Adjusting monsters in D&D

This post was nearly titled “shit they don’t tell you in the D&D rulebooks”. Like other posts it’s based on a Matt Colville video.

In the DMG they tell you how to reskin/reuse an existing monster (I’ve done that for two major characters in my campaign). They tell you how to create a new monster from scratch using a couple of methods. But what they don’t tell you is how to take an existing monster and adjust it so that it is suitable to go up against your party.

The example given in the video (link above) is adjusting a medusa so it can be used against a third level party. But you might want to go the opposite direction also.

Why would you want to do this? Why not? Ok that’s not an answer. It opens up more options for you the DM for starters. More variety. It allows you to surprise players, especially those that “know it all”. I’ll expand on that. If a player knows the Monster Manual, and the CR rating stuff, they might be expecting only certain creatures will be used for the level the group is at for encounters. Imagine their surprise when all of a sudden a monster that has a much higher CR rating suddenly appears. Something they would only expect once their party reaches an appropriate level.

Admittedly you could still do that without adjusting the stats of the creature. But only if you wanted to murder the whole party. It’d be a bit unfair and one sided.

So in the rest of this post I’m going to summarise what Colville says in his video. Now I hope people don’t mind me doing this. This is basically me making notes for myself to refer back to, and sharing them with you. Hopefully others will find this useful as well.

Adjusting Down

In the mentioned video the medusa was used as an example. But it’s the process that is important not the creature. (I think that sums up Colville’s main reason for the video.)

So below in bullet points I present my understanding of what to look at.

  • AC – This could be adjusted down to make easier to hit based on player modifiers to hit. This all falls in with a previous post about being outnumbered and in more danger than you think.
  • HP – Naturally this can be reduced. Couple of ways to achieve this. Either on the fly or the old hit die times const formula based on the level you want the creature at.
  • Saving throws – adjust the saving throw. In the Medusa example the target number to avoid being petrified was lowered. But you also may want to adjust the saving throws that the monster does as well.
  • Attack modifiers – give it the same/similar attack modifiers to those of your party.
  • Provide good intel! Make sure that you sign post, drop clues that they are about to face a nasty monster. Using the example Colville gives maybe have a garden of life like statues leading to the Medusa’s lair. This means that the players are not going in blind, can prepare, make tactics or run away.
  • Possibly adjust the amount of damage an attack does if successful.

I think that sums up what to look at from the video. If I’ve missed something out, or not explained it properly, or totally missed the point let me know please.

Adjusting Up

This one is the easier to do, taking a lower level monster and making things more challenging for a party that is a higher level.

  • Increase the AC of the creature! Give it armour, or better armour.
  • Give the creature allies
  • Add +1 or +2 to its constitution modifier
  • More hit dice
  • Maybe increase the DC saving throw (17 maximum)
  • Make the creature legendary and all that entails

And that’s it. See you in the next post.

2 thoughts on “Adjusting monsters in D&D

  1. Finally an article without “Spoiler Alert!!” =)
    I think your idea is interesting.
    To be fair, the players “know it all”, should understand the difference between what their PC knows and what the player knows instead.
    Otherwise I am really curious to challenge this kind of development!

    1. Even today’s post you can read! Actually in in 3-5 years time of use to you as well! Just wait until the kraken appears

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