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.