- Monster Statistics by Challenge Rating
CR
|
Prof. Bonus
|
AC
|
Hit Points
|
Attack Bonus
|
Damage/ Round
|
Save DC
|
31 |
+9 |
19 |
851–895 |
+14 |
321–338 |
23
|
32 |
+9 |
19 |
896–940 |
+14 |
339–356 |
23
|
33 |
+10 |
19 |
941–985 |
+15 |
357–374 |
24
|
34 |
+10 |
19 |
986–940 |
+15 |
375–392 |
24
|
35 |
+10 |
19 |
941–985 |
+15 |
393–410 |
24
|
36 |
+10 |
19 |
986–1,030 |
+16 |
411–428 |
25
|
37 |
+11 |
19 |
1,031–1,075 |
+16 |
429–446 |
25
|
38 |
+11 |
19 |
1,076–1,120 |
+17 |
447–464 |
26
|
39 |
+11 |
19 |
1,121–1,165 |
+17 |
465–482 |
26
|
40 |
+11 |
19 |
1,166–1,300 |
+17 |
483–536 |
26
|
41 |
+12 |
19 |
1,301–1,435 |
+18 |
537–590 |
27
|
42 |
+12 |
19 |
1,436–1,570 |
+18 |
591–644 |
27
|
43 |
+12 |
19 |
1,571–1,705 |
+18 |
645–698 |
27
|
44 |
+12 |
19 |
1,706–1,840 |
+18 |
699–752 |
27
|
45 |
+13 |
19 |
1,841–1,975 |
+19 |
753–806 |
28
|
46 |
+13 |
19 |
1,976–2,110 |
+20 |
807–860 |
29
|
47 |
+13 |
19 |
2,111–2,245 |
+20 |
861–914 |
29
|
48 |
+13 |
19 |
2,246–2,380 |
+20 |
915–968 |
29
|
49 |
+14 |
19 |
2,381–2,515 |
+21 |
969–1,022 |
30
|
50 |
+14 |
19 |
2,516–2,650 |
+21 |
1,023–1,076 |
30
|
- 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
CR
|
XP
|
CR
|
XP
|
31 |
175,000 |
41 |
520,000
|
32 |
195,000 |
42 |
580,000
|
33 |
220,000 |
43 |
660,000
|
34 |
245,000 |
44 |
740,000
|
35 |
260,000 |
45 |
820,000
|
36 |
290,000 |
46 |
900,000
|
37 |
330,000 |
47 |
980,000
|
38 |
350,000 |
48 |
1,060,000
|
39 |
400,000 |
49 |
1,140,000
|
40 |
460,000 |
50 |
1,220,000
|
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
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.
- Omniproficient
The mythic is proficient in all skills, tools and languages.
- Unattune (3/Day)
When the mythic hits a creature, that creature loses attunement to one of their magic items.
- 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
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
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