Giffyglyph's Monstrous Maker
Giffyglyph's Monstrous Maker
Giffyglyph's Monstrous Maker
MONSTER MAKER
1 Making Monsters p4
p4
Rules to build a quickstart monster in seconds.
Making Monsters
O
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is often the case, your players have done the
unexpected and triggered a surprise encounter—
The Monster Profile
it's time to start making monsters. A quickstart monster profile is deliberately more vague
Maybe you need a high level goblin king protected by than a standard monster profile, allowing you greater
an elite entourage, or a drunken giant and some tiefling flexibility to improvise. A quickstart stat block includes:
friends out looking to cause some chaos, or a pack of
fierce dire-wolves hungry for fresh flesh? • Level: Quickstart monsters use monster levels, a one-
Whatever your need, scenario, or adventure, this to-one match for player character levels.
chapter will help you create quickstart monster profiles • Role: Every monster has a combat role which
in seconds to get your combat encounters up and describes their particular focus on the battlefield.
running fast. • Armor Class: This represents how hard the monster
is to hit with an attack, whether due to armor, agility,
Dragonborn Warden Level 5 Defender
magic, training, or some other significant feature.
Medium humanoid Standard (450 XP)
• Hit Points: This is the amount of damage that the
monster can endure before it dies.
Armor Class 18 Attack Bonus +5
• Speed: Your monster's movement speed.
Hit Points 60 (30) Damage 10
• Attack Bonus: This represents your monster's ability
Speed 20 ft Spell DCs 13, 10
to make successful attacks—melee, ranged, or magic.
• Damage: This is the amount of damage the monster
Str Dex Con Int Wis Cha can cause with a successful attack action.
+3 +0 +4 +1 +2 +1 • Spell DCs: This shows the primary ("I'm good at
this") and secondary ("I'm not so good at this") DCs of
Saving Throws Con +8, Str/Wis +5, Cha/Int/Dex +2 any spells or effects the monster might use.
Skills Initiative +2, Perception +5, Stealth +2 • Ability Modifiers: These are your monster's ability
modifiers—arrange them however you like. Unlike
Traits player characters, monster modifiers can go beyond 5.
• Saving Throws: These come in three grades—best,
Indominable: You are immune to any effects that ok, and bad. Use the highest bonus for your monster's
would alter your mind or will. best stat, the second bonus for it's 2nd and 3rd best
stats, and the worst bonus for the 3 worst stats.
You Can't Leave: Targets always provoke opportunity
• Initiative: Your monster's combat reaction speed.
attacks, even if they take the Disengage action before • Perception: Your monster's ability to notice things.
leaving your reach. In addition, when you hit with an • Stealth: Your monster's ability to hide.
opportunity attack, the target's speed becomes 0 for • Traits & Powers: These are special abilities and
the rest of the turn. passive perks that the monster has gained from their
race, class, faction, role, or some other feature.
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Quickstart Monsters • Controller: Controllers disorientate their enemies,
moving them around the battlefield and applying
Quickstart monsters are designed to be bare-bones conditions. Controllers deal little direct damage
templates useful for combat or improvised scenarios. For themselves, preferring to weaken their enemies and
that reason—to keep the process quick and simple—they allow their allies to attack with advantage.
don't obey the same rules as player characters when it • Defender: Defenders shield their allies and block
comes to calculating AC, HP, attack bonuses, damage, etc. enemy attacks. They are harder to hit thanks to their
thicker armor, but often move slower as a result.
• Lurker: Lurkers hide out of sight until they see a
Build your Monster weak point, then attack for massive damage. They are
glass cannons, capable of dealing a lot of damage yet
Once you're ready to start building your monster, there easily defeated if cornered.
are five basic steps to consider: • Scout: Scouts like to move around, using their speed
and high perception to outmaneuver their enemies.
1. Pick a Level: Decide how dangerous your monster They tend to be lightly armored and carry smaller
should be—the higher the level, the bigger the threat it weapons to keep their weight low and speed high.
will be to your players. • Sniper: Snipers stay out of harm's way, firing at
2. Assign a Role: Choose how your monster will enemies from a distance. They are good at ranged
function in combat—different roles confer different attacks, but fall quickly if attacked.
benefits, such as a higher AC or attack bonus. • Striker: Strikers forgo defense and focus on hitting
3. Add some Traits: Give your monster some quick the enemy hard. Strikers are easier to hit but deal
racial or class-based flavor with a few basic traits. more damage with their attacks.
4. Choose some Powers: Add some special combat • Supporter: Supporters provide aid to their allies,
powers to make your monster stand out in their role. keeping them in peak condition. Supporters deal little
5. Personalization: Tweak the default monster stats if damage and are relatively frail—they need protection
necessary to better suit your group of players. to survive long on the battlefield.
Step 1. Pick a Level Each role changes the default monster statistics in some
fashion—granting more AC, or reducing damage, or
Your first step is to assign a level to your new monster. inflating health. Try to use a variety of roles to create
Quickstart monsters don't use challenge ratings— interesting encounters for your players.
instead, they use monster levels to determine their base Once you've picked a role, check the Monster Roles
strength. Monster levels are a one-to-one match for table (p7) to see how it affects your monsters attributes.
character levels—one 4th-level monster should be a
decent contest for one 4th-level player character.
For a medium challenge, use the same level as your With 3 bandits, the DM decides to have one striker
average player character. Add +2 levels to make it a more dealing heavy damage, one defender to shield the
dangerous encounter, or -2 levels for an easier time. striker, and one sniper to support them both.
Once you've decided on a level, check the Monster
Statistics by Level table (p7) to find your monster's basic • Defender: 16 AC, 33 HP, +3 attack, 5 damage
attributes—AC, hit points, attack bonuses, damage, etc. • Striker: 10 AC, 42 HP, +5 attack, 7 damage
• Sniper: 14 AC, 25 HP, +3 attack, 7 damage
Valiant, Clanda and Chansi have been unexpectedly
waylaid by some bandits and a combat begins. The PCs
are level 3, so the DM decides to create three 3rd-level Step 3. Add some Traits
bandits for a medium-challenge encounter. To give your monster some flavor, add one or two passive
From the table, the DM can see that each bandit has traits based on its race, class, or faction. Traits help your
(as a base) 14 AC, 33 HP, and deals 5 damage on a +3
monsters feel more unique, but try to keep them simple
—avoid complicated mechanics or using more than two
attack roll (melee or ranged). traits per monster.
See the Monster Traits table (p8) for a list of example
Step 2. Apply a Role traits you can apply to your monsters—make your own if
the examples don't fit your particular monster.
Monsters, like player characters, have roles to play.
Some charge in to fight in the front-line, some fire away
from the back, some devastate and destroy their enemies Because the bandits often work together to overpower
with wild abandon, and some lend support to their allies. their victims, the DM decides to give all three a
There are seven core roles that you can apply to your common trait:
quickstart monsters, each with its own strengths and ➤ Teamwork: You have advantage on attack rolls
weaknesses: controller, defender, lurker, scout, sniper, when your target is within 5ft of an unrestrained ally.
striker, and support.
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Step 4. Choose some Powers Bandit, Shield Level 3 Defender
Medium humanoid Standard (175 XP)
Now it's time to add some combat powers to your
monster—special features they gain by virtue of their Armor Class 16 Attack Bonus +3
particular role. Powers are a good way to distinguish Hit Points 33 (17) Damage 5
monsters from each other and highlight their roles—they Speed 20 ft Spell DCs 11, 8
allow defenders to defend and strikers to strike.
See the Monster Powers table (p10) for a list of Str Dex Con Int Wis Cha
example powers you can apply to your monsters. +2 +0 +3 −1 +1 +1
what you're doing—instead, fold it into the fiction. Initiative +1, Perception +1, Stealth +3
Traits
During an encounter, the DM notices that the party are
Teamwork: You have advantage on attack rolls when
having a hard time reliably hitting the defender's AC of
your target is within 5ft of an unrestrained ally.
16. On the next successful hit, the DM says:
"You hear a crack as the bandit's shield splits apart Hold Still: You have advantage on attack rolls when
from the force of your attack, and he throws it aside." your target moved less than 10ft during their last turn.
Monster Roles
Role Armor Saving Hit Attack Damage Speed Perception Stealth Initiative
Class Throws Points Bonus per Action
Controller −2 −1 — — — — — — Trained
Defender +2 +1 — — — −10 Trained — —
Lurker −4 −2 x0.5 +2 x1.5 — Trained Trained —
Scout −2 −1 — — x0.75 +10 Trained Trained Trained
Sniper — — x0.75 — x1.25 — — Trained —
Striker −4 −2 x1.25 +2 x1.25 — — — —
Supporter −2 −1 x0.75 — x0.75 — — — Trained
A
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but some are more equal than others, proving to
be a much bigger threat in combat. Some
Elites
monsters are standard rank-and-file troops, while Elites are formidable champions, commanders, and
others are expendable fodder controlled by great leaders leaders. They are a far greater threat than their
and commanders. Some exceptional monsters are even underlings, able to withstand more damage while hitting
capable of taking on an entire party single-handed. back harder and more reliably—one elite is the equal of
This chapter will help you turn your standard two standard monsters, and can act twice a round. Elites
quickstart monster into a minion, elite, or solo creature are a great option for mid-boss encounters, as direct
to pit against your players. underlings of the adventure's primary threat.
To build an elite, apply the following template to any
existing quickstart monster:
Minions
Elite Monster
A minion is weaker than other monsters, having very few Apply to any quickstart monster template
hit points—they fall quickly in combat, often in one hit, if
not protected by a strong defender. These are your Armor Class +2 Attack Bonus +2
lackeys, underlings, and lesser henchmen. Hit Points x2 Damage x1.1
Minions rely on large numbers to overwhelm the Saving Throws +2 Spell DC +2
enemy—four minions are the equal of one standard Initiative +2 Perception +2
quickstart monster—and are a great option if you want to XP x2 Stealth +2
pit your players against mobs, gangs, and hordes.
To build a minion, apply the Minion template below to Traits
any existing quickstart monster. When creating minion
groups, keep things simple for yourself and use the same ➤ Paragon Action: You may take one Paragon Action
role, traits, and powers for each group of 4—4 defender per round to either move or take an action.
minions, 4 striker minions, etc.
Minion Monster Viridian, Sarien, Clanda, and Chansi are battling
Apply to any quickstart monster template
through the dangerous Dreadvault and the undead
guardians within.
Armor Class −2 Attack Bonus −2
Hit Points x0.2 Damage x0.75 At the Infernal Gallery they find Mortanius, an elite
Saving Throws −2 Spell DC −2 necromancer seeking to resurrect the Skeleton Queen.
Initiative −2 Perception −2 As battle begins, Mortanius summons 8 skeletal
XP x0.25 Stealth −2 minions to shield him from the attacking adventurers.
Paragon Actions
I
, Using Paragon Actions
usually the side that wins. But what if you want to
run a combat encounter with a small number of A Paragon Action can be used at the end of any other
monsters—elites and solos—and still put some real creature's turn to do one of the following:
pressure on the players? How do your limited monster
turns compete against a full party of player actions? • Move: The monster can move up to it's speed if it is
To help you put some bite into your boss monsters, free to do so. This movement may trigger opportunity
this chapter introduces Paragon Actions—what they are attacks and reactions as normal from your enemies.
and how you use them. • Perform an Action: The monster can perform a
single action—such as Attack, Dodge, or Help.
Going Paragon In addition, whenever a monster uses a Paragon Action
it regains its reaction and can make saving throws
Paragon Actions let your monsters act multiple times per against any ongoing damage or effect—such as Hold
round, helping them to even the odds and be a much Person, Ray of Enfeeblement, Phantasmal Killer, etc—as
bigger threat in combat—essential for elite and solo if it were the end of its normal turn.
monsters who often find themselves outnumbered. A monster regains any spent Paragon Actions at the
start of its turn, so make the most of your actions each
Mortanius, an elite 3rd-level necromancer, takes his
round to keep the players in danger.
turn. He fires a bolt of foul necrotic energy at Chansi,
hitting her for 6 points of damage, and then moves
Ongoing Effects
back 20ft behind his horde of skeleton minions. A Paragon Action does not count as a full turn. If your
On Chansi's turn, she fires an arrow back at the monster would normally suffer an effect at the start or
end of its turn—such as ongoing damage, status effects,
necromancer—but misses. At the end of her turn, etc—these effects don't trigger during a Paragon Action.
Mortanius opts to use his Paragon Action.
"The grave summons you, ranger," cackles the Action Variety
necromancer as he uses his single action to attack,
firing another bolt of energy at Chansi to strike her for It can be tempting to use Paragon Actions to relentlessly
attack the nearest character for a whole round—but this can
6 additional points of damage. lead to some very dull and predictable combat.
Avoid repeating the same action too often in quick
Elite monsters have one Paragon Action per round while succession, and try to keep the combat dynamic. Use your
solo monsters have one per player (minus one) per round extra actions to move across the battlefield, push characters
—this helps to balance the action economy and give your around, change the environment, apply conditions, and put
boss monsters a major boost of fighting power. pressure on unsuspecting players.
M
As another example, to find the ML of a CR 17 dragon
determine a monster's threat—another turtle (5e Monster Manual, p119):
common method is to use challenge ratings.
If you want to mix-and-match monster levels
(ML) with challenge ratings (CR) in your encounters, or A dragon turtle is a CR 17 monster worth 18,000 XP.
you just want to give your existing CR monsters a little It has 20 AC / 341 HP, and can deal around 58
boost with some new tricks and abilities, this chapter damage per round with a +13 attack bonus.
will help guide you. From the conversion table, we can see that this
monster (CR 17) can be used as a ML 17 Solo, a ML
A remorhaz is a CR 11 monster worth 7,200 XP. It has The DM has created a new monster—an orc berserker
17 AC / 195 HP, and can deal around 50 damage per —for their adventure. As a ML 12 Standard Striker, the
round with a +11 attack bonus. orc has 14 AC / 144 HP and deals 35 damage with a
From the conversion table, we can see that this +10 attack bonus.
remorhaz (CR 11) may be used as a ML 11 Solo, a ML Using the table, we can see that this orc may be
16 Elite, a ML 20 Standard, or a ML 28 Minion. used as a CR 5 monster.
Making Attacks
O
, ' Multiattacks
unleash it on your players. All monsters need
some form of attack for them to be a true threat— Once your monsters start dealing over 10 points of
a sword to slash with, huge jaws to bite down damage per round, consider splitting their single attack
with, dark magics to cast dangerous spells with. into a multiattack—this helps to prevent players being
This chapter describes how to use your quickstart overwhelmed with massive damage from a single hit.
monsters to attack the party in a variety of interesting
ways, introducing freeform attacks and magic. Multiattack (X): The monster makes X attacks against
its enemies, dealing [damage / X] damage per attack.
Freeform Attacks The Monster Multiattacks table demonstrates how to
Quickstart monsters don't start with any specific attacks create a multiattack based on a monster's damage per
listed as part of their stat-block—instead, they can use action—the higher the damage, the more attacks.
freeform attacks for speed, simplicity, and flexibility.
When you are making an attack, describe an action Monster Multiattacks
that feels appropriate for the monster and it's weaponry:
Total Damage Attacks Damage Damage (%)
• Is the dragon slashing wildly with huge claws? Then per Action per Action per Attack per Attack
it's making a slashing melee attack. 0-9 1 0-9 100
• Is it leaning forward to take a lethal bite? Then the
melee attack is piercing. 10-29 2 5-15 50
• Is the beast swiping its massive tail at you? Then it's a
bludgeoning melee attack. 30-59 3 10-20 33
DM: The giant kicks out at you with a swing of its Viridian is fighting Eldris Brune, a level 4 warlock who
huge leg, Chansi. It... (rolls 17) hits your AC. has been commanded by her patron—for unknowable
Chansi: Damn, for how much damage? reasons—to destroy all gold in the region.
DM: No damage, but the blunt force of the impact
DM: "I'm really sorry about this, but I can't disobey
sends you flying backwards 30 ft.
my patron!" says Eldris as she raises a hand towards
Chansi: Right into the mud? You bastard, these are
you, Viridian. Make a DC 12 Dexterity saving throw.
my new boots!
Viridian: Pft easy... (rolls 7) augh, that's typical.
DM: A yellow beam strikes you in the chest, but you
Avoid Cheapshots feel no pain. In fact, you feel lighter. Your hand moves
Although movement attacks can move players into or down to your belt purse. Your now-empty purse.
onto dangerous terrain—boiling lava, sharp spikes, cliff Viridian: ... My what? I had 50 gp in that purse!
edges, etc—take care when doing so.
Avoid moving your player characters into obviously DM: "Oh dear, sorry about that!" winces Eldris. "Can I
fatal situations if they don't have any reasonable means recommend switching to silver pieces in future?"
of defense, escape, or survival. When in doubt, allow Viridian: ... Just. Stop.
them a saving throw to fall prone or grab hold of an edge.
Multiattacks Multiattacks
If your monster has a multiattack, you can use one of the If your monster has a multiattack, you can use one of the
attacks to make an movement attack instead. attacks to make a resource attack instead.
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Example Attack Actions Arrow of Spell Drain
Ranged Attack, Resource, Common
To get you started with freeform attacks, here are some
basic attack actions you might give your monster. Use You shoot an spell-draining arrow at a single target.
these as a starting point to create your own attacks.
• Defense: AC.
Slash • Hit: The target is drained of their lowest-level
Melee Attack, Common unspent spell slot.
You slash at one target within reach.
Scorpid Sting
• Defense: AC. Melee Attack, Condition (Worsening), Common
• Hit: Deal 100% damage.
You stab at your target with a poisoned dagger that
can quickly render your target unconscious.
Twin Strike
Ranged Attack, Multiattack (2), Common
• Defense: AC.
You shoot two arrows at two targets within range. • Hit: The target is Poisoned, save ends (Constitution
vs your spell DC). If the target fails their saving
• Defense: AC. throw, their condition worsens.
• Hit: Deal 50% damage. • First Failed Save: The target is also Paralyzed.
• Second Failed Save: The target falls Unconscious
Cross-slash and remains so until the poison is cleansed. In
Melee Attack, Multiattack (3), Common addition, the target automatically fail
Constitution saving throws while unconscious.
You slash wildly at three targets within reach.
Sword Feint
Fear Melee Attack, Common
Melee Attack, Condition, Common
You distract your target with a sly flourish before
You roar fiercely at your target. slashing out with your weapon.
• Create Cover: Create a wall of fire to block Death Sever souls from bodies, talk to the dead,
animate dead.
movement or provide cover (Concentration).
Life Restore a soul to a body, tie souls to
• Force Movement: Force an enemy to move back 5ft inanimate objects, modify spiritwebs.
from extreme heat (Spell DC vs Constitution). Destruction Destroy and obliterate.
• Enchant Allies: Imbue her allies with fire magic so
Protection Shield and defend.
their attacks deal fire damage (Concentration).
War Incite emotions, and cause rage or passion.
Peace Dampen emotions, cause calm.
Concentration Earth Control over earth and rock.
Any significant and long-lasting magical effects that a Air Control over air and wind.
monster might cast require some form of concentration Fire Control over fire and heat.
—enchantments, ongoing effects, summons, etc. A
monster can only maintain one concentration effect at a Water Control over water and ice.
time, unless they are especially powerful creatures. Strength Control physical power, muscle mass, and
endurance.
Ending Concentration Knowledge Divination, detect alignment, learn secrets.
Monsters can end their concentration spells at will. Body Transmute flesh, change physical
Unlike player characters, monsters don't have to roll to appearance, polymorph, and petrify.
maintain their concentration spells when they take Mind Telepathy, domination, read thoughts, and
damage—the spell automatically persists. Spells end sense truth.
naturally if the monster is killed or knocked unconscious. Metal Detect, shape, create, and move metal.
Lightning Create and channel lightning, electricity.
When her goblin host flees the battlefield, the enraged Sound Create sounds, silence, long range
tiefling sorceress summons 8 fire elemental minions communication, change voice.
to attack the party. As a Concentration effect, however, Sight Truesight, perception, alter vision, sight-
beyond-sight, scrying.
she must drop her Flame Wall spell to do so.
Plants Control and communicate with plants.
Beasts Control and communicate with animals.
Keep Things Simple Fear Create fear and nightmares.
Don't over complicate your freeform magic spells—keep Resolve Reinforce willpower and create geas.
your spells focused on one specific goal. Are you trying to Time Alter the flow of time.
hurt someone, help someone, or hinder someone? Space Teleportation, size, and pocket dimensions.
• Defense: AC.
• Hit: Gain 1 level of exhaustion. Summon Lesser Elementals
Summon, Common
Attack Rarity
Lifesteal (limited 3)
The DM is building a greatsword-wielding soldier to
Melee 5ft: DC 17 vs Constitution. Hit: 18 necrotic
fight the party. As a damage-dealing striker, the soldier
damage and the target loses one unspent hit die.
is given an Omnislash (rare) attack which deals triple
damage on a successful hit—devastating if it hits. Burrowing Parasite (rare)
Melee 5ft: +9 vs AC. Hit: the target is Stunned and
takes 18 ongoing necrotic damage, save ends both
Keep Freeforming (Constitution vs DC 17). The target also gains a level
of exhaustion. If a creature falls to 0 hit points whilst
These attacks aren't an exhaustive list of everything your
monster can do. Treat written attacks as suggestions and still infected with a burrowing parasite, it becomes a
keep improvising new actions when necessary. Lesser Herald of Corruption.
Overkill Attacks
T
,
biggest, scariest attacks to match. When the party's
on the verge of thwarting your plans—or gotten
Going Into Overkill
themselves into a vulnerable position—that's when An overkill attack is a huge, devastating, and almost-
it's time to unleash your full power and go into overkill. certainly fatal attack that a monster can unleash against
This chapter introduces overkill attacks for your the party. These are your biggest, most cinematic
monsters and how to use them in your encounters. monster attacks—an ultimate technique that can destroy
PCs, NPCs, and scenery alike.
Overkill attacks take a full round to charge up, but—
A red dragon takes in a deep breath, fire burning in its when unleashed—hit anyone in range automatically,
chest, as it prepares to melt flesh, stone, and steel. dealing a massive amount of damage in the process.
Storm clouds boil above a mad sorcerer as she charges There are 6 steps to creating an overkill attack:
a cataclysmic lightning bolt. A werewolf howls, its
bloody teeth shining in the moonlight, ready to tear 1. Pick a trigger: Decide what type of event triggers the
start of the overkill attack. You take a lot of damage?
open the jugular of its grabbed victim... Players destroy all your minions? You grab a PC?
2. Choose the area: Overkill attacks automatically hit
Storm of Chaos anything within a target area. Choose the area and
Overkill Attack (Extreme), Level 5 Controller (Solo)
range—as well as any possible safe spots.
3. Calculate the damage: Overkill attacks do four times
With foul runes and hellish words, you begin to pull the damage of normal attacks—calculate just how
the demonic energies of the Abyss into this world.
devastating the attack will be to your players.
4. Telegraph the attack: Take an action to start the
Glowing red veins tear across your skin as the Abyss attack. Let your players know what the monster is
pours into you, and black storm clouds—crackling doing and where it's dangerous—or safe—to be.
with vicious, red lightning—gather above. 5. Charge up power: Your monster spends a full round—
On your next turn, as your action, the abyssal and it's full attention—charging up the attack.
energy erupts from you in a burning wave of chaos.
6. Attack: The attack happens during the monster's next
turn—anyone still in its range is hit automatically.
• Requirement: You are bloodied (50% hit points).
• Target: 30 ft area around you. Cinematic Spectacle
• Hit: Any non-demonic creature within range takes Overkill attacks are a great way to add cinematic spectacle to
48 fire damage. Anyone reduced to 0 hit points by your battles—use plenty of over-the-top description to make
them big, loud, and exciting. Add overkill attacks to keep
this attack is immediately killed, reanimating after
your players on the move and to highlight the lethal threat
one turn as a possessed, demonic vessel. posed by your monster.
In his rage, Kaladax's overkill attack will flood the entire • Requirement: You are bloodied (50% hit points).
chamber with searing dragonbreath. Instead of a cone, • Target: 40 ft area around you.
the DM chooses an area template, centered on • Hit: Any creature within range takes 116 fire
Kaladax, with a 40 ft radius—the party will have to run damage. In addition, any creature reduced to 0 hit
for their lives to escape the dragon's hellish flame. points by this attack is disintegrated.
To get you started with overkill attacks, here are some You overcharge your thunder cannon to create a
basic examples you can give to your monsters. massive, deadly surge of raw lighting energy.
On your next turn, as your action, you fire a blast of
Snap Neck lighting that pierces everyone and everything in a line.
Overkill Attack, Level 3 Lurker (Elite)
• Requirement: Your minions have been killed.
You wrap your hands firmly around the head of a
• Target: A 40 ft by 10 ft line, originating from you.
grabbed creature.
• Hit: Any creature in range takes 72 lightning
On your next turn, as your action, you sharply twist
damage. Anyone reduced to 0 hit points by this
the head of your victim with a sickening crunch.
attack is killed outright by the shock.
• Requirement: You are next to a grabbed creature.
• Target: A grabbed creature.
Spirit Bomb
• Hit: The creature takes 36 bludgeoning damage. Overkill Attack (Extreme), Level 7 Striker (Solo)
Randomizing Damage
Building an Encounter
I
' .M
don't act alone, preferring to work with their other The DM is creating a normal encounter for 4 players.
monstrous allies to surround and overcome their Using the Encounter Difficulty table, this generates 4
enemies—unless they're independent solos on a wild, monster points with which to build the encounter.
destructive rampage.
This chapter provides some basic guidelines on how
to build quickstart encounters with varying types of Step 2. Add Monsters
monster for your players to battle.
Now it's time to start adding monsters to your encounter.
Each monster type costs a certain number of monster
The Basic Encounter points—the bigger the threat, the bigger the cost. Keep
adding monsters until you've spent all of your MP.
Building a basic encounter using quickstart monsters is
very simple, requiring three steps: Monster Value
1. Get some Monster Points: Decide how dangerous Type MP Cost Type MP Cost
the encounter should be for your players to calculate
how many monster points (MP) you'll get to spend. Minion 1/4 Elite 2
2. Add monsters: Spend your MP to add monsters to Standard 1 Solo 1 per player
the encounter until you reach the limit.
3. Build the monsters: Create your monster profiles as
normal with an eye for interesting synergies. Monster Levels
Values listed in the Monster Value table assume you're
Step 1. Get some Monster Points using monsters within -3/+3 levels of the average player
character—but this may not always be the case. If your
First, decide the difficulty of the encounter to see how monster is under or overleveled, adjust its MP cost.
many monster points (MP) you get to spend. For every 4 levels higher than the players, double the
monster's MP cost. For every 4 levels lower, halve it.
Encounter Difficulty
Difficulty Total Monster Points (MP)
The DM wants to create a horde-style normal
encounter for 4 players. They add one elite monster,
Easy Number of players x 0.5
worth 2 points, leaving 2 points for minions.
Normal Number of players
Normally, 2 points can buy 8 minions. But by using
Hard Number of players x 1.5 minions 4 levels lower than the players, the DM is able
Extreme Number of players x 2 to add 16 minions instead.
Encounter Outlines 4
4
Minion
Minion
Striker
Sniper
+0
+0
1
1
Here are some encounter outlines you might use to help
construct your own encounters. Each assumes a 4-player Twin Terrors Normal vs 4
party with a budget of 4 monster points to spend— Two strong elites are ready to fight. 4 MP
change this to suit your own game as and when needed.
Number Type Role Level Points
Basic Encounters 1 Elite Defender +0 2
Sharpshooter Hard vs 4
A range of snipers supported for maximum damage. 6 MP Horde Encounters
Number Type Role Level Points Horde encounters swarm your players with a huge
2 Standard Support +0 2 number of weak minions to overwhelm and overrun
them. Use these to pit your players against mobs, hordes,
3 Standard Sniper +0 3
and armies.
4 Minion Defender +0 1
D
,
long buried and forgotten—but forgotten no
more, for a sinister necromancer now plots to
Your Quest
resurrect the Skeleton Queen and unleash her The necromancer Mortanius wants to raise the
dark powers upon the world. Can you save the kingdom Skeleton Queen and bind her to his will, using her
from the Court of Bones? formidable necromantic powers (and the Court of Bones)
This is a 5th-level adventure outline for 4 players, for his own purpose—the conquest of the mortal realms.
demonstrating how you can use this supplement to build To achieve this, Mortanius has stolen the Tome of
encounters. The Court of Bones is deliberately open- Awakening (a powerful book of forbidden necromantic
ended—use it as a starting point and expand the knowledge) and entered the sunken Dreadvault. His
adventure with your own monsters, encounters, and loot. ritual of resurrection has already begun leeching life
from the land above—if you don't stop him, the lifeforce
of the entire kingdom will be bled dry.
100 years ago, Queen Celestine of Reinburg—dying
from an incurable sickness—made a desperate pact
Quest: Find Mortanius and stop his resurrection ritual
with a death god to save her life and prevent a war of
—or kill the Skeleton Queen once and for all.
succession from tearing her kingdom apart.
The pact was accepted and her sickness healed, but
The party, following Mortanius' trail through the twisting
at a terrible cost—a hunger for souls. Though she tried undercaverns, discover the gates of the Dreadvault.
to resist, Celestine soon began to feast on her aides. Already, the air crackles with magical energy...
As a grim reward for their 'sacrifice', she raised their
bodies as undead puppets—her Court of Bones. A Ticking Clock
When the hunger grew, her unholy appetites turned
Time is a factor—the party must stop Mortanius before
to the rest of her kingdom. But before she could he can resurrect the Skeleton Queen at full strength.
complete a ritual that would turn the entire kingdom Upon entering the Dreadvault, if the party take a long
to undeath, four brave heroes fought their way into the rest at any point before defeating Mortanius:
palace and defeated her. Celestine's spirit was torn
from her body and her corrupt palace—the Dreadvault
• Mortanius' resurrection ritual completes, killing all
plant-life in the kingdom above and poisoning the
—sank deep into the earth, never to rise again. earth with necrotic energy.
Some say that the Queen's ravenous soul still • The Skeleton Queen becomes a gargantuan monster
haunts the Dreadvault, seeking a way back into our and gains +10 levels (ML 13 instead of ML 3). She
world. Nobody knows for sure, and none have been kills Mortanius and shatters the roof of the
brave—or foolish—enough to find out. Until today...
Dreadvault, ascending into the world to wage war
against the living and reclaim the throne of Reinburg.
chapter 10: the court of bones patreon.com/giffyglyph | /r/darkerdungeons5e
36
The History "Better that Reinburg should lose its soul to its Queen,
than lose everything to Him."
100 years ago, the kingdom of Reinburg was ruled by the
accomplished Queen Celestine and her husband, Prince Just when all seemed hopeless, four brave heroes fought
Beregor. Their rule was prosperous and Reinburg grew their way into the Queen's sanctum and battled her in the
strong under their care. With much celebration, the throne room. At the last second, before the ritual could
Queen gave birth to a daughter—Princess Sophia—and be completed, one of the heroes impaled the Queen with
all was well—until a day came when everything changed. a greatsword, pinning her to the black throne.
A terrible, magical plague swept through the kingdom, With a bloody hand on the sword, surreptitiously
killing peasant and noble alike. Prince Beregor and etching out eldritch runes in blood, Celestine laughed
Princess Sophia both died, while Celestine was left one final time. "He can't have my soul. Not yet..."
terminally ill. With her final breath, her palace—the Dreadvault—
began to sink into the earth. Some people claim to have
A Desperate Pact seen tentacles wrapped around the building, pulling it
down—whatever the truth, the Dreadvault and Skeleton
As Celestine lay near death, her two younger brothers— Queen were thought lost for all time...
the royal twins, Rayner and Remus—each stepped
forward to claim the throne for himself. Celestine feared
their greed for Reinburg's crown would start a war of
succession and tear her beloved kingdom apart.
The Villains
And so on her deathbed, the Queen turned to the gods There are two primary villains the party will face during
for aid. When the gods ignored her pleas, Celestine—in this adventure: Mortanius—a powerful necromancer
desperation—reached out to darker powers. with megalomanical aspirations—and Celestine
One reached back. Reinburg—a ruthless, soul-eating Skeleton Queen.
Formerly the beautiful gothic marble Palace of Reinburg, Armor Class 16 Attack Bonus +3
the Dreadvault is now little more than a ruined charnel Hit Points 12 (6) Damage 8
house sunk deep beneath the earth—the final resting Speed 20 ft Spell DCs 11, 8
place of the Skeleton Queen and her Court of Bones.
Str Dex Con Int Wis Cha
+4 +2 +3 +1 +1 +0
You see: There is no natural light in the Dreadvault—
Saving Throws Str +6, Con/Dex +3, Wis/Int/Cha +0
the dead have no need of it. But if you light a torch,
Skills Initiative +0, Perception +3, Stealth +0
you see thick, black, necrotic veins running throughout Vulnerabilities Bludgeoning
the walls, pulsing as if to a heartbeat. Ghostly shadows Immunities Exhaustion, Poison, Poisoned
seem to move on the edge of your vision. Senses Darkvision 60 ft
All around you are the rotted remains of the former Languages Understands Common, can't speak
palace—decayed furniture, torn paintings, blocked
Traits
doorways, collapsed ceilings, and countless bones.
Got Your Back: When standing next to an ally or
You hear: The faint whistle of wind and the far-off echo attacking target, you can spend your reaction to
of bone clattering on stone. Sometimes, it sounds as if redirect the attack onto yourself.
someone is whispering unintelligence words right into
your ear—words that set a chill throughout your body. Actions
You smell: The air here has been undisturbed for nearly Slash (common)
a century. You smell dust, mold, and decay. Melee 5 ft: +3 vs AC. Hit: 8 slashing damage.
Equipment
You feel: It is cold and sinister. At times, you feel an
almost overwhelming pressure to flee—as if the Rotted leather armor and a rusted sword.
Dreadvault itself is trying to break your spirit.
Skeleton Archer Level 5 Sniper
The living are not welcome in the Dreadvault. Linger Medium humanoid, undead Minion (112 XP)
here at your peril...
Armor Class 14 Attack Bonus +3
A1. The Vestibule Hit Points
Speed
9 (5) Damage
30 ft Spell DCs
10
11, 8
Once a greeting chamber to the palace, this ruined
chamber now serves as a warning to those who would Str Dex Con Int Wis Cha
dare enter the Dreadvault. Eight skeletons—recently +2 +4 +3 +1 +1 +0
raised by Mortanius—stand guard here. Saving Throws Dex +5, Con/Str +2, Wis/Int/Cha −1
Skills Initiative +0, Perception +0, Stealth +3
Vulnerabilities Bludgeoning
The heavy door opens slowly with a screech of rusted
Immunities Exhaustion, Poison, Poisoned
hinges. Inside, eight skeletal heads turn towards you, Senses Darkvision 60 ft
blue light burning in their empty eye sockets. Languages Understands Common, can't speak
Traits
The skeletons attack any intruder that comes within 60
ft. By Mortanius' command, they attack to kill. Hold Still: You have advantage on attack rolls when
Once the intruders have been dealt with, the skeletons
drag any corpses to the Halls of Dust (A2) to be later your target moved less than 10ft during their last turn.
raised as undead zombies. Actions
The Vestibule Easy vs 4 Shoot (common)
Eight skeleton minions guard the entrance. 2 MP Ranged 60 ft: +3 vs AC. Hit: 10 piercing damage.
Number Type Role Level Points
Equipment
4 Minion Defender 5 1
4 Minion Sniper 5 1 An old bow and some arrows.
Mortanius has placed this—alongside others throughout Raise Dead: A dead creature left within the aura will be
the Dreadvault—to help raise the Court of Bones. If left raised as an undead skeleton or zombie. The conduit
active, the conduit will raise a new skeleton every hour. can raise 1 medium-sized creature per hour (halve the
There are enough remains in the Halls of Dust to raise at
least 16 more boneknights, flamecasters, and dragoons. time required for each smaller size category, and
The necrotic conduit is guarded by four skeletons double it for each larger size).
that attack any intruder to come within 60 ft. Regeneration: At the start of each round, the conduit
regains 5 hit points.
Surrounding the crystal, four risen skeletons stand
guard. These undead seem to be in much better Countermeasures
condition than those you faced in the Vestibule, the
energy of the conduit still fresh in their bones. Deactivate: You can deactivate the conduit with 3
As you enter the hall, they turn their heads towards successful Arcana or Religion skill checks—two DC
you and stare with empty eyes... 10, and one DC 15. If you fail twice, however, the
conduit overloads and explodes (see Destroy).
A search of the room (Investigate DC 15) will reveal 25 Destroy: The conduit crystal has 30 hit points and is
gp of old coinage, an intricately carved figurine of a immune to magical damage. When reduced to 0 hit
dragon in red stone, and what appears to be a potion of
healing (though it is, in fact, a potion of poison). points, the crystal explodes and releases a blast of
necrotic energy—any living creature within 30 ft takes
16 points of necrotic damage.
The Halls of Dust Normal vs 4
Four risen skeletons guard a conduit of dark power. 4 MP
Salvage
Number Type Role Level Points
2 Standard Defender 5 2 If the conduit was safely deactivated, the crystal
1 Standard Sniper 5 1 shatters into 100 gp of arcane dust. You can use this
1 Standard Striker 5 1 dust in place of any costed spellcasting component.
1 Hazard Supporter 5 0
Relentless: The first time you fall to 0 hit points after a Traits
long rest, you are instead reduced to 1 hit point. Explosive: When you fall to 0 hit points, your body
Don't Look Away: When you attack a target, you can explodes and deals damage to everyone within 5ft.
mark them. A marked target has -2 to any attack roll You can begin detonation on your turn with a bonus
that doesn't include you. You can have one active action; you explode at the start of your next turn.
mark at a time, and marks don't stack. Scattershot: When you make a successful attack, you
Actions can deal damage equal to your level to everyone within
5ft of your target (once per round).
Slash (common)
Melee 5 ft: +5 vs AC. Hit: 10 slashing damage. Actions
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
+0 +1 +2 +4 +1 +3 +4 +2 +3 +1 +1 +0
Saving Throws Int +8, Cha/Con +5, Dex/Wis/Str +2 Saving Throws Str +6, Con/Dex +3, Wis/Int/Cha +0
Skills Initiative +7, Perception +4, Stealth +4 Skills Initiative +0, Perception +3, Stealth +0
Immunities Necrotic Vulnerabilities Bludgeoning
Senses Darkvision 60 ft Immunities Exhaustion, Necrotic, Poison, Poisoned
Languages Common, Draconic, Deep Speech Senses Darkvision 60 ft
Languages Understands Common, can't speak
Traits
Traits
Paragon Action: You may take one Paragon Action per
Got Your Back: When standing next to an ally or
round to either move or perform an action.
attacking target, you can spend your reaction to
Aura: Damaging: The space around you is dangerous. redirect the attack onto yourself.
Creatures take damage equal to your level when they
enter your aura or start their turn within it. Actions
Knockback: Halve your attack damage to knock the Rusted plate armor and a hooked blade.
target back up to 15ft.
Equipment Actions
Exquisite black and purple robes, an encrypted Claw Slash (common)
spellbook, and an Ioun stone of Intellect. Melee 5 ft: +3 vs AC. Hit: 6 slashing damage.
Mortanius stands in front of a large, inanimate skeleton— "The throne of Reinburg is MINE," proclaims Celestine.
Celestine, the Skeleton Queen—hurriedly trying to "I have sacrificed everything for my kingdom, and only
complete his raising ritual. I can protect it from what is yet to come."
She points at the party with her scythe.
Atop a flight of steps, a large and inanimate skeleton "Submit to your Queen, brave heroes. Join the Court
clad in royal garb sits atop a black throne. A huge of Bones. Your souls will become a part of me, and I
greatsword sticks through the skeleton's chest, will carry your memory forward. Your bodies will live
pinning it to the throne. forever as my elite vanguard."
Mortanius takes hold of the greatsword with both
hands. "Rise, Queen Celestine! It's time to meet your
If the party refuse her offer, she responds with cold fury.
new King." He pulls the sword free from the body.
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
+4 +1 +2 +1 +0 +3 +1 +4 +2 +1 +0 +3
Saving Throws Str +10, Cha/Con +7, Dex/Int/Wis +4 Saving Throws Dex +8, Cha/Con +5, Str/Int/Wis +2
Skills Initiative +6, Perception +9, Stealth +4 Skills Initiative +9, Perception +6, Stealth +4
Immunities Necrotic, Cold Immunities Necrotic, Cold
Senses Darkvision 60 ft Senses Darkvision 60 ft
Languages Common, Deep Speech Languages Common, Deep Speech
Traits Traits
Paragon Actions: You may take 3 Paragon Actions per Paragon Actions: You may take 3 Paragon Actions per
round to either move or perform an action. round to either move or perform an action.
Phase Transition: When reduced to 0 hit points, you Phase Transition: When reduced to 0 hit points, you
may remove all on-going effects on yourself and may remove all on-going effects on yourself and
trigger your next phase transition. trigger your next phase transition.
Indominable: You are immune to any effects that Indominable: You are immune to any effects that
would alter your mind or will. would alter your mind or will.
You Can't Leave: Targets always provoke opportunity Sidestep: Halve your attack damage to move yourself
attacks, even if they take the Disengage action before and your target 5ft in any direction.
leaving your reach. In addition, when you hit with an
opportunity attack, the target's speed becomes 0 for Actions
the rest of the turn. Scythe (common)
Melee 10 ft: +7 vs AC. Hit: 12 slashing damage.
Actions
Grim Harvest (common, multiattack 2)
Scythe (common)
Melee 10 ft: +7 vs AC. Hit: 6 necrotic damage.
Melee 10 ft: +7 vs AC. Hit: 12 slashing damage.
Knockback (common)
Grim Harvest (common, multiattack 2)
Melee 10 ft: DC 12 vs Strength. Hit: The target is
Melee 10 ft: +7 vs AC. Hit: 6 necrotic damage.
knocked back up to 15 ft. If it hits another creature,
Death's Grasp (common) both creatures take 12 bludgeoning damage and fall
Ranged 60 ft: DC 12 vs Dexterity. Hit: You pull the prone.
target to an adjacent space.
Raise Dead (limited 2 MP)
Reap the Living (recharge 5/6) 15x15 ft area: You spend some of your 2 MP to
30x10 ft line: +7 vs AC. Hit: The target loses one summon a number of skeletons. The skeletons act
unspent hit die and takes 9 ongoing necrotic damage, using one of your Paragon Actions.
save ends (Constitution vs DC 12).
Death's Chill (recharge 5/6)
Leap (cooldown 2) 20x20 ft area within 30 ft: DC 15 vs Dexterity. Hit: 9
20x20 ft area within 30 ft (you leap to the center of cold damage and the target is Restrained, save ends
the area): DC 15 vs Strength. Hit: 9 bludgeoning (Strength vs DC 12).
damage and the target falls prone.
Undying Terror (rare)
Soul Sickness (rare) 20 ft aura: DC 12 vs Wisdom. Hit: The target is
20 ft cone: DC 12 vs Charisma. Hit: The target is Frightened and takes 12 ongoing psychic damage,
Poisoned and takes 18 ongoing necrotic damage, save save ends both (DC 12 vs Wisdom). Miss: The target
ends both (DC 12 vs Charisma). takes 6 psychic damage.
C FAQ p84
p84
Frequently asked questions.
Monster Templates
Hit Points
Hit points have been divided into quick-reference pools Saving Throws
to help you determine when your monster is about to be Saving throws come in three grades—best, ok, and bad.
bloodied (50% or fewer HP) or—in the case of solo Use the highest bonus for your monster's best attribute,
monsters—trigger a new phase transition. the second bonus for it's 2nd and 3rd best attributes, and
the worst bonus for the 3 worst attributes.
A ML 3 Standard Controller has 33 (2 x 17) hit points
—it is bloodied while at 17 HP or lower. The DM is creating a ML 5 Elite Supporter with
A ML 7 Solo (vs 4) Striker has 425 (3 x 142) hit attributes in CON/WIS/CHA/STR/INT/DEX priority.
points—it triggers a new phase transition every 142 They set the saving throws as Con +8, Wis/Cha +5, and
points of damage. Str/Int/Dex +2.
FAQ
T Can I reference this?
asked questions regarding the Monster Maker. If your
question isn't answered here, feel free to contact me. Feel free to reference parts of this book in your own free
homebrew—with an appropriate credit back to me. But
Is this official material? please don't replicate my work wholesale, nor use it in
any for-sale variant or product.
No. This an unofficial compilation of house-rules for
D&D 5e—rules that can be used to supplement material Can I buy a printed version?
found in the PHB and DMG.
Not at the moment, no. I'm currently looking into this as
Why make this? a few people have requested a print copy. In the
meantime, this project (and most of my other work) is
As a DM, I tend to improvise a lot—this generally means released on Pay-What-You-Want terms.
I need a quick, reliable way of generating combat-ready If this supplement has helped out your game and
monsters for my players to fight. But even after running you'd like to support my work:
5e for some years now, I still find the challenge rating
system needlessly complicated and confusing. • Patreon: Become a Patron (patreon.com/giffyglyph)
I'm a big fan of D&D 4e's encounter-building system to support this and my other projects.
and standardized monster math—and monster roles • Ko-fi: My Ko-fi page (ko-fi.com/giffyglyph) is always
were an exceptionally clever means of adding some very open to kind, one-off donations.
quick variety to a combat. I've been using these • Spread the Word: Share a tweet/like/review/etc if this
mechanics as the basis for my 5e combats for a while supplement has helped your game.
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Become a Patron
Are the numbers accurate?
The stats listed in the Monster Stats by Level table (p7)
are rough guidelines to follow, but every adventuring Buy me a Coffee
party is different. Use the numbers here as a starting
guide when building your quickstart monsters and tweak
them to better suit your players. Contact Me
What about the Monster Manual? If you have any questions, you can DM me at /u/giffyglyph or
Quickstart monsters are designed to supplement any @giffyglyph, email me at [email protected], or follow
other material you choose. Quickstart profiles are not as my other works at www.giffyglyph.com. Thanks for reading!
fleshed out as officially-listed monsters, so mix-and-
match both types as you see fit. ~ Giffyglyph 2019
What Next?
Monster Maker App Darker Dungeons
Want to create new monsters using your phone or Want to make your D&D 5e campaign more deadly for
computer? Then try Giffyglyph's Monster Maker your players? Then try Giffyglyph's Darker Dungeons,
webapp, featuring: 110+ pages of rules, tweaks, and advice:
• Create your own monster vault in just a few clicks. • Manage equipment with a revised inventory system.
• Build minions, standards, elites, & solos. • Track survival conditions—hunger, thirst, and fatigue.
• Apply monster roles for quick, balanced variety. • Add lingering wounds and injuries to combat.
• Keep your monster vault for later with save & load. • Push characters to their breaking point with Stress.
• Customize monsters with traits, powers, & notes. • Track long-distance travel with the journey phase.
• Export your vault monsters to share with others.. • Add risk to your magic system with magical burnout.
• And many more. • And many more.
Find it at: www.giffyglyph.com/monstermaker/app! Find it at: www.giffyglyph.com/darkerdungeons!
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