALF DAMAGE ONLY

Means:

HALF DAMAGE

and:

IGNORE ALL OTHER FAILURE EFFECTS


DAMAGE

Use:

STATIC VALUE

or:

DICE EXPRESSION


MULTIATTACK

Do:

EXACTLY WHAT THE MULTIATTACK ENTRY ALLOWS


SPELLCASTING

Read:

SPELLCASTING ABILITY

SAVE DC

ATTACK BONUS

SPELLS

COMPONENT EXCEPTIONS

and:

SPECIAL RESTRICTIONS

Unless otherwise stated:

LEVEL 1 PLUS SPELLS USE THEIR LOWEST POSSIBLE LEVEL


BONUS ACTION

Use when the stat block:

PROVIDES ONE


REACTION

Use when:

ITS TRIGGER OCCURS


LEGENDARY ACTION

Occurs:

AFTER ANOTHER CREATURE'S TURN

Uses return:

AT START OF THE MONSTER'S TURN


X/DAY

Uses return after:

LONG REST


RECHARGE X TO Y

After use:

ROLL 1D6 AT START OF EACH TURN

matching result:

ABILITY RETURNS

It also returns after:

SHORT OR LONG REST


MONSTER DEATH

Normally:

0 HP = DEAD

GM can make an individual exception.


RUNNING A MONSTER AT ITS CR

The SRD's three major instructions are:

USE POWERFUL LIMITED ABILITIES QUICKLY AND OFTEN

USE MULTIATTACK WHEN NOT USING A STRONGER ABILITY

USE BONUS ACTIONS, REACTIONS, AND LEGENDARY ACTIONS AS OFTEN AS POSSIBLE

 


PRIME HERO CHALLENGE

You are now the:

GAME MASTER

You are running an Air Elemental.

Its key statistics are:

AC 15

INITIATIVE +5 (15)

HP 90 (12D10 + 24)

SPEED 10 FEET

FLY 90 FEET, HOVER

CR 5

PB +3

It has:

MULTIATTACK

and:

WHIRLWIND, RECHARGE 4 TO 6

 


CHALLENGE 1: INITIATIVE

You decide to roll.

d20:

12

Modifier:

+5

Total:

12 + 5 =

17


CHALLENGE 2: FIXED INITIATIVE

You don't want to roll.

What Initiative can you use?

15

because its stat block says:

+5 (15)


CHALLENGE 3: HP

Can you use:

90

as its HP?

YES

Can you instead roll:

12D10 + 24?

YES

Can you add the rolled result to 90?

NO

Choose:

ONE METHOD


CHALLENGE 4: FIRST TURN

Whirlwind is available.

A Medium Fighter is standing:

IN THE ELEMENTAL'S SPACE

What does the SRD running guidance suggest?

USE THE POWERFUL LIMITED ABILITY QUICKLY

So Whirlwind is an appropriate choice.


CHALLENGE 5: THE SAVE

Fighter makes:

DC 13 STRENGTH SAVE

Result:

10

Failure.

Using static damage:

24 THUNDER

Then:

PUSHED UP TO 20 FEET

and:

PRONE


CHALLENGE 6: WHIRLWIND USED

Next Air Elemental turn begins.

Roll recharge:

1D6 = 2

Whirlwind?

NOT RECHARGED

What does the SRD running guidance suggest if there is no stronger ability to use?

MULTIATTACK


CHALLENGE 7: MULTIATTACK

How many Thunderous Slam attacks?

TWO

Not:

ONE

and not:

AS MANY AS THE GM WANTS


CHALLENGE 8: DAMAGE

Thunderous Slam says:

14 (2D8 + 5)

Can the GM simply deal:

14

on a hit?

YES

Can the GM instead roll:

2D8 + 5?

YES

Can the GM deal 14 plus 2d8 + 5?

NO


CHALLENGE 9: NEXT RECHARGE

Next turn begins.

1d6:

5

Whirlwind:

RECHARGES


CHALLENGE 10: SUCCESSFUL WHIRLWIND SAVE

A Rogue succeeds.

Static failure damage:

24

Success says:

HALF DAMAGE ONLY

Damage:

24 ÷ 2 =

12 THUNDER

Is the Rogue pushed?

NO

Prone?

NO

Because:

HALF DAMAGE ONLY

means the other failure effects are ignored.


CHALLENGE 11: AIR ELEMENTAL REACHES 0 HP

Default monster rule?

IT DIES IMMEDIATELY

Does it automatically make Death Saving Throws?

NO

Could the GM choose to treat this particular monster like a character?

YES


ADVANCED PRIME HERO CHALLENGE

Now you run an:

ABOLETH

It has:

3 LEGENDARY ACTION USES

The Fighter ends their turn.

Can the Aboleth immediately use:

LASH?

YES

Spend:

1 LEGENDARY ACTION USE


The Wizard ends their turn.

Can it take another Legendary Action?

YES

if it still has a use.


The Aboleth's normal turn begins.

What happens to its expended Legendary Action uses?

THEY ALL RETURN


The Aboleth has Dominate Mind available.

Uses:

2/DAY

Should the GM automatically hide it until round 8 just to preserve it?

NO

The SRD specifically advises using powerful limited abilities:

QUICKLY

and:

AS OFTEN AS POSSIBLE

when running the monster according to its CR.


LESSON 104: KEY TAKEAWAYS

You now know how to:

READ A MONSTER STAT BLOCK

and:

TURN THAT STAT BLOCK INTO ACTUAL GAMEPLAY

Remember:

THE STAT BLOCK CONTAINS THE MONSTER'S SPECIAL RULES

THE GENERAL GAME RULES STILL APPLY

MONSTERS CAN USE NORMAL ACTIONS EVEN IF THOSE ACTIONS AREN'T PRINTED IN THEIR STAT BLOCK

MONSTER SIZE CAN BE TINY, SMALL, MEDIUM, LARGE, HUGE, OR GARGANTUAN

THERE ARE FOURTEEN CREATURE TYPES

CREATURE TYPES HAVE NO GENERAL RULES OF THEIR OWN

OTHER RULES CAN REFER TO CREATURE TYPES

DESCRIPTIVE TAGS PROVIDE ADDITIONAL CATEGORIZATION

TAGS HAVE NO RULES OF THEIR OWN

MONSTER ALIGNMENT IS A DEFAULT ROLEPLAY SUGGESTION

THE GM CAN CHANGE IT

AC IS THE NUMBER AN ATTACK GENERALLY NEEDS TO MEET

MONSTER INITIATIVE PROVIDES BOTH A MODIFIER AND A FIXED SCORE

INITIATIVE MODIFIER ISN'T ALWAYS JUST DEXTERITY

HP CAN USE THE STATIC VALUE OR THE DICE EXPRESSION

DON'T USE BOTH

MONSTER HIT DIE SIZE NORMALLY DEPENDS ON SIZE

CONSTITUTION CONTRIBUTES TO MONSTER HP

NORMAL MONSTERS DIE IMMEDIATELY AT 0 HP

THE GM CAN MAKE AN INDIVIDUAL EXCEPTION

SPEED CAN INCLUDE BURROW, CLIMB, FLY, AND SWIM SPEEDS

EVERY MONSTER HAS THE SIX ABILITY SCORES

THE ABILITY TABLE ALSO PROVIDES SAVING THROW MODIFIERS

SKILL BONUSES ARE LISTED WHEN THE MONSTER HAS THEM

RESISTANCES HALVE RELEVANT DAMAGE

VULNERABILITIES DOUBLE IT

IMMUNITIES PREVENT THE LISTED DAMAGE OR CONDITION

MONSTER GEAR IS GOVERNED BY THE GEAR ENTRY

MONSTERS ARE PROFICIENT WITH THEIR EQUIPMENT

SPECIAL STAT BLOCK FLOURISHES DON'T AUTOMATICALLY TRANSFER TO A PLAYER WHO RECOVERS A MONSTER'S WEAPON

EQUIPMENT MENTIONED OUTSIDE GEAR CAN BE SUPERNATURAL OR SPECIALIZED AND UNUSABLE AFTER THE MONSTER'S DEFEAT

MONSTERS CARRY NECESSARY AMMUNITION FOR THEIR PRINTED RANGED ATTACKS

GIVING A MONSTER COMBAT MAGIC ITEMS CAN ALTER ITS CR

MONSTERS CAN ATTUNE TO MAGIC ITEMS

SENSES INCLUDE PASSIVE PERCEPTION AND SPECIAL SENSES

LANGUAGES TELL YOU WHAT THE CREATURE CAN USE TO COMMUNICATE

“NONE” MEANS IT COMPREHENDS NO LANGUAGE

TELEPATHY IS A MAGICAL COMMUNICATION ABILITY

CR SUMMARIZES THREAT

XP IS BASED ON CR

NEUTRALIZING A MONSTER CAN EARN XP WITHOUT NECESSARILY KILLING IT

PB IS BASED ON CR

PRINTED BONUSES ALREADY INCLUDE THE RELEVANT PROFICIENCY WHEN APPLICABLE

TRAITS ARE ACTIVE CONTINUOUSLY OR UNDER THEIR STATED CONDITIONS

ACTIONS IN THE STAT BLOCK ADD OPTIONS TO THE GENERAL ACTIONS

ATTACK ENTRIES TELL YOU ATTACK BONUS, REACH OR RANGE, AND HIT EFFECTS

READ HIT, MISS, AND HIT OR MISS NOTATION CAREFULLY

SAVING THROW ABILITIES TELL YOU THE SAVE, DC, TARGETS, FAILURE, AND SUCCESS

“HALF DAMAGE ONLY” MEANS HALF DAMAGE AND NONE OF THE OTHER FAILURE EFFECTS

DAMAGE CAN BE RUN USING THE STATIC NUMBER OR THE DICE

MULTIATTACK DOES EXACTLY WHAT ITS ENTRY SAYS

MONSTER SPELLCASTING CAN HAVE ITS OWN RESTRICTIONS

MONSTER SPELLS OF LEVEL 1 OR HIGHER NORMALLY USE THEIR LOWEST POSSIBLE LEVEL UNLESS STATED OTHERWISE

SPELL COMPONENT RULES ARE GIVEN IN THE MONSTER'S SPELLCASTING ENTRY

LONG CASTING TIMES REMAIN LONG UNLESS A SPECIFIC RULE OVERRIDES THEM

BONUS ACTIONS MUST BE PROVIDED BY A RULE

REACTIONS REQUIRE THEIR TRIGGERS

LEGENDARY ACTIONS OCCUR AFTER ANOTHER CREATURE'S TURN

LEGENDARY ACTION USES RETURN AT THE START OF THE MONSTER'S TURN

INCAPACITATED MONSTERS CAN'T TAKE LEGENDARY ACTIONS

X/DAY USES RETURN AFTER A LONG REST

RECHARGE ABILITIES ROLL AT THE START OF THE MONSTER'S TURN AFTER BEING USED

RECHARGE ABILITIES ALSO RETURN AFTER A SHORT OR LONG REST

and above all:

RUN THE WHOLE MONSTER

If it has:

A POWERFUL LIMITED ABILITY

use it.

If it has:

MULTIATTACK

remember it.

If it has:

A BONUS ACTION

use it.

If it has:

A REACTION

watch for the trigger.

If it has:

LEGENDARY ACTIONS

use them between other creatures' turns.

The stat block isn't simply:

A LIST OF NUMBERS

It is the monster's:

COMPLETE GAMEPLAY TOOLKIT

Once you understand how to read it, you can open almost any SRD monster and immediately answer:

HOW HARD IS IT TO HIT?

HOW MANY HIT POINTS DOES IT HAVE?

HOW FAST DOES IT MOVE?

WHAT IS IT GOOD AT?

WHAT CAN HURT IT?

WHAT CAN'T HURT IT?

WHAT CAN IT SEE?

WHAT LANGUAGES DOES IT KNOW?

HOW DANGEROUS IS IT?

WHAT DOES IT DO ON ITS TURN?

WHAT CAN IT DO OUTSIDE ITS TURN?

and:

HOW OFTEN CAN IT USE ITS STRONGEST POWERS?

That is the foundation of:

RUNNING MONSTERS


NEXT LESSON

LESSON 105: COMPLETE MONSTER AND ANIMAL COMPENDIUM A TO Z

You have reached:

THE FINAL LESSON OF THE COURSE

Lesson 105 will use everything you have learned to explore the complete SRD 5.2.1 collection of:

MONSTERS

and:

ANIMALS

We will move through the creatures alphabetically and teach you how to understand their:

CREATURE TYPE

CR

DEFENSES

MOVEMENT

TRAITS

ATTACKS

SPECIAL ABILITIES

SPELLCASTING

REACTIONS

LEGENDARY ACTIONS

TACTICAL ROLE

and:

IMPORTANT RULE INTERACTIONS

The journey that began with:

WHAT IS A ROLE PLAYING GAME?

will end with you able to open:

A COMPLETE MONSTER STAT BLOCK

and understand what it means:

AS A PLAYER

and:

AS A GAME MASTER

SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.