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D&D
Dungeon Master's Guide
Dungeons & Dragons
Everything a Dungeon Master needs to weave legendary stories for the world's greatest roleplaying game

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Published by Nicholas Robinson, 2020-06-20 15:42:33

D&D 5e Dungeon Master's Guide

D&D
Dungeon Master's Guide
Dungeons & Dragons
Everything a Dungeon Master needs to weave legendary stories for the world's greatest roleplaying game

Keywords: DnD,D&D,DMG,Dungeon,Dragon,Master,Guide

adjust the challenge rating uggesred by its damage S TEP 1. N A ME
output up or down by 1 for e\·ery 2 points of difference. A monster's name should be given as much
consideration as any other aspect of the monster,
If the monster relies more on effects with saving if not more.
throws than on attacks, use the monster's save DC
instead of its attack bonus. Your monster might be based on a real-world creature
or a monster from myth , in which case its name might
If your monster uses different attack bonuses or save be obvious. If you need to invent a name, keep in
DCs, use the ones that will come up the most often. mind that the best names either reflect the monster's
appearance or nature (such as the mimic and the
Average Challenge Rating. The monster's final owlbear) or have a nice ring to them (such as the chuul
challenge rating is the average of its defensive and and the thri-kreen).
offensive challenge ratings. Round the average up or
down to the nearest challenge rating to determine STEP 2. SIZE
your monster's final challenge rating. For example, if
the creature's defensive challenge rating is 2 and its Mak6 your monster whatever size you want: Tiny, Small,
offensive rating is 3, its final rating is 3. Medium, Large, Huge, or Gargantuan.

With the final challenge rating, you can determine the A monster's size determines which die is used to
monster's proficiency bonus using the Monster Statistics calculate its hit points in step 8. Size also determines
by Challenge Rating table. Use the Experience Points how much space the monster occupies, as discussed in
by Challenge Rating table to determine how much XP the Player's Handbook.
the monster is worth. A monster of challenge rating
0 is worth 0 XP if it poses no threat. Otherwise, it is STEP 3. T YPE
worth 10 XP.
A monster's type provides insight into its origins and
Creating a monster isn't just a number-crunching nature. The Monster Manual describes each monster
exercise. The guidelines in this chapter can help you type. Choose the type that best fits your concept for
create monsters, but the only way to know whether a the monster.
monster is fun is to playtest it. After seeing your monster
in action, you might want to adjust the challenge rating STEP 4 . ALIGNMENT
up or down based on your experiences.
If your monster has no concept of morals , it is
EXPERIENCE POINTS BY CHALLENGE RAT I NG unaligned. Otherwise, it has an alignment appropriate
to its nature and moral outlook, as discussed in the
CR XP CR XP Player's Handbook.

0 0 or 10 14 11 ,500 STEP 5. ABILITY SCORES AND MODIFIERS
1/8 25 15 13,000
1/4 50 16 15,000 Monsters, like player characters, have the six ability
1/2 100 17 18,000 scores. A monster can't have a score lower than 1 or
1 200 18 20,000 higher than 30 in any ability.

2 450 19 22,000 A monster's score in any ability determines its ability
3 700 20 25,000 modifier, as shown in the Ability Scores and Modifiers
4 1,100 21 33,000 table in the Player's Handbook.
5 1,800 22 41,000
6 2,300 23 50,000 If you can't decide what a monster's ability scores
7 2,900 24 62,000 should be, look for comparable monsters in the Monster
8 3,900 25 75,000 Manual and mimic their ability scores. For example,
9 5,000 26 90,000 if your monster is roughly as smart as a human
10 5,900 27 105,000 commoner, give it an Intelligence of 10 (+0 modifier).
11 7,200 28 120,000 If it's as strong as an ogre, give it a Strength of 19 (+4
12 8,400 29 135,000 modifier).
13 10,000 30 155,000
STEP 6. EXPECTED CH A LLENGE R ATING
CREATING A MONSTER STAT BLOCK
Choose a challenge rating for your monster. See step
If you want a full monster stat block, use the following 1 under "Creating Quick Monster Stats" for more
method to create your new monster. information. You will use the proficiency bonus in later
steps, so jot it down now or remember it.
The introduction to the Monster Manual explains all
the components of a monster's stat block. Familiarize STEP 7. ARMOR CLASS
yourself with that material before you begin. In the
course of creating your monster, if you find yourself A monster's Armor Class has a direct bearing on its
unable to make a decision, let the examples in the challenge rating, and vice versa. You can determine your
Monster Manual guide you. monster's Armor Class in one of two ways.

Once you have a monster concept in mind, follow the Use the Table. You can choose an appropriate AC
steps below. based on the monster's expected challenge rating, as
shown in the Monster Statistics by Challenge Rating
table. The table provides the baseline AC for a monster
of a specific challenge rating. Feel free to adjust the
AC as you see fit. For example, the baseline AC for a

CHAPTER 9 I DUNGEON MASTER'S WORKSHOP ~75











Name Example Monster Effect on Challenge Rating
Light Sensitivity Shadow demon Increase the monster's effective AC by 2.
Magic Resistance Ba lor Increase the effective damage of one attack per round by the amount gained
Magic Weapons Balor from this trait.
Martial Advantage Hobgo blin Increase the monster's effective AC and effective attack bonus by 4 (assuming
the monster hides every round).
Mimicry Kenk u Increase the monster's effective attack bonus by 1.
Nimble Escape Goblin Increase the monster's effective AC by 1.
Double the monster's effective hit points.
Otherworldly Perception Kuo -toa Increase the monster's effective damage for 1 round by the amount it deals
Pack Tactics Kobold with the bonus action gained from this trait.
Parry Hobgoblin warlord Apply the monster's Wisdom modifier to its actual AC if the monster isn't
Possession Ghost wearing armor or wie lding a shield .
Pounce Tiger Increase the monster's effective per-round damage by 2.

Psychic Defense Githzerai monk Increase the monster's effective hit points by 3 x the number of hit points the
monster regenerates each round.
Rampage Gnoll Increase the monster's effective hit points based on the expected challenge
Reactive Marilith rating: 1-4, 7 hp; 5-10, 14 hp; 11 - 16,21 hp; 17 or higher, 28 hp.
Read Th oughts Doppelgange-r Increase the monster's effective AC by 4.
Reckless Minotaur
Redirect Attack Goblin boss See step 13 under "Creating a Monster Stat Block."
Reel Roper
Regeneration Troll Increase the monster's effective AC by 1.
Increase the monster's effective AC by 2.
Rejuvenation Lich Increase the monster's effective damage for 1 round by the amount noted in the
Relentless Were boar trait.
Assume the monster swallows one creature and deals 2 rounds of acid damage
Shadow Stealth Shadow demon to it.
Shapechanger Wererat
Siege Monster Earth elemental In crease the monster's effective hit points based on the expected challenge
Slippery Kuo-toa rating: 1-4, 7 hp; 5-10, 14 hp; 11-16, 21 hp; 17 or higher, 28 hp.
Spellcasting Lich Inc rease the monster's effective AC by 1.
Spider Climb Ettercap
Standing Leap Bullywug Increase the monster's damage for 1 round by the amount noted in the trait.
Steadfast Bearded devil
Stench Trogl odyte
Sunlight Sensitivity Kobold
Superior Invisibility Faerie dragon
Sure-Footed Dao
Surprise Attack Bugbear

Swallow Behir

Teleport Balo r
Terrain Camouflage Bullywug
Tunneler Umber hulk
Turn Immunity Revenant
Turn Resistance Lich
Two Heads Ettin
Undead Fortitude Zombie

Web Giant spider
Web Sense Gia spider
Web Walker Gia spider
Wounded Fury Q aggo h

CHAPTER 9 I DUNGEON MASTER'S WORKSHOP

































TRICK OBJECTS d20 Object RANDOM TREASURES

d20 Object 12 Pool of water Use the tables and guidelines in chapter 7, "Treasure" to
13 Runes engraved determine the treasure in each area of your dungeon.
Book
2 Brain preserved on wall or floor EMPTY ROOMS
14 Skull
in a jar 15 Sphere of magical An empty room can be a godsend for characters who
3 Burning fire need a safe place to take a short rest. Characters can
4 Cracked gem energy also barricade themselves there and take a long rest.
5 Door 16 Statue
6 Fresco 17 Stone obelisk Sometimes such a room isn't as empty as it appears. If
7 Furniture 18 Suit of armor the characters search a room carefully, you can reward
8 Glass sculpture 19 Tapestry or rug them with a secret compartment containing a journal
9 Mushroom field 20 Target dummy belonging to a previous inhabitant, a map leading to
10 Painting another dungeon, or some other discovery.
11 Plant or tree
DUNGEON DRESSING
TRICKS Trick Effect
The tables in this section provide miscellaneous
dlOO Ages the first person to touch the object items and points of interest that can be placed in your
The touched object animates, or it animates other dungeon. Dungeon dressing can help establish the
01-03 objects nearby atmosphere of a dungeon, give clues about its creators
04-06 Asks three skill-testing questions (if all three are a nd history, provide the basis for tricks and traps, or
answered correctly, a reward appears) encourage exploration.
07-10 Bestows resistance or vulnerability
Changes a character's alignment, personality, size, To generate dungeon dressing at random, roll once on
11 - 13 appearance, or sex when touched each of the following tables: Noises , Air, and Odors. Roll
14-16 Changes one substance to another, such as gold as often as you like on the other tables in this section, or
to lead or metal to brittle crystal choose appropriate furnishings for the area.
17-19 Creates a force field
Creates an illusion NOISES
20- 22 Suppresses magic items for a time
23-26 Enlarges or reduces characters dlOO Effect dlOO Effect
27-29 Magic mouth speaks a riddle Jingling
30-32 Confusion (targets all creatures within 10ft.) 01-05 Bang or slam 49 Knocking
33-35 Gives directions (true or false) 50-53 Laughter
36-38 Grants a wish 06 Bellowing 54-55 Moaning
39-41 Flies about to avoid being touched 56-57 Murmuring
42-44 Casts geas on the characters 07 Buzzing 58-60 Music
45-47 Increases , reduces , negates , or reverses gravity 08-10 Chanting 61-62 Rattling
48- 50 Induces greed Ringing
51-53 Contains an imprisoned creature 11 Chiming 63 Rustling
54-56 Locks or unlocks exits 64 Scratching or
57-59 Offers a game of chance, with the promise of a 12 Chirping 65-68 scrabbling
60-62 reward or valuable information 13 Clanking 69-72 Screaming
63-65 Helps or harms certain types of creatures 14 Clashing Scuttling
Casts polymorph on the characters (lasts 1 hour) 15 Clicking 73-74 Shuffling
66- 68 Presents a puzzle or riddle 16 Coughing 75-77 Slithering
69-71 Prevents movement 17-18 Creaking Snapping
72-75 Releases coins, false coins, gems, false gems, a 78 Sneezing
76-78 magic item, or a map 19 Drumming 79-80 Sobbing
79-81 Releases, summons, or turns into a monster 20-23 Footsteps ahead Splashing
Casts suggestion on the characters 24-26 Footsteps 81 Splintering
82-84 Wails loudly when touched 82 Squeaking
85- 87 Talks (normal speech , nonsense , poetry and 27-29 approaching 83 Squealing
88-90 rhymes, singing, spellcasting, or screaming) 30-31 Footsteps behind 84 Tapping
91-93 Teleports characters to another place Footsteps 85 Thud
Swaps two or more characters' minds receding 86-87 Thumping
94-97 88 Tinkling
98-00 32-33 Footsteps to the 89-90 Twanging
side 91-92 Whining
34-35 Giggling (faint) 93 - 94 Whispering
36 Gong 95 Whistling
96
37-39 Grating 97
40-41 Groaning 98
Grunting 99-00
42 Hissing
43-44 Horn or trumpet

45

46 sounding
47-48 Howling
Hummin g

298 APPENDIX A I RANDOM DUNGEONS



RELIGIOUS ARTICLES AND FURNISHINGS dlOO Item dlOO Item
Hourglass Tube (piping)
dlOO Item dlOO Item 46- 47 jug 85-86 Tweezers
Altar Lectern 4 8 - 49 Kettle 87 Vial
01-05 Bells 54 Mosaic Ladle Water clock
06- 08 Brazier 55 Offertory 50 Lamp or lantern 88-90 Wire
09-ll Candelabra 56-58 container 51 Lens (concave 91 Workbench
52 or convex) 92
12 Candles 59 Paintings or 53
13-14 Candlesticks frescoes 93-00
Cassocks 60-61 Pews
15 Chimes 62 Pipes, musical UTENSILS AND PERSONAL ITEMS
16 Cloth, altar 63 Prayer rug
17 Columns or 64 Pulpit dlOO Item dlOO Item
18-19 pillars 65 Rail Awl Mirror
20-23 Curtain or Robes 01 Bandages 47-48 Needle(s)
tapestry 66-69 Screen 02 Basin 49 Oil, cooking
24 Drum 70-71 Shrine 03 Basket 50 Oil , fuel
Font 72-76 Side chairs 04-05 Book 51 Oil, scented
25 Gong Stand 06-07 Bottle 52 Pan
26-27 Holy or unholy 77 Statue 08-09 Bowl 53 Parchment
28- 29 symbol 78 - 79 Throne 10 Box Pipe, musical
30- 35 Holy or unholy 80-82 Thurible 11 Brush 54-55 Pipe, smoking
writings Tripod 12-13 Candle 56 Plate, platter,
36- 37 Idol 83 Vestments 14 Candle snuffer 57 or saucer
Incense burner 84-85 Votive light 15 Candlestick 58 Pot
38-43 Kneeling bench 86- 90 Whistle 16 Cane or walking Pouch
44- 48 Lamp 91-97 17 stick 59 Powder puff
98-99 Case 60-61 Quill
49 18 Casket (small) Razor
50-53 00 19 Coffer 62 Rope
20-21 Cologne or 63 Salve or unguent
MAGE FURNISHINGS 22 perfume 64 Scroll
Comb 65 Shaker
dlOO Item dlOO Item 23 Cup 66 Sifter or strainer
Alembic Magic circle 24 Decanter 67-68 Soap
01-03 Balance and 54 Mortar and pestle 25 Dish 69 Spigot
04-05 weights 55 Pan 26-27 Ear spoon 70 Spoon
Beaker 56 Parchment 28 Ewer 71-72 Stopper
06-09 Bellows 57- 58 Pentacle 29 Flagon, mug, or 73 Statuette or
10 Book 59 Pentagram 30 tankard 74 figurine
Bottle 60 Pipe, smoking Flask or jar 75 Thread
ll-14 Bowl 61 Pot 31-32 Food 76-77 Tinderbox (with
15-16 Box 62 Prism 33 Fork flint and steel)
Brazier 63 Quill 34 Grater 78-79 Towel
17 Cage 64-65 Retort 35 Grinder 80-82 Tray
18 Candle 66-68 Rod, mixing or 36 Horn, drinking Trivet or tripod
19-22 Candlestick 69 stirring 37 Hourglass 83 Tureen
23 Cauldron Scroll 38 jug or pitcher 84 Twine
24 Chalk 70-72 Sexton 39 Kettle 85 Vase
25-26 Crucible 73 Skull 40 Key 86 Vial
27- 28 Crystal ball Spatula 41 Knife 87-88 Washcloth
29-30 Decanter 74-75 Spoon, measuring 42 Knucklebones 90 Whetstone
31-32 Desk 76 Stand 43 or dice 91-92 Wig
33 Dish 77 Stool Ladle 93 Wool
34 Flask or jar 78 Stuffed animal 44 Lamp or lantern 94 Yarn
35 Funnel 79 Tank (container) 45-46 95-96
36 Furnace 80 Tongs 97-98
37- 40 Herbs 81 Tripod 99-00
41 Horn 82 Tube (container)
42 83
43-44 84
45

300 APPENDIX A I RANDOM DUNGEONS


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