5e Dmg Cr Vs Exp

Idle Champions of the Forgotten Realms has partnered with D&D Beyond to create a series of encounters that you get as a bonus to your usual Encounters of the Week. Fight (or parley) with some goblins, and get closer to the demonic heart of this forgotten dungeon!

So, coming into 5th edition after a long break, and trying to design some encounters. So yeah, about those 'design your own monster' rules. On top of being really unintuitive and hard to understand, they seem to give no absolutely no good mechanism for figuring the value of things like non-damaging spells or class features. What's the difference between XP and adjusted XP in D&D 5th edition? Dnd-5e encounter-design experience-points. Try to create three CR 1 creatures using the DMG 'how to create a custom creature' section (Between pages 82 and 90) and make each one significantly different in HP, AC, damage, etc. Then make 2 different CR 4 creatures.

I'm new to DMing! How do I start?

First, congratulations on running a game! You'll get the hang of it pretty quickly. The easiest way to build an encounter is to pick an enemy from the Monster Manual with a CR around the same as the level of PCs in your party, maybe one higher if you want them to have a tough fight. This won't always be perfect, but it's a good place to start. You'll find that this method mostly generates Medium or Hard difficulty encounters, which is about what you are aiming for.

To spice things up, increase the number of enemies. Either go for a group of lower-level mooks, or a second bad guy of around the same CR, or mix and match. Don't go too wild with this, though - the PCs can only take on so many enemies at once. In 5th Edition, outnumbering your opponent can be quite an advantage. Be very careful before putting your PCs up against a Deadly encounter, especially against lots of enemies.

Why are my players finding encounters so easy?

If you're using this calculator a lot, you may have found it can seem to overstate the difficulty of encounters. First I'll explain why this happens, and then how you can fix this.

The biggest culprit for easy encounters is the party resting too much. If you're like me, your parties tend to have maybe two or three encounters per long rest, often with short rests in between - this makes more sense for some play styles, but causes balance problems.

The way 5th Edition balances resources assumes that parties will have at least a couple of medium-difficulty encounters between each short rest, and maybe two or three short rests between each long rest. This forces characters to be conservative with their limited resources (spell slots, class features, hit dice, and so forth), making each individual encounter tougher. A party that can approach an encounter fresh, with no worries about saving resources, will often find that encounter relatively easy.

How do you fix this? You have two choices.

  1. Don't let your party rest as often. There are a couple of ways of doing this - you could have encounters happen closer together without any chance for a break between each (maybe putting the characters on a timer, or make it dangerous to rest), or use the 'Gritty Realism' rest model as described in the DMG (page 267) which makes rests take longer. I have started using Gritty Realism in my games and I've found that it makes designing adventures substantially easier, and stops the party attempting to rest at every opportunity.
  2. Make the encounters harder. You can probably make the Adjusted Difficulty Rating of an encounter up to double or maybe even triple (for very experienced parties) the XP* rating of a Deadly encounter, and the fight will be more challenging and risky, but not impossible for a prepared party. There are some downsides to this approach, however. Fights become much more dangerous as an encounter can quickly snowball from challenging to deadly if one or two of the PCs are dropped. This is especially pronounced at lower levels where a single hit can be enough to put someone on the floor. If you use this method, you may need to increase the difficulty slowly until you get to the level of challenge you want.

    *Note for those who use CR, this scales differently. You may only want to increase the CR of encounters by 1 or 2.

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This is part of the Mythic Sourcebook

  • 1Mythic Monsters
    • 1.2Other Statistics

Mythic Monsters[edit]

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Mythic monsters are entities of immense power, beyond that of even legendary creatures. They are rarely found in the Material Plane except at cosmic distances, instead residing in the vast outer planes or even the far realm. When a mythic creature disturbs the mortal realm, it can dominate on a continental scale; a whole nation's army might not be enough to quell the turmoil.

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These creatures are a challenge for 20th level player characters, with epic boons or other high-level benefits.

Size[edit]

Colossal

Creatures of colossal size occupy a 45 by 45 ft. space or larger (or 9 by 9 squares). They have d66 Hit Dice (average 33½).

Titanic

Creatures of titanic size occupy a 90 by 90 ft. space or larger (or 18 by 18 squares). They have d100 Hit Dice (average 50½).

Other Statistics[edit]

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Some statistics continue to grow as CR increases, whilst others are bounded.

  • Proficiency bonus continues with linear progression
  • Hit points, damage and save DCs are unbounded
  • AC has no strict bound, but becomes more exceptional the further it moves past 19.

Statistics by Challenge Rating[edit]

5e Dmg Cr Vs Exp 2

Use this in conjunction with the Creating a Monster chapter in the DMG.

Monster Statistics by Challenge Rating
CRProf.
Bonus
ACHit
Points
Attack
Bonus
Damage/
Round
Save
DC
31+919851–895+14321–33823
32+919896–940+14339–35623
33+1019941–985+15357–37424
34+1019986–940+15375–39224
35+1019941–985+15393–41024
36+1019986–1,030+16411–42825
37+11191,031–1,075+16429–44625
38+11191,076–1,120+17447–46426
39+11191,121–1,165+17465–48226
40+11191,166–1,300+17483–53626
41+12191,301–1,435+18537–59027
42+12191,436–1,570+18591–64427
43+12191,571–1,705+18645–69827
44+12191,706–1,840+18699–75227
45+13191,841–1,975+19753–80628
46+13191,976–2,110+20807–86029
47+13192,111–2,245+20861–91429
48+13192,246–2,380+20915–96829
49+14192,381–2,515+21969–1,02230
50+14192,516–2,650+211,023–1,07630


Beyond CR 50?

Since DC 30 represents an 'impossible' task, and an attack bonus of +21 gives the monster a better than 50-percent chance of striking AC 30, I decided to end the CR track at that point. Further progression would simply be a case of increasing the hit point and damage values - you should instead consider creating the monster as a multi-statblock entity (see below). For example, if I wanted my monster to have 10,000 hit points, I could create it with four CR 49 statblocks.


XP awards by Challenge Rating
CRXPCRXP
31175,00041520,000
32195,00042580,000
33220,00043660,000
34245,00044740,000
35260,00045820,000
36290,00046900,000
37330,00047980,000
38350,000481,060,000
39400,000491,140,000
40460,000501,220,000

If you feel the need to advance beyond CR 50, a creature grants an additional 80,000 XP for each challenge rating above 50.

Monster Features[edit]

Most mythic creatures will have legendary resistance and legendary actions.

Here are some ideas for mythic monster features.

Prescient

The mythic cannot be surprised and always goes first in initiative order.

  • CR Increase the mythic's effective damage for 1 round by half of it's normal damage.
Legendary Ability (3/day)

If the mythic fails an ability check, it can choose to succeed instead.

  • CR
Omniproficient

The mythic is proficient in all skills, tools and languages.

  • CR
Unattune (3/Day)

When the mythic hits a creature, that creature looses attunement to one of their magic items.

  • CR
Unknowing Aura

Creatures within 120 feet of the mythic are not considered proficient with any skills.

  • CR Add 1 to the mythic's effective AC.

Multi-Entity Creatures[edit]

Colossal or larger creatures can be represented by a group of 'entities': a set of core statistics, and one or more peripheral statistics, each acting on its own initiative with its own actions.

  • The core represents the main body – or agency – of the creature.
    • It is the only component that has legendary actions, and is the component that must be defeated in order to defeat the creature as a whole.
    • Its size is that of the whole creature
  • The peripherals represent limbs or modules attached to the core.
    • When a peripheral entity is reduced to 0 hit points, it is disabled, reducing the capabilities of the whole creature but not defeating it.
    • Peripheral entities are usually mindless (INT 1, CHA 1) and oblivious (WIS 1); and have an immunity to these conditions: blinded, charmed, deafened, frightened, prone, unconscious
    • They have a speed of 0, and can't benefit from any bonus to its speed: it is always attached to the core entity (either adjacent to it or in the same space as it).
    • They can act even if the core entity is incapacitated, but are incapacitated if the core entity has 0 hit points.
    • They can target anything that the core can see.
    • Peripherals must be smaller than the core entity and have, at most, half as many hit dice.

Ideas:

  • A beholder deity with five or more peripheral eye stalks with different spells-like abilities.
  • A golem with peripheral shoulder cannons, and a peripheral chest plate that must be destroyed to reveal the golem's weak point.

When not to use:If a creature has multiple identical peripherals, it might be better to use a trait similar to the multiple heads of a hydra, as there's no need to players to target a specific location.

List of Mythic Monsters[edit]

NameCRType
Abaddon's Locusts 32fiend
Adult Prismatic Dragon 29dragon
Ancient Prismatic Dragon 36dragon
Calamity Ganon 35fiend
Datara, Initial Form 40Celestial
Datara, Second Form 45Celestial
Datara, Third Form 50monstrosity
Force Dragon Wyrmling 16dragon
Godsend Dippy Doo 35fiend
Great Wyrm Black Dragon 32dragon
Great Wyrm Blue Dragon 33dragon
Great Wyrm Green Dragon 33dragon
Great Wyrm Prismatic Dragon 41dragon
Great Wyrm Red Dragon 39dragon
Great Wyrm White Dragon 32dragon
Living Dimension 38aberration
Mythic Tarrasque 50monstrosity
Prismatic Dragon Wyrmling 15dragon
Walking Castle 35construct
Wyrm Red Dragon 32dragon
Young Prismatic Dragon 23dragon
Zombie Boss 40undead

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