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Published by aaron.houillon, 2024-03-29 22:06:45

giffyglyphs_monster_maker_latest

giffyglyphs_monster_maker_latest

Introduction 2 Part : Scalers Making Monsters 4 Combat Levels 8 Combat Ranks 10 Combat Roles 15 Paragon Features 22 Making Encounters 25 Part : Features Monstrous Traits 30 Making Features 38 Making Effects 44 Frenzy Attacks 48 Overkill Attacks 49 The Tides of Battle 53 Part :Archetypes The Spellcaster 57 The Summoner 60 The Swarm 63 The Sidekick 66 The Hazard 69 The Lifelinker 71 Part :Appendices Expanded Conditions 74 Randomizing Damage 77 Scaler Templates 79 FAQs 111 CCoont nteent ntss Giffyglyph game-icons.net 4th Edition, Song of the Blade (2015, "Improved Monster Stats table for D&D 5th Edition") Lex Raine, Raspilicious Strider ARandomShark, Adam, Anthoux, Ben_Scerri, Binary Limbo, cheatisnotdead, CrashGem, CrazyDave, dark_james, Dylan Hardy, Durins_cat, Fabreh, Filthy Kenku, Gargle_Fritz, Gerald_Mountaindew, gerni, hajjiman, HidesHisEyes, Horazath, HKYK, jagerune, jasimon, JetrayDadM, LeVentNoir, LexRaine, mulac_snotcloak, nigel037, Osmodius, Qualanqui, QuickTakeMyHand, RadioBehemoth, Rashizar, Raspilicious, ReskinBordran, SageDaMage, Skolas, Spilled Ale Studios, Strider, TDuncker, Thunder_2414, Velivanne, William, Xheotris, ygg, zeemeerman2, and Zieryk. Special thanks to all 447 patrons for their generous support, in particular: Ady Veisz Dragia, AlDragonus, Anthony Campla, Fabreh, Faolan Twinbear, Hoots Kenku, Majikaloo, Necrotic Fawn, Polyblium, Rinzler, Strider, Veygabond GI GIFFFFYYGL GLYYPPHH' 'SS MMOONNSSTTEERRMMAAKKEERR Writing, Art, & Layout Iconography Monster Roles & Stats Discord Defenders Twitch Tyrant Advice & Testing Patrons PATREON.COM/GIFFYGLYPH


Giffyglyph's Monster Maker N o adventure is complete without a menagerie of monsters to cause trouble for your bold heroes. But what do you do when the game needs a brand new villain? Or when you want to add some new tricks to an old favorite? Or when the party does something unexpected and you need to prep an encounter fast? Don't worry—Giffyglyph's Monster Maker is here to help! This supplement introduces a range of mechanics, guides, templates, examples, and advice to help you build new monsters and encounters in seconds—perfect for the GM on the go, and compatible with any 5th Edition game. Surprise your players with minions, grunts, elites, and paragons at any character level! About  Version 3.0.0 Created by Giffyglyph, March 21st 2022 ♥ If you like this project and want to see more in the future, you can help out by: To keep up-to-date with my work, visit: If you have any questions, contact me at: • Becoming a Patron: patreon.com/giffyglyph • Buying a Coffee: ko-fi.com/giffyglyph • Spreading the word: like / share / review • My website: www.giffyglyph.com • Twitch: www.twitch.tv/giffyglyph • Reddit: reddit.com/r/MonsterMaker5e • Discord: Giffyglyph#7632 • Email: [email protected] • Twitter: twitter.com/giffyglyph FFeeaattuurreess Complete step-by-step guides to help you build level-scaling monsters and encounters. • Use 4 combat ranks to fill your monster vault with minions, grunts, elites, and paragons. • Use 6 combat roles, 18 specializations, and 6 archetypes to create powerful controllers, defenders, lurkers, skirmishers, strikers, and supporters. • Equip your monsters with scaling features, paragon power, and battletide conditions. • Use encounter points and monster threat to easily build and balance your encounters. • Sigil Supporters This 5th Edition supplement was kindly supported by: Ady Veisz Dragia, AlDragonus, Anthony Campla, Fabreh, Faolan Twinbear, Hoots Kenku, Majikaloo, Necrotic Fawn, Polyblium, Rinzler, Strider, Veygabond and 435 other patrons  Become a Patron  Talk on Twitch ∞ More 5e supplements PATREON.COM/GIFFYGLYPH GIFFYGLYPH'S MONSTER MAKER


Part Scalers Build scaling monsters for your combat encounters. CHAPTER Making Monsters An introduction to combat scalers and scaling monsters. CHAPTER Combat Levels How to choose a combat level based on a party, region, or tier. CHAPTER Combat Ranks Create 4 ranks of monster: minions, grunts, elites, and paragons. CHAPTER Combat Roles Customize your monsters with 6 combat roles, 18 subroles, and 90 special combat abilities. CHAPTER Paragon Features Give your elites and paragons more actions per round with paragon power. CHAPTER Making Encounters Pit your new monsters against the party with scaling encounters. PATREON.COM/GIFFYGLYPH


1 Making Monsters D angerous encounters need devious monsters-but how do you make a monster and how do you balance it against player characters? This chapter introduces scalers to help you build fun, balanced, combat-ready monsters with ease. This supplement makes extensive use of scalers, a special type of monster profile that has level-scaling, rank-scaling, and role-scaling attributes: hit points, armor class, damage, ability modifiers, etc. With standardized monster math and threat ratings, scalers can help to drastically cut down the time you need to build monsters and design encounters: For more information about scalers and their particulars, see the FAQs (p111). SSccaalleerrss Quick to Build: With just three key dials (level, rank, role), you can get combat-ready stats in seconds. • Predictable Power: Forget challenge ratings—use combat levels to build a monster just like a PC. • Ranks and Roles: Customize your scalers with 4 combat ranks (minions, grunts, elites, and paragons) and 6 combat roles (controllers, defenders, lurkers, scouts, strikers, and supporters). • Decoupled Combat Stats: You don't need to micromanage equipment—use whatever's flavorful. • Combat-First Profile: Scaler profiles are laid out for combat with quick-reference icons, colors, and text. • Big Bosses: With a fully-featured paragon power system, your paragons can be effective solo bosses. • • Powers over Spell Slots: No spell slots. Ever. Improvisation-Friendly: Scalers tell you everything you need to improvise new actions on-the-go. • Kobold Pyroblaster  Level 4 Grunt, Striker Small humanoid (kobold) STR 8 −1 DEX 18 +4 CON 8 −1 INT 18 +4 WIS 12 +1 CHA 12 +1  AC 13. Saving Throws Int +6, Wis +3. ♥ HP 44. Bloodied 22. Resistant to fire. ⚔ ATK +2. DC +10. DMG 12. Reach 5 ft. Range 30 ft. ⚡ Speed 30 ft. Senses darkvision 60 ft., passive Perception 11. Languages Common, Draconic.  Proficiency +2. CR 1. XP 275.  Items spellbook. TRAITS Pack Tactics: You have advantage when attacking a creature adjacent to any ally that isn't incapacitated.  FREE  Brutal (1/turn): You critically hit on a roll of 19-20. ACTIONS Firebolt: Spell: Cantrip, Evocation, S. Ranged: +6 to hit, range 30 ft., one target. Hit: 12 (3d6 + 2) fire damage.  Immolate (Cooldown 3): Spell: 1st-level, Evocation, VS. Ranged: +6 to hit, range 30 ft., one target. Hit: 15 (4d6 + 1) fire damage (ongoing, DC 14 CON).  Fireblast (1/sr): Spell: 1st-level, Evocation, VS. Save: DC 14 vs DEX, a 30 ft. cone extending from yourself, all targets. Hit: 15 (4d6 + 1) fire damage.  Scalers & Statics All of the modules and mechanics presented in this supplement are fully compatible with any static monster profile (i.e. those found in other 5th Edition materials). PATREON.COM/GIFFYGLYPH MAKING MONSTERS


Listed below are some of the key differences between a scaler profile and a conventional 5th Edition stat block. At the forefront of every scaler is a combat level, combat rank, and combat role—use these descriptors to quickly judge how to use a scaler in battle. Attack rolls and ability checks depend on ability modifiers—find them at the very top of the stat block. Armor class and saving throws are grouped together into one quick-reference defensive line. Health attributes (HP, vulnerabilities, immunities, etc.) are grouped together into one quick-reference health line. If your scaler can be bloodied or enraged (p53), or has a damage threshold, those values are also listed here. Three basic attack stats serve as a central reference point when using attacks and actions: If your scaler has an initiative bonus, find it listed next to your speeds. This bonus (if displayed) already includes your DEX ability modifier. If your scaler is carrying any notable items (potions, scrolls, spellbooks), equipment (weapons, armor, trinkets), or treasure (coins, gems, art), it is listed here. Some scalers lie dormant until they are activated by a triggering action or event. Special features are grouped together by their activation cost: traits (passive features), free actions, bonus actions, actions, and reactions. Features come in one of three rarities of increasing power—common (green), uncommon (yellow), and rare (red)—and may be highlighted with melee or ranged icons for easy reference. For more information on how to build special features, see Making Features (p38). Some scalers can be controlled or subdued in nontraditional ways—disabling, baiting, persuading, etc. This section describes any unique countermeasures. Scaler Combat Profiles 1 Level, Rank, and Role 2 Ability Modifiers 3 Defences 4 Health 5 Combat Stats ATK: Add this to an ability modifier when you attack a target's AC (d20 + ability modifier + ATK). • DC: Add this to an ability modifier when you force a target to make a saving throw (ability modifier + DC). • DMG: This is the average amount of damage that can be caused with a single, common action (don't add ability modifiers to this value). If an action would make several separate attacks, divide this damage across each attack. • • Reach/Range: These are basic attack ranges. 6 Initiative 7 Items 8 Trigger 9 Special Features 10 Countermeasures AberrantMonolith  Level 6 Elite, Controller (Hexer) Large hazard (aberration) STR 14 +2 DEX 1 −5 CON 20 +5 INT 20 +5 WIS 14 +2 CHA 1 −5  AC 16. Saving Throws Str +5, Con +8, Int +8. HP 116. Bloodied 58. Damage Threshold 10. Immune to psychic and blinded, charmed, deafened, exhaustion, frightened, paralyzed, prone, stunned. ♥ ⚔ ATK +3. DC +11. DMG 15. Reach 5 ft. Range 120 ft. ⚡ Speed 5 ft., climb 5 ft. Initiative −1. Senses blindsight 120 ft., passive Perception 12. Languages understands deep speech but can't speak.  Proficiency +3. CR 4. XP 1150.  Items bloodstone. TRIGGER You lie dormant until a willing creature feeds you fresh blood. You may then remain active for 1 hour per unit of blood consumed (where one unit equals one hit die). If an unwilling creature touches you while you are dormant, it must succeed on a Constitution saving throw (DC 16) or lose one hit die.  TRAITS Regenerating Flesh: At the start of your turn, if you have at least 1 hit point, you regain 12 hit points.  Focused: You have advantage on Concentration saving throws.  FREE Paragon Power (1/round): At the end of another creature's turn, you may either a) take an action and regain your reaction or b) reroll a saving throw.  ACTIONS Eyebeam: Ranged: +8 to hit, range 120 ft., one creature. Hit: 15 (2d12 + 2) psychic damage, and the creature must succeed on an Intelligence saving throw (DC 16) or fall prone.  Hypnotic Sound: Ranged: DC 16 vs INT, range 120 ft., one or two creatures. Hit: the creature has disadvantage on attack rolls and ability checks until the end of its next turn.  Otherworldly Visions (Recharge 4-6): Save: DC 16 vs INT, range 60 ft., one creature. Hit: the creature is blinded and vulnerable to psychic damage until the end of your next turn.  Song of the Great Ones (Concentration, 1/lr): Save: DC 16 vs INT, range 30 ft., one creature that is not deafened. Hit: the creature is stunned for up to one minute. Recovery: Regain one use when you are first bloodied (once per long rest).  COUNTERMEASURES Sacrifice of Blood: If you are bloodied, an adjacent creature may spend an action to sacrifice one hit die and compel you to fall dormant (DC 6 Persuasion or Intimidate). The creature must be able to speak in deep speech.  1 2 3 4 5 6 7 8 9 10 GIFFYGLYPH'S MONSTER MAKER MAKING MONSTERS PATREON.COM/GIFFYGLYPH


Once you have some inspiration, it's time to make a monster! To turn your idea into a fully-featured combat profile, follow the six steps below. First, you must define your monster's combat power— how dangerous is it in a fight? Choose a combat level, a combat rank, and (optionally) a combat role. A combat level (p8) describes how powerful a monster is —the higher the level, the greater its starting stats (hit points, damage, armor class, ability modifiers, etc.). Combat levels work in the exact same way as character levels, so consider choosing a level between 1- 20 that's suitable for the party's average character level. A combat rank (p10) describes how influential your monster is on the battlefield—the higher the rank, the bigger the danger it presents. There are four basic ranks of increasing strength: minions (p12), grunts (p11), elites (p13), and paragons (p14). Choose one. A combat role (p15) specializes your monster's fighting style with new features, skills, and stat adjustments. There are six basic roles: controllers (p16), defenders (p17), lurkers (p18), skirmishers (p19), strikers (p20), and supporters (p21). Choose one. Once you know your monster's combat power, use the Scaler Template tables (see p79) to get its starting stats. Your monster's starting template include a set of six recommended ability modifiers: two high, two mid, and two low. Assign these modifiers to your abilities (STR, DEX, CON, INT, WIS, and CHA) in order of preference. If it doesn't make sense for the monster to have a particular ability, either a) set the ability modifier to −5 or b) set the ability score to 0 (the monster automatically fails ability checks/saving throws). Your monster's starting template also specifies a number of trained saving throws (TSTs): choose these saving throws. Try to split these evenly between strong and weak saving throw categories: Basic attack stats (attack bonus, DC bonus, and average damage) are also included in the starting template. Define a reach and/or range for these basic attacks and actions. Note that specific features may override these distances whenever appropriate. With the core attributes in place, it's time to choose some extras. There are eight common categories to consider: use these to flesh out your monster. Try to keep in mind the overall combat power of the monster—the lower the level (or the lower the rank), the fewer extras your monster should need. If you want to to give your monster some special tricks, equip them with scaling features. There are three different types of feature: For some quick flavor, equip your monster with at least one ancestral (racial) feature, one (if applicable) combat role feature, and one attack action. Be sure not to overcomplicate your monster—a combat profile should be easy to read and easy to run. Aim for the following: For a full exploration of how to build scaling features and choose effects, see Making Features (p38). MMaakeke a M a Moons nstteerr Define your Combat Power Choose a Combat Level Choose a Combat Rank Choose a Combat Role (Optional) Valiant, Clanda, and Chansi have been waylaid by some bandits—a combat begins! There are three player characters, and the average party level is 5; the GM opts for three 5th level grunts to provide a medium-challenge encounter. To mix things up, the GM gives each bandit a different combat role: one striker to deal damage, one defender to soak up some hits, and one lurker to snipe from a distance. Get your Stats Assign your Attributes Pick your Saving rows • Strong: Dexterity, Constitution, Wisdom. • Weak: Strength, Intelligence, Charisma. Choose a Reach and/or Range Pick some Extras (Optional) Extra Categories • Speeds • Senses • Skills • Vulnerabilities • Resistances • Immunities • Languages • Items Create some Features • Trait: A passive ability that's always on. Attack: An activated ability that tries to affect an unwilling target. • Utility: An activated ability that tries to affect a willing target. • Number of Features Combat Rank Features Minion 1-5 Grunt 3-8 Elite 5-11 Paragon 7-14 GIFFYGLYPH.COM    PATREON.COM/GIFFYGLYPH MAKING MONSTERS


Some creatures have extra-special powers: casting magic, summoning allies, forming swarms, etc. These monsters can be built with an archetype—a prepackaged bundle of features, rules, and advice. Choose one of six archetypes: the lifelinker (p71), the hazard (p69), the sidekick (p66), the spellcaster (p57), the summoner (p60), and the swarm (p63). Now compare your monster against the adventuring party and adjust any values that may seem over or under-powered (e.g. lower the AC or HP if your party has trouble dealing damage, or increase the average damage dealt by the monster if the party's defenses or healing resources are high). Your monster is now ready! Start your encounter and improvise any additional features as you go. It may turn out that your monster is too weak or too strong for the party. That's ok—it's hard to predict how powerful some features can be. If you need to update a monster during live play, try to do so naturally. Avoid explicitly telling players what you're changing—fold it into the fiction. Once you have the basics down, you can start to explore some new mechanics—such as paragon power (p22), expanded conditions (p74), and battletide effects (p53). Use these to spice up your scaling monsters. Pick an Archetype (Optional) Dragonborn Bandit  Level 5 Grunt, Defender Medium humanoid (dragonborn) STR 18 +4 DEX 8 −1 CON 12 +1 INT 8 −1 WIS 12 +1 CHA 18 +4  AC 17. Saving Throws Dex +2, Con +4, Cha +7. ♥ HP 38. Bloodied 19. Resistant to lightning. ⚔ ATK +3. DC +11. DMG 11. Reach 10 ft. ⚡ Speed 25 ft. Senses darkvision 60 ft., passive Perception 11. Languages Common, Draconic.  Proficiency +3. CR 2. XP 450.  Items shield, spear. TRAITS Opportunist: When you make an attack of opportunity, you have advantage.  BONUS ACTIONS Stop Right There (1/sr): Save: DC 15 vs CHA, range 30 ft, one creature. Hit: the creature is restrained until the end of its next turn.  ACTIONS Spear: Melee: +7 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) piercing damage.  Shield Slam: Melee: +7 to hit, reach 5 ft., one target. Hit: the target is knocked prone.  Dwarf Bandit  Level 5 Grunt, Lurker Medium humanoid (dwarf) STR 8 −1 DEX 18 +4 CON 12 +1 INT 12 +1 WIS 18 +4 CHA 8 −1  AC 9. Saving Throws Wis +7. ♥ HP 38. Bloodied 19. ⚔ ATK +3. DC +11. DMG 19. Reach 5 ft. Range 60 ft. ⚡ Speed 30 ft.  Skills Stealth +7. Senses darkvision 60 ft., passive Perception 14. Languages Common, Dwarvish.  Proficiency +3. CR 2. XP 450.  Items heavy crossbow. TRAITS Sure-Footed: You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.  BONUS ACTIONS  Sneaky: You take the Hide action. ACTIONS Heavy Crossbow: Ranged: +7 to hit, range 60 ft., one target. Hit: 19 (4d8 + 1) piercing damage.  Orc Bandit  Level 5 Grunt, Striker Medium humanoid (orc) STR 18 +4 DEX 8 −1 CON 18 +4 INT 8 −1 WIS 12 +1 CHA 12 +1  AC 13. Saving Throws Str +7, Con +7. ♥ HP 51. Bloodied 26. ⚔ ATK +3. DC +11. DMG 15. Reach 5 ft. ⚡ Speed 30 ft. Senses darkvision 60 ft., passive Perception 11. Languages Common, Orc.  Proficiency +3. CR 2. XP 450.  Items greataxe. FREE  Brutal (1/turn): You critically hit on a roll of 19-20. BONUS ACTIONS Aggressive (Cooldown 3): You move up to your speed towards a hostile creature that you can see.  ACTIONS Greataxe: Melee: +7 to hit, reach 5 ft., one target. Hit: 15 (2d12 + 2) slashing damage.  Tailor the Fit Start Playing Refine as you Play During the encounter, the party is having unexpected trouble hitting the defender's high AC. The GM decides to reduce the AC by 2 on the next attack. GM: As you slam your mace against the shield, Valiant, there is a loud crack; the bandit's shield splits in two from the force of your attack... • What's Next? GIFFYGLYPH'S MONSTER MAKER MAKING MONSTERS PATREON.COM/GIFFYGLYPH


2 Combat Levels T o overcome the enemy, you must first understand the enemy: what are their strengths and weaknesses, and just how much danger are you in? Knowledge is power—but how do you describe danger in simple terms? And how can you use ratings to set the strength of your scalers? This chapter introduces combat levels and their gameplay purpose, how to use them, and how you can integrate them with challenge ratings. Scaling monsters use combat levels (i.e. character levels) to set their core attributes (ability modifiers, hit points, average damage, etc.)—the higher the level, the higher these core attributes will be. Your first step in creating a new scaling monster is (typically) to choose their level, and there are three common approaches: If you want to combat a specific adventuring party, target the average party level. You can create a weaker monster by going below the average party level or a stronger monster by going above it. Use this approach when you want to build some narrative content to scale alongside your players. If you want to populate a region (a dark dungeon, a sinister forest, a cosmic plane, etc.), target the average region level. You can create a weaker monster by going below the average region level or a stronger monster by going above it. Use this approach when you want to build some sandbox content with a fixed challenge for your world (e.g. a hexcrawl or dungeoncrawl). CChhoooossiinngg a L a Leevveell A Target the Party: Build monsters to combat a specific group of players based on the average party level. B Target a Region: Build monsters to populate a specific region base on the average region level. C Target a Tier: Build monsters for a particular tier of gameplay—adventurer, heroic, paragon, or epic. Core vs. Extended Combat Features Combat levels set core combat features—hit points, attack bonuses, armor classes, saving throws, etc. Once these core details are in place, you can add extended combat features (if necessary) to flesh out your creation—immunities, vulnerabilities, actions, etc. A Target the Party Party Combat Level Challenge Combat Level Weak Average Party Level - 3 Competent Average Party Level Strong Average Party Level + 3 The GM wants to create a group of orc warlocks to fight a 5th-level adventuring party. The orcs are intended to be a competent threat, so the GM makes them 5th-level to match the party. Another GM wants to build a combat encounter for a varied adventuring party—two 2nd-level characters and three 4th-level characters. The average party level is 3, so the GM uses 3rd-level scalers in the battle. B Target a Region PATREON.COM/GIFFYGLYPH COMBAT LEVELS


If you want to build content for a power tier (adventurer, heroic, paragon, and epic), target a level range. Use this approach when you want to build some shareable content that others can easily drop into their own games and campaign settings. Challenge ratings (CR) are another means of describing danger. To find out what challenge rating your scaling monster has (or to convert a static monster into a scaler) use the Combat Levels to Challenge Ratings table. When you convert scalers from combat levels to challenge ratings (and vice versa), be aware that this is more art than science: no two scalers are 100% alike, and depending on the particulars of your NPC you may wish to make some modifications to keep the threat inline with expectations. For example: Region Combat Level Challenge Combat Level Weak Average Region Level - 3 Competent Average Region Level Strong Average Region Level + 3 The GM wants to create some encounters in the Firemaw Basin, a 7th-level adventuring region in their hexcrawl-style campaign. With an average region level of 7, the GM can comfortably use a range of combat levels from 4th-level (weak) to 10th-level (strong). C Pick a Power Tier Tiered Combat Level Tier Combat Level Adventurer 1-4 Heroic 5-10 Paragon 11-16 Epic 17+ The GM wants to create some scaling monsters for an adventure they plan to share online. The adventure is to be set in the Heroic tier of gameplay, and so the GM uses a range of combat levels from 5th-level to 10th-level. CChhaalllleennggee R Raattiinnggss Adjust the armor class and/or hit points to make your scaler more (or less) durable. • • Change attack bonuses to hit more (or less) often. • Add some paragon power. • Add or remove some damage/condition immunities. • Apply a combat role. • Boost damage to keep your players on edge. • Add some extra movement options. Combat Levelsto Challenge Ratings Combat Level Minion Grunt Elite Paragon T4 0 0 1/8 1/4 1/2 1 0 1/4 1/2 1 2 1/8 1/2 1 2 3 1/8 1/2 1 3 4 1/4 1 2 4 5 1/2 2 3 5 6 1/2 2 4 6 7 1/2 3 4 7 8 1 3 5 8 9 1 4 6 9 10 1 4 7 10 11 2 5 7 11 12 2 5 8 12 13 2 6 9 13 14 3 6 9 14 15 3 7 10 15 16 3 7 11 16 17 4 8 12 17 18 4 9 13 18 19 4 9 13 19 20 4 10 14 20 21 5 11 16 21 22 6 13 18 22 23 7 14 20 23 24 7 16 20 24 25 8 17 21 25 26 9 19 22 26 27 10 20 23 27 28 11 20 23 28 29 12 21 24 29 30 12 21 25 30 CHALLENGE RATING (CR) The GM wants to use a remorhaz (a CR 11 monster worth 7,200 XP) in an encounter alongside some scalers. This CR 11 monster can be used as if it were an 11th-level Paragon, a 16th-level elite, a 21st-level grunt, or a 28th-level minion. Later, the GM creates a new monster–a 7th-level grunt. Using the table above, the GM can see that this monster has a challenge rating of CR 3. Dangeris Relative Danger ratings are rarely absolute; each encounter is a unique combination of variables (party composition, player knowledge, magic items, encounter layout, etc.), where some combat features may be overpowered whilst others are never used at all. What objective value is fire immunity, for example, if the party never deals fire damage? For this reason, extended combat features (such as traits, immunities, resistances, and abilities) don't impact a scaler's combat level or challenge rating. GIFFYGLYPH'S MONSTER MAKER COMBAT LEVELS PATREON.COM/GIFFYGLYPH


3 Combat Ranks I t is said that authority creates power and grants you more influence and notoriety on the battlefield. But how exactly do you assign authority to a monster, and how does it empower them? This chapter introduces combat ranks and pre-made templates to help you field an army of minions, grunts, elites, and paragons. A combat rank defines how threatening you are in battle, adjusting attributes and granting access to special features. There are four ranks you can choose from: Choose the rank that best describes how your monster acts in combat and then apply attribute modifiers as shown in the Combat Ranks table below. Each rank comes with a recommended set of six ability modifiers—two high modifiers, two mid modifiers, and two low modifiers. Allocate these ability modifiers as best fits your scaling monster. If it wouldn't make sense for your monster to have a particular ability, either a) set the relevant modifier to −5 or b) set the ability score to 0 (you automatically fail ability checks/saving throws). When you create a new scaling monster, you can choose one or more trained saving throws (TSTs). Try to split these evenly between strong and weak save categories: Each rank has a threat rating that describes how many players (of equal level) should be threatened by this monster in combat. A grunt, for example, is a threat for one player character while an elite is a threat for two. Use threat ratings to mix-and-match ranks easily. For more details, see Making Encounters (p25). CChhoooossiinngg a R a Raanknk Grunts are the rank-and-file members of any fighting force—one grunt is the counterpart to one PC. • Minions are frail but make up for it by fighting in large numbers—for the cost of one grunt you can field four minions. • Elites are tough champions and powerful captains with twice the staying power of an grunt. • Paragons are a force to be reckoned with, able to face an entire adventuring party single-handed. • Ability Modifiers Trained Saving rows • Strong: Dexterity, Constitution, Wisdom. • Weak: Strength, Intelligence, Charisma. reat Combat Ranks Rank Threat Modifiers INIT AC HP TST DMG XP Special Features Minion 0.25 — — — ×0.2 1 ×0.75 ×0.25 Elusive Grunt 1 — — — — 2 — — — Elite 2 +1 +PB/2 +1 ×2 3 ×1.1 ×2 Paragon Power Paragon Variable +2 +PB +2 ×Threat 3 ×1.2 ×Threat Paragon Power, Paragon Defence PATREON.COM/GIFFYGLYPH COMBAT RANKS


Grunts are the basic combatants, fighters, and soldiers of your monstrous hordes—creatures that can go toeto-toe with a player character. One grunt is a threat for one adventurer of equal level. To start building a grunt, either a) choose a combat level and look at the Grunt Templates table, or b) create your own grunt using the Grunt Template. Grunts The GM wants to create a new grunt for their campaign —a sparking lightmare hexblade. In battle, the lightmare hexblade makes an INT-based melee attack. They add their INT modifier (+4) to their base attack bonus (+3) for a total attack bonus of +7. To get started, the GM chooses a combat level—in this case, level 7. • They then assign six ability modifiers in order of preference—for the hexblade, the GM assigns STR −1, DEX +1, CON +1, INT +4, WIS −1, CHA +4. • • The hexblade is then given AC 13 and 65 HP. Next, the GM assigns two trained saving throws—in this case, the GM chooses WIS and CHA. • The hexblade has an attack bonus of +3, an attack DC of +11, and deals 21 damage on a successful hit. • Grunt Template  Level (LVL) Your combat level (i.e. character level)  Armor Class 12 + LVL/4  Ability Modifier (Low) LVL/12 − 1  Ability Modifier (Mid) 1 + LVL/8  Ability Modifier (High, LVL < 8) 3 + LVL/4  Ability Modifier (High, LVL >= 8) 5 + (LVL−8)/8 ⚔ Attack Bonus PB  Attack DC 8 + PB  Attack Damage LVL×3 ♥ Hit Points 16 + LVL×7 ⚡ Initiative Bonus 0  Proficiency Bonus (PB) 1 + (LVL+3)/4  Trained Saving Throws 2  Threat 1 Other Features: Choose 3-8 traits/attacks/utilities. Using Grunts For a quick combat encounter, deploy one grunt for each player character (e.g. for five 6th-level players, deploy five 6th-level grunts). • A grunt should be defeated within 4 successful attacking actions. • • Grunts are suitable for any combat role. Grunt Templates Level Ability Modifiers PB INIT AC HP TST ATK DC DMG CR XP 0 +3, +3, +1, +1, −1, −1 +2 — 12 16 2 +2 +10 1 1/8 25 1 +3, +3, +1, +1, −1, −1 +2 — 12 23 2 +2 +10 3 1/4 50 2 +3, +3, +1, +1, −1, −1 +2 — 12 30 2 +2 +10 6 1/2 112 3 +3, +3, +1, +1, −1, −1 +2 — 12 37 2 +2 +10 9 1/2 175 4 +4, +4, +1, +1, −1, −1 +2 — 13 44 2 +2 +10 12 1 275 5 +4, +4, +1, +1, −1, −1 +3 — 13 51 2 +3 +11 15 2 450 6 +4, +4, +1, +1, −1, −1 +3 — 13 58 2 +3 +11 18 2 575 7 +4, +4, +1, +1, −1, −1 +3 — 13 65 2 +3 +11 21 3 725 8 +5, +5, +2, +2, −1, −1 +3 — 14 72 2 +3 +11 24 3 975 9 +5, +5, +2, +2, −1, −1 +4 — 14 79 2 +4 +12 27 4 1,250 10 +5, +5, +2, +2, −1, −1 +4 — 14 86 2 +4 +12 30 4 1,475 11 +5, +5, +2, +2, −1, −1 +4 — 14 93 2 +4 +12 33 5 1,800 12 +5, +5, +2, +2, +0, +0 +4 — 15 100 2 +4 +12 36 5 2,100 13 +5, +5, +2, +2, +0, +0 +5 — 15 107 2 +5 +13 39 6 2,500 14 +5, +5, +2, +2, +0, +0 +5 — 15 114 2 +5 +13 42 6 2,875 15 +5, +5, +2, +2, +0, +0 +5 — 15 121 2 +5 +13 45 7 3,250 16 +6, +6, +3, +3, +0, +0 +5 — 16 128 2 +5 +13 48 7 3,750 17 +6, +6, +3, +3, +0, +0 +6 — 16 135 2 +6 +14 51 8 4,500 18 +6, +6, +3, +3, +0, +0 +6 — 16 142 2 +6 +14 54 9 5,000 19 +6, +6, +3, +3, +0, +0 +6 — 16 149 2 +6 +14 57 9 5,500 20 +6, +6, +3, +3, +0, +0 +6 — 17 156 2 +6 +14 60 10 6,250 21 +6, +6, +3, +3, +0, +0 +7 — 17 163 2 +7 +15 63 11 8,250 22 +6, +6, +3, +3, +0, +0 +7 — 17 170 2 +7 +15 66 13 10,250 23 +6, +6, +3, +3, +0, +0 +7 — 17 177 2 +7 +15 69 14 12,500 24 +7, +7, +4, +4, +1, +1 +7 — 18 184 2 +7 +15 72 16 15,500 25 +7, +7, +4, +4, +1, +1 +8 — 18 191 2 +8 +16 75 17 18,750 ATTRIBUTES DEFENCE OFFENSE RATINGS GIFFYGLYPH'S MONSTER MAKER COMBAT RANKS PATREON.COM/GIFFYGLYPH


Minions have few hit points and deal reduced damage. These are your lackeys, underlings, and lesser henchmen—things that should be easily overcome. Yet minions can be a major threat when they attack the enemy in large numbers. Four minions are a threat for one adventurer of similar level; they are a great option when you want to pit the party against a mob. To starting building a minion, either a) choose a combat level and look at the Minion Templates table, or b) apply the Minion Template below to any grunt. Minions are elusive—they take no damage from a missed attack, even if it would normally deal damage on a miss or with a successful saving throw (e.g. a Fireball spell). Minions Elusive The GM wants to create a minion variant of the 7th-level lightmare hexblade—a lightmare hexing. They start by applying the minion template to the hexblade: • The hexing is given 13 HP. As a minion, the hexing has only one trained saving throw; the GM chooses WIS. • • The hexing deals only 16 damage on a successful hit. Minion Template  Armor Class — ♥ Hit Points ×0.2  T. Saving Throws 1 ⚡ Initiative —  Ability Modifiers —  Attack Damage ×0.75  XP ×0.25  Threat 0.25 Elusive: You take no damage from a missed attack (even if it would normally deal damage on a miss). Other Features: Choose 1-5 traits/attacks/utilities. Using Minions For a quick combat encounter, deploy four minions for each player character or replace one grunt with four minions of equal level (e.g. for four 5th-level players, deploy 16 5th-level minions). • A minion should be defeated by 1 successful attacking action. • Minions are natural swarmers—use their large numbers to outflank and overwhelm the party, and make good use of the Help action. • With few hit points, melee minions are especially vulnerable to ranged attacks—use cover to keep them out of sight until they can close the gap. • If you use large numbers of minions, make sure not to slow down the round time for your players. • Minion Templates Level Ability Modifiers PB INIT AC HP TST ATK DC DMG CR XP 0 +3, +3, +1, +1, −1, −1 +2 — 12 3 1 +2 +10 1 0 6 1 +3, +3, +1, +1, −1, −1 +2 — 12 5 1 +2 +10 2 0 12 2 +3, +3, +1, +1, −1, −1 +2 — 12 6 1 +2 +10 5 1/8 28 3 +3, +3, +1, +1, −1, −1 +2 — 12 7 1 +2 +10 7 1/8 43 4 +4, +4, +1, +1, −1, −1 +2 — 13 9 1 +2 +10 9 1/4 68 5 +4, +4, +1, +1, −1, −1 +3 — 13 10 1 +3 +11 11 1/2 112 6 +4, +4, +1, +1, −1, −1 +3 — 13 12 1 +3 +11 14 1/2 143 7 +4, +4, +1, +1, −1, −1 +3 — 13 13 1 +3 +11 16 1/2 181 8 +5, +5, +2, +2, −1, −1 +3 — 14 14 1 +3 +11 18 1 243 9 +5, +5, +2, +2, −1, −1 +4 — 14 16 1 +4 +12 20 1 312 10 +5, +5, +2, +2, −1, −1 +4 — 14 17 1 +4 +12 23 1 368 11 +5, +5, +2, +2, −1, −1 +4 — 14 19 1 +4 +12 25 2 450 12 +5, +5, +2, +2, +0, +0 +4 — 15 20 1 +4 +12 27 2 525 13 +5, +5, +2, +2, +0, +0 +5 — 15 21 1 +5 +13 29 2 625 14 +5, +5, +2, +2, +0, +0 +5 — 15 23 1 +5 +13 32 3 718 15 +5, +5, +2, +2, +0, +0 +5 — 15 24 1 +5 +13 34 3 812 16 +6, +6, +3, +3, +0, +0 +5 — 16 26 1 +5 +13 36 3 937 17 +6, +6, +3, +3, +0, +0 +6 — 16 27 1 +6 +14 38 4 1,125 18 +6, +6, +3, +3, +0, +0 +6 — 16 28 1 +6 +14 41 4 1,250 19 +6, +6, +3, +3, +0, +0 +6 — 16 30 1 +6 +14 43 4 1,375 20 +6, +6, +3, +3, +0, +0 +6 — 17 31 1 +6 +14 45 4 1,562 21 +6, +6, +3, +3, +0, +0 +7 — 17 33 1 +7 +15 47 5 2,062 22 +6, +6, +3, +3, +0, +0 +7 — 17 34 1 +7 +15 50 6 2,562 23 +6, +6, +3, +3, +0, +0 +7 — 17 35 1 +7 +15 52 7 3,125 24 +7, +7, +4, +4, +1, +1 +7 — 18 37 1 +7 +15 54 7 3,875 25 +7, +7, +4, +4, +1, +1 +8 — 18 38 1 +8 +16 56 8 4,687 ATTRIBUTES DEFENCE OFFENSE RATINGS GIFFYGLYPH.COM    PATREON.COM/GIFFYGLYPH COMBAT RANKS


Elites are formidable champions, commanders, and leaders. These powerful combatants pose a great danger with their tougher armor, increased hit points, and boosted attack damage—one elite can threaten two adventurers of similar level. Elites are a great option for mid-boss encounters where they can serve as direct underlings, agents, and emissaries of the adventure's primary threat; consider using them as your secondary antagonists. To start building an elite, either a) choose a combat level and look at the Elite Templates table, or b) apply the Elite Template below to any grunt. Paragon power is a measure of exceptional ability—with it, you can take multiple actions each round and fend off even the most persistent of ongoing effects. For a full exploration of paragon power, see p22. EElliitteess Paragon Power The GM creates a 7th-level lightmare hexmaster to lead their monsters by applying the elite template to a lightmare hexblade. With increased attributes, defences, and damage, the hexmaster is a formidable foe. Elite Template  Armor Class +1 ♥ Hit Points ×2  T. Saving Throws 3 ⚡ Initiative +PB/2  Ability Modifiers +1  Attack Damage ×1.1  XP ×2  Threat 2 Paragon Power (1/round): At the end of another creature's turn, you may either a) take an action and regain your reaction or b) repeat a saving throw against an ongoing effect. Other Features: Choose 5-11 traits/attacks/utilities. Using Elites For a quick combat encounter, deploy one elite for every two player characters or replace two grunts with one elite of equal level (e.g. for six 7th-level players, deploy three 7th-level elites). • An elite should be defeated within 8 successful attacking actions. • Elites are tough and durable; they make great leaders, tankbusters, and frontline fighters. • With paragon power, an elite can act twice each round—use this to be cinematic. • Significant NPCs and named/notable villains are great candidates for the elite rank. • Elite Templates Level Ability Modifiers PB INIT AC HP TST ATK DC DMG CR XP 0 +4, +4, +2, +2, +0, +0 +2 +1 13 32 3 +2 +10 1 1/4 50 1 +4, +4, +2, +2, +0, +0 +2 +1 13 46 3 +2 +10 3 1/2 100 2 +4, +4, +2, +2, +0, +0 +2 +1 13 60 3 +2 +10 7 1 225 3 +4, +4, +2, +2, +0, +0 +2 +1 13 74 3 +2 +10 10 1 350 4 +5, +5, +2, +2, +0, +0 +2 +1 14 88 3 +2 +10 13 2 550 5 +5, +5, +2, +2, +0, +0 +3 +1 14 102 3 +3 +11 17 3 900 6 +5, +5, +2, +2, +0, +0 +3 +1 14 116 3 +3 +11 20 4 1,150 7 +5, +5, +2, +2, +0, +0 +3 +1 14 130 3 +3 +11 23 4 1,450 8 +6, +6, +3, +3, +0, +0 +3 +1 15 144 3 +3 +11 26 5 1,950 9 +6, +6, +3, +3, +0, +0 +4 +2 15 158 3 +4 +12 30 6 2,500 10 +6, +6, +3, +3, +0, +0 +4 +2 15 172 3 +4 +12 33 7 2,950 11 +6, +6, +3, +3, +0, +0 +4 +2 15 186 3 +4 +12 36 7 3,600 12 +6, +6, +3, +3, +1, +1 +4 +2 16 200 3 +4 +12 40 8 4,200 13 +6, +6, +3, +3, +1, +1 +5 +2 16 214 3 +5 +13 43 9 5,000 14 +6, +6, +3, +3, +1, +1 +5 +2 16 228 3 +5 +13 46 9 5,750 15 +6, +6, +3, +3, +1, +1 +5 +2 16 242 3 +5 +13 50 10 6,500 16 +7, +7, +4, +4, +1, +1 +5 +2 17 256 3 +5 +13 53 11 7,500 17 +7, +7, +4, +4, +1, +1 +6 +3 17 270 3 +6 +14 56 12 9,000 18 +7, +7, +4, +4, +1, +1 +6 +3 17 284 3 +6 +14 59 13 10,000 19 +7, +7, +4, +4, +1, +1 +6 +3 17 298 3 +6 +14 63 13 11,000 20 +7, +7, +4, +4, +1, +1 +6 +3 18 312 3 +6 +14 66 14 12,500 21 +7, +7, +4, +4, +1, +1 +7 +3 18 326 3 +7 +15 69 16 16,500 22 +7, +7, +4, +4, +1, +1 +7 +3 18 340 3 +7 +15 73 18 20,500 23 +7, +7, +4, +4, +1, +1 +7 +3 18 354 3 +7 +15 76 20 25,000 24 +8, +8, +5, +5, +2, +2 +7 +3 19 368 3 +7 +15 79 20 31,000 25 +8, +8, +5, +5, +2, +2 +8 +4 19 382 3 +8 +16 83 21 37,500 ATTRIBUTES DEFENCE OFFENSE RATINGS GIFFYGLYPH'S MONSTER MAKER COMBAT RANKS PATREON.COM/GIFFYGLYPH


Paragons are a force to be reckoned with; they hit hard, have high defenses, act multiple times each round, and can shrug off effects that would bring any lesser creature to their knees. These are your big bosses, brutes, solos, and showstoppers—the big-bad usually waiting at the climax of an adventure: a mighty red dragon, a dominating elder brain, a bone-chilling skeleton queen, etc. To start building a paragon, either a) choose a combat level and look at the Paragon Templates table, or b) apply the Paragon Template below to any grunt. Paragons can threaten a variable number of enemies (typically 3-6). This number is usually displayed as part of the combat rank (Paragon T3, Paragon T4, etc.). When you create a paragon, choose a threat rating (i.e. how many player characters is it designed to fight?). For each point of threat, your paragon gains additional hit points, XP, and paragon features. Paragons gain access to paragon defence—a powerful feature that enables them to turn failure into success. For a full exploration of paragon defence, see p22. PPaarraaggoons ns Variable reat Paragon Defence Paragon Template  Armor Class +2 ♥ Hit Points ×Threat  T. Saving Throws 3 ⚡ Initiative +PB  Ability Modifiers +2  Attack Damage ×1.2  XP ×Threat  Threat Variable Paragon Power (threat-1 per round): At the end of another creature's turn, you may either a) take an action and regain your reaction or b) repeat a saving throw against an ongoing effect. Paragon Defence (threat/2 per lr): When you would fail a saving throw, you may spend (2 x combat level) hit points to succeed. Other Features: Choose 7-14 traits/attacks/utilities. Using Paragons For a quick combat encounter, deploy one paragon with a threat equal to the number of player characters (e.g. for four 9th-level players, deploy one 9th-level paragon with a threat of 4). • A paragon should be defeated within (4×Threat) successful attacking actions. • • Paragons make excellent brutes and solo monsters. With paragon defence, paragons can comfortably shrug off dangerous spells and lingering effects. • Paragon T Templates Level Ability Modifiers PB INIT AC HP TST ATK DC DMG CR XP 0 +5, +5, +3, +3, +1, +1 +2 +2 14 64 3 +2 +10 1 1/2 100 1 +5, +5, +3, +3, +1, +1 +2 +2 14 92 3 +2 +10 4 1 200 2 +5, +5, +3, +3, +1, +1 +2 +2 14 120 3 +2 +10 7 2 450 3 +5, +5, +3, +3, +1, +1 +2 +2 14 148 3 +2 +10 11 3 700 4 +6, +6, +3, +3, +1, +1 +2 +2 15 176 3 +2 +10 14 4 1,100 5 +6, +6, +3, +3, +1, +1 +3 +3 15 204 3 +3 +11 18 5 1,800 6 +6, +6, +3, +3, +1, +1 +3 +3 15 232 3 +3 +11 22 6 2,300 7 +6, +6, +3, +3, +1, +1 +3 +3 15 260 3 +3 +11 25 7 2,900 8 +7, +7, +4, +4, +1, +1 +3 +3 16 288 3 +3 +11 29 8 3,900 9 +7, +7, +4, +4, +1, +1 +4 +4 16 316 3 +4 +12 32 9 5,000 10 +7, +7, +4, +4, +1, +1 +4 +4 16 344 3 +4 +12 36 10 5,900 11 +7, +7, +4, +4, +1, +1 +4 +4 16 372 3 +4 +12 40 11 7,200 12 +7, +7, +4, +4, +2, +2 +4 +4 17 400 3 +4 +12 43 12 8,400 13 +7, +7, +4, +4, +2, +2 +5 +5 17 428 3 +5 +13 47 13 10,000 14 +7, +7, +4, +4, +2, +2 +5 +5 17 456 3 +5 +13 50 14 11,500 15 +7, +7, +4, +4, +2, +2 +5 +5 17 484 3 +5 +13 54 15 13,000 16 +8, +8, +5, +5, +2, +2 +5 +5 18 512 3 +5 +13 58 16 15,000 17 +8, +8, +5, +5, +2, +2 +6 +6 18 540 3 +6 +14 61 17 18,000 18 +8, +8, +5, +5, +2, +2 +6 +6 18 568 3 +6 +14 65 18 20,000 19 +8, +8, +5, +5, +2, +2 +6 +6 18 596 3 +6 +14 68 19 22,000 20 +8, +8, +5, +5, +2, +2 +6 +6 19 624 3 +6 +14 72 20 25,000 21 +8, +8, +5, +5, +2, +2 +7 +7 19 652 3 +7 +15 76 21 33,000 22 +8, +8, +5, +5, +2, +2 +7 +7 19 680 3 +7 +15 79 22 41,000 23 +8, +8, +5, +5, +2, +2 +7 +7 19 708 3 +7 +15 83 23 50,000 24 +9, +9, +6, +6, +3, +3 +7 +7 20 736 3 +7 +15 86 24 62,000 25 +9, +9, +6, +6, +3, +3 +8 +8 20 764 3 +8 +16 90 25 75,000 ATTRIBUTES DEFENCE OFFENSE RATINGS GIFFYGLYPH.COM    PATREON.COM/GIFFYGLYPH COMBAT RANKS


4 Combat Roles E very monster has a preferred fighting style. Some like to charge into the front-line while others launch projectiles into the fray. Some wait for just the right moment to strike while others devastate and destroy with wild abandon. This chapter introduces combat roles to help you customize the fighting abilities of your scaling monster. A combat role defines a fighting style in battle, adjusting attributes and granting access to special features. There are six roles you can choose from: Choose the role that best describes how your monster acts in combat and then apply attribute modifiers as shown in the Combat Roles table below. Kalister Prax watched the distant heroes through her telescope as they blithely crossed the bridge. Those fools—they had no right to trespass here. The hobgoblin turned, barking out orders for her unit to assemble. On her left, goblin guncrackers formed a line. With keen eyes, they would shoot from afar. On her right, orc wolfriders reared and roared—they were eager to ride, scout, and harass. And in the middle stood her prized hobgoblin shieldwarriors—heavily armored and ready to defend against any attack. Kalister grinned. This might be a ramshackle squad defending empire territory in the middle of nowhere— but it was hers, and she would lead it with pride. CChhoooossiinngg a R a Roollee Controller: Manipulate enemies by maneuvering foes, inflicting conditions, and transforming terrain. Defender: Defend allies by securing territory, guarding the weak, and enduring pain. Lurker: Backstab enemies by sneaking unseen, exploiting weaknesses, and assassinating targets. Skirmisher: Outflank enemies by spotting threats, evading attacks, and travelling the land. Striker: Dominate enemies by butchering foes, aiming attacks, and suppressing the battlefield. Supporter: Support allies by empowering friends, leading teams, and mending the sick. Combat Roles Role INIT SPD AC HP TST DMG Skill Special Feature Controller +PB — +2 — — ×0.75 — Focused: You have advantage on Concentration saving throws. Defender — −5 +4 ×0.75 +1 ×0.75 — Opportunist: When you make an attack of opportunity, you have advantage. Lurker — — −4 ×0.75 −1 ×1.25 Stealth Sneaky: (Bonus Action) You take the Hide action. Skirmisher — +5 −2 ×0.75 — — Perception Evasive: (Bonus Action) You take the Disengage action. Striker — — — — — — — Brutal: (1/turn) You critically hit on a roll of 19-20. Supporter +PB — — ×1.25 — ×0.75 — Supportive: (Bonus Action) You take the Help action. COMBAT ROLES PATREON.COM/GIFFYGLYPH


Controllers disorientate and manipulate their enemies by moving them around the battlefield, shaping the terrain, and applying a range of status conditions. There are three common types of controller: Apply the Controller Template and add some condition, movement or terrain attacking actions. Use some of the example features below or build your own (for more details, see Making Features (p38). CCoont ntrroolllleerrss The Hexer: You inflict status conditions on your enemies to debilitate them. The Shaper: You shape the landscape to hinder your enemies and aid your allies. The Tactician: You use movement effects to rearrange the position of your enemies. Controller Template  Armor Class +2 ♥ Hit Points —  T. Saving Throws — ⚡ Initiative +PB  Skill —  Attack Damage ×0.75  Speed — Focused: You have advantage on Concentration saving throws. Using Controllers Controllers deal lower damage on average, so focus instead on status effects and non-damaging actions. • With tougher defences and improved initiative, controllers make great secondary defenders. • GIFFYGLYPH.COM    PATREON.COM/GIFFYGLYPH COMBAT ROLES


Defenders are the most resilient combatants on the battlefield, blocking enemy attacks and shielding allies whilst shrugging off the hardest hits with ease. There are three common types of defender: Apply the Defender Template and add some condition, damage, or movement attacking actions. Use some of the example features below or build your own (for more details, see Making Features (p38). DDeeffeendndeerrss The Bulwark: You are unbreakable, turning aside dangerous attacks and resisting mortal pain. The Guardian: You protect people by taking hits and putting yourself directly in the line of fire. The Sentinel: You defend a space by holding territory and stopping enemies in their tracks. Defender Template  Armor Class +4 ♥ Hit Points ×0.75  T. Saving Throws +1 ⚡ Initiative —  Skill —  Attack Damage ×0.75  Speed −5 Opportunist: When you make an attack of opportunity, you have advantage. Using Defenders Defenders are hard to hit—use them to draw fire and protect your vulnerable lurkers and skirmishers. • Defenders are slower—pair them with supporters or use controllers to pull the enemy closer. • GIFFYGLYPH'S MONSTER MAKER COMBAT ROLES PATREON.COM/GIFFYGLYPH


Lurkers lie in wait and stay out of sight until the enemy exposes a weak point—then they attack without mercy to cause massive damage. There are three common types of lurker: Apply the Lurker Template and add some damage or destroy resource attacking actions. Use some of the example features below or build your own (for more details, see Making Features (p38). LLuurrkekerrss The Assassin: Your trade is death and you deal it with merciless precision. The Exploiter: You exploit the enemy's weak points to turn inconveniences into catastrophes. The Sneak: You use stealth and deception to hide yourself from prying eyes. Lurker Template  Armor Class −4 ♥ Hit Points ×0.75  T. Saving Throws −1 ⚡ Initiative —  Skill Stealth  Attack Damage ×1.25  Speed — Sneaky: (Bonus Action) You take the Hide action. Using Lurkers With feeble defences and reduced hit points, lurkers can be glass cannons—put their increased damage to use as secondary attackers. • Keep your lurkers out of reach with speed and stealth, or pair them with defenders and supporters. • GIFFYGLYPH.COM    PATREON.COM/GIFFYGLYPH COMBAT ROLES


Skirmishers outflank enemies with high mobility and keen perception, darting in and out of battle with ease as they dodge, duck, and dive their way through danger. There are three common types of skirmisher: Apply the Skirmisher Template and add some condition, damage or destroy resource attacking actions. Use some of the example features below or build your own (for more details, see Making Features (p38). SSki kirrmmiisshheerrss The Spotter: You use your keen senses to spot dangers and call out warnings to your allies. The Evader: You are hard to pin down, dodging attacks like a leaf on the wind. The Traveller: You can move around the battlefield with ease—nowhere is off limits to you. Skirmisher Template  Armor Class −2 ♥ Hit Points ×0.75  T. Saving Throws — ⚡ Initiative —  Skill Perception  Attack Damage —  Speed +5 Evasive: (Bonus Action) You take the Disengage action. Using Skirmishers With excellent speed, skirmishers excel at chasing down and harassing the enemy's back-line. • Because of their high perception, skirmishers can make great detectives—use them to raise alarms and reveal hidden enemies. • GIFFYGLYPH'S MONSTER MAKER COMBAT ROLES PATREON.COM/GIFFYGLYPH


Strikers hit the the enemy hard with aggressive attacks and punishing damage. They are capable fighters, suitable for both front- and back-line positions. There are three common types of striker: Apply the Striker Template and add some damage or destroy resource attacking actions. Use some of the example features below or build your own (for more details, see Making Features (p38). SSttrriikekerrss The Butcher: You hunt lone targets and deal brutal damage with powerful attacks. The Deadeye: You aim attacks with unerring precision, hitting reliably to keep up the pressure. The Havoc: You dominate the battlefield with area effects to hit multiple enemies at once. Striker Template  Armor Class — ♥ Hit Points —  T. Saving Throws — ⚡ Initiative —  Skill —  Attack Damage —  Speed — Brutal: (1/turn) You critically hit on a roll of 19-20. Using Strikers Strikers are reliable damage dealers and make great primary attackers in any battle. • Use strikers when you want to take the fight right to the enemy, or to provide cover for your more vulnerable lurkers and skirmishers. • GIFFYGLYPH.COM    PATREON.COM/GIFFYGLYPH COMBAT ROLES


Supporters are the glue that binds a team together, helping rag-tag fighters to reach their true potential by providing leadership and aid where needed. There are three common types of supporter: Apply the Supporter Template and add some damage, empowering, or terrain attacking actions. Use some of the example features below or build your own (for more details, see Making Features (p38). SSuuppppoorrtteerrss The Booster: You empower your allies with buffs and enchantments. The Leader: You direct your allies in battle with tactics and strategy. The Mender: You keep your allies in prime condition, healing wounds and raising spirits. Supporter Template  Armor Class — ♥ Hit Points ×1.25  T. Saving Throws — ⚡ Initiative +PB  Skill —  Attack Damage ×0.75  Speed — Supportive: (Bonus Action) You take the Help action. Using Supporters Supporters are decent all-rounders and, with boosted hit points, can endure a few good hits—use them to reinforce and empower your other units. • With improved initiative, supporters are more likely to act first—use this to gain the upper hand. • GIFFYGLYPH'S MONSTER MAKER COMBAT ROLES PATREON.COM/GIFFYGLYPH


5 Paragon Features I n battle, the side with the most people is often the side that wins; with enough attacks, even the mightiest monster can be brought low. But what do you do when you want to run a combat encounter with a tiny number of monsters? This chapter introduces paragon features and how you can use them to perk up your action economy. Paragon power is a special resource that allows a monster to act multiple times each round, resist ongoing effects, and empower attacks—essential abilities for elites and paragons who might otherwise be outnumbered by a full adventuring party. With paragon power, a single monster can tilt the action economy back in their favor and stand firm against overwhelming odds. When another creature finishes its turn, you may spend one paragon power to do one of the following: A monster has a reserve of paragon power equal to their threat rating minus one, and they regain all expended paragon power at the start of their turn—so don't worry about hoarding it. Use paragon power to be bold, dynamic, and cinematic in battle. Drakken grinned at the three so-called heroes as they approached his throne, weapons drawn. Just a year ago, these odds would have worried him—but now, Tiamat's power surged through his blessed veins. Three enemies? Hah. This battle would be no challenge at all... Paragon Features Paragon Power (Threat-1 per round): At the end of another creature's turn, you may either: A. Act: Regain your reaction and take an action. You may spend some or all of your remaining movement as part of that action. This does not count as your turn. You can't dash more than once per round, and you lose the benefit of any currently-held disengage, dodge or readied action. B. Resist: Reroll a saving throw against an ongoing effect. Spend [2 × combat level] hit points to gain advantage on the roll. If you succeed against a Concentration effect, you lose [2 × combat level] hit points. Paragon Defence (Threat/2 per lr): When you would fail a saving throw, you may spend [2 × combat level] hit points to succeed. PPaarraaggoon P n Poowe werr Act: Regain your reaction (if expended) and take an action. You may spend some or all of your remaining movement as part of this action. • Resist: Reroll a failed saving throw against an ongoing effect. Spend a number of hit points equal to 2 × your combat level to gain advantage on the roll. • Scalers & Statics Paragon powers are primarily designed for scalers, but you can easily use them with static monsters (i.e. those found in other 5th Edition materials). If your monster has any legendary features (actions, defences, etc.), remove them—paragon features always replace legendary features. PATREON.COM/GIFFYGLYPH PARAGON FEATURES


When you act, you regain your reaction (if expended) and take one action. You can also spend some (or all) of your remaining movement during this action. However, take note of the following: Though it may be tempting to use your paragon power actions to relentlessly attack the nearest character, this can lead to dull and tedious combat. Try to avoid using the same actions in a row. Dash across the battlefield, shove, taunt, threaten, put pressure on unsuspecting players, and be cinematic. When you resist, you reroll a failed saving throw against an ongoing effect on yourself—such as Hold Person, Bane, Hypnotic Pattern, Ray of Enfeeblement, Bestow Curse, Banishment, or Phantasmal Killer. Resisting in this way does not count as an action or reaction, but you must be conscious to do so. Determination: When you resist, you may spend a number of hit points equal to 2 × your combat level to gain advantage on the roll. Feedback: When you use resist and succeed against a Concentration effect, you lose a number of hit points equal to 2 × your combat level. Empowered actions allow you enhance an ability or an attack with paragon power. This is an easy way to add variety to your basic attacks and spend paragon power even when there are no other creatures around. Use the Empowered Actions table below to build some action variants, or create your own: A Act Dash: You can't take the Dash action more than once per round (with limited exceptions, i.e. bonus actions, magic items, spells, etc.). • Disengage, Dodge, and Ready: When you act, you lose the benefit of any Disengage, Dodge, or Ready action you are currently maintaining unless you spend your action to maintain the effect. • Not a Turn: Acting in this way does not count as a turn. Effects that take place at the start or end of your turn are not triggered. • Zane, Chansi, and Viridian engage Drakken, a fierce chromatic herald of Tiamat. Drakken spends his turn to move 20 ft. adjacent to Zane and then uses claw slash to attack. • • Zane uses his turn to attack Drakken—but misses! At the end of Zane's turn, Drakken spends one paragon power to act. He uses the action to push the rogue away 10 ft., and then spends his remaining 10 ft. to move towards Chansi... • Be Big, Bold, and Cinematic B Resist Chansi has used Ensnaring Strike to restrain Drakken. During his turn, Drakken fails to shrug off the effect—at the end of Zane's turn, Drakken spends one paragon power to resist. He spends 14 hit points to gain advantage and then, when he succeeds, loses another 14 hit points due to Chansi's concentration. Cinematic Actions Any level, rank, or role Taunt: You take the Dodge action and taunt your enemies, daring them to attack you. Monologue: You talk at your enemies while taking the Disengage action to reposition yourself. Threaten: You threaten your enemies and Ready an Action to trigger if your demands are not met. Shove: You shove a target within reach. Make a melee attack vs. the target's AC. If you succeed, you can choose to either a) knock the target prone or b) push the target 10 ft. away from you. Grab: With a free hand, you grab a target within reach. Make a melee attack vs the target's AC. If you succeed, the target is grappled by you. Change the Environment: You take the Use an Object action to do something with the environment—knock over a pillar, kick open a door, start a fire, etc. Support: You take the Help action to assist an ally with an attack roll or ability check. Power Up (Cooldown): You start to prepare a precision attack. The first attack you make during your next action is rolled with advantage. If you take damage before your next action (or are otherwise interrupted), this effect ends. Execute (Cooldown): You prepare to kill a creature within reach that is at 0 hit points. The first attack you make during your next action deals instant death to the creature. If you take damage before your next action (or are otherwise interrupted), this effect ends. C Empowered Actions Empowered Actions # Name Effect 1 Accurate Gain +2 to your attack bonus or DC. 2 Brutal Critically hit on a 19-20. 3 Damaging Deal additional damage (equal to your combat level) to one target. 4 Elemental Change the attack damage type. 5 Piercing Ignore a damage resistance, or reduce an immunity to resistance. 6 Movement Move an additional 10 ft. of movement. 7 Pull Pull the target 15 ft. towards you. 8 Push Move the target 15 ft. away. 9 Afflict Apply a status condition. 10 Barrier Gain temporary hit points equal to your combat level. 11 Haste Reduce the cooldown time by 1. 12 Gambler Once the feature is resolved, roll to see if is immediately recharged. 13 Chargeless Reduce the charge cost by 1. GIFFYGLYPH'S MONSTER MAKER PARAGON FEATURES PATREON.COM/GIFFYGLYPH


Paragons also gain access to paragon defence, a powerful ability that can turn failure into success. When you would fail a saving throw, you may instead succeed by spending a number of hit points equal to 2 × your combat level. Paragons can do this a number of times equal to half their target player count (rounded down) per long rest. When you use paragon defence, you should describe a narrative consequence to the players—what is happening to your monster? This is important for two reasons: it a) notifies the players that a major gameplay mechanic has been used, and b) sets clear expectations on the encounter. Use this as an opportunity to heighten the drama of the current conflict and demonstrate that the paragon is expending effort to use a limited resource. Choose a consequence from the table below, or create your own to suit your scaler. By default, you must spend hit points to use a paragon defence. But if you want to use an alternative cost, consider some of the following options: Mix and match these costs to create a range of paragon defences for your scalers. The GM wants to create some empowered options for Drakken's favorite attacks. To begin, they create one variant for the Greatsword action—a movement option to help Drakken reposition himself when necessary. Chromatic Breath then gains one variant—haste, which allows Drakken to reduce the cooldown and use the attack again one turn earlier. Drakken the Chromatic  Level 7 Paragon (T3), Striker (Havoc) Large humanoid (dragonborn), chaotic evil STR 22 +6 DEX 12 +1 CON 16 +3 INT 12 +1 WIS 16 +3 CHA 22 +6  AC 15. Saving Throws Str +9, Con +6, Cha +9. HP 195. Bloodied 129. Enraged 64. Resistant to cold, fire, lightning. Immune to charmed, frightened. ♥ ⚔ ATK +3. DC +11. DMG 25. Reach 5 ft. ⚡ Speed 30 ft., fly 15 ft. Initiative +4.  Skills Athletics +9, Intimidation +9. Senses darkvision 60 ft., passive Perception 13. Languages Common, Draconic.  Proficiency +3. CR 5. XP 2175.  Items greatsword. FREE Chromatic Shield (Cooldown 2): When you critically hit a creature with an attack, you gain 7 temporary hit points.   Brutal (1/turn): You critically hit on a roll of 19-20. Paragon Power (2/round): At the end of another creature's turn, you may either a) take an action and regain your reaction or b) reroll a saving throw.  Paragon Defence (1/lr): When you would fail a saving throw, you may spend 14 hit points to succeed.  ACTIONS Greatsword: Melee: +9 to hit, reach 5 ft., one target. Hit: 25 (5d8 + 3) slashing damage.  Movement: Before you make your attack roll, you can spend 1 paragon power to move up to 10 ft. • Cleave: Melee: +9 to hit, reach 5 ft., two targets. Hit: 13 (2d8 + 4) slashing damage.  Kneel Before Me: Save: DC 17 vs CHA, reach 5 ft., one creature. Hit: the creature falls prone.  Chromatic Breath (Cooldown 2): Save: DC 14 vs DEX, a 30 ft. cone extending from yourself, all targets. Hit: 31 (4d12 + 5) cold, fire, or lightning damage.  Haste: You can spend 1 paragon power to reduce the cooldown by 1. • Chromatic Bane (Recharge 4-6): Spell: 2nd-level, Evocation, SVC. Save: DC 17 vs CHA, range 30 ft., one creature. Hit: the creature is vulnerable to cold, fire, or lightning damage for up to one minute.  Terror (1/lr): Save: DC 17 vs CHA, reach 5 ft., one creature. Hit: the creature is paralyzed, save ends (DC 17 CHA).  REACTIONS Wrath of the Dragon Queen (3/sr): When you are critically hit by an attack, your attacker takes 25 cold, fire, or lightning damage.  PPaarraaggoon D n Deeffeennccee Narrate a Consequence Narrative Consequences d10 Description 1 You hear a sudden crack... 2 There is a disgusting pop... 3 Something delicate shatters... 4 You see something break... 5 Something falls off... 6 A wound tears open... 7 There is a terrible roar... 8 There is a sudden flare of light... 9 You hear a loud bang... 10 You smell a foul odour... The lich reaches into its skeletal chest, grabs at one of three blue crystals, and crushes it. Immediately, you feel the lich's will bolstered with arcane power... Alternative Costs Cracked Armor: Reduce your AC by 1. Vulnerability: You gain a damage vulnerability. Frail: You are critically hit on a 19-20 (increasing to 18-20/17-20/etc.). Weakness: Your attacks deal half damage until the end of your next turn. Mental Shock: Roll a d20. If you roll less than 10, you are stunned until the end of your next turn. GIFFYGLYPH.COM    PATREON.COM/GIFFYGLYPH PARAGON FEATURES


6 Making Encounters O nce you've assembled together a horde of monsters, it's time to start a fight! Monsters rarely act alone, however—they team up with allies and use treacherous traps to confront, surround, and overcome unwary adventurers. But how do you build and balance these combats? This chapter introduces encounter outlines to help you build combat encounters for your games. A combat encounter pits your players against one or more monsters—combat ensues, usually ending with one side's death, defeat, escape, or surrender. Once you have some inspiration, it's time to make an encounter! To turn your idea into a fully-featured combat encounter, take the following six steps. Your first step is to set the scene—what is happening, and where is happening? For some quick inspiration, use the tables provided in Set the Scene (p28). Choose a theme, some creature details, and some basic tactics. Then choose 5-10 keywords from the Environmental Details list to help flavour the encounter. Next, create an combat outline by establishing three basic properties—the target party size, the average encounter level, and the intended amount of danger. Consider adding a battle map or description of the environment, and think of at least one notable terrain feature as you build an engaging combat arena. MMaakeke an E an Ennccoouunt nteerr As the party descends into the sewers beneath Little Grundelflat, they are surprised by a swarm of sticky, foul-smelling oozes. • In the Darksand Desert, a wild bulette leaps out of the ground just as an obscuring sandstorm hits... • A trio of goblin snipers fire crossbows from the city rooftop; can the party make good use of cover? • A gargantuan dragon tears through the castle wall— if the party can't stop the dragon's rampage fast, the whole castle is likely to collapse. • A vampire lord commands his undead champions to butcher the party—no grace, no mercy, just violence. • As abominations pour through the portal, the party must defend the mages long enough for them to finish the sealing ritual. • Set the Scene Valiant, Zane, and Chansi descend into Grundleflat's sewers as they pursue an assassin, only to run afoul of some oozes: Grundleflat Sewers (sewers, warm, sticky, dark, rancid, echoing, cramped) Aggressive oozes surprise the party, attacking from two directions. • Create a Combat Outline Party Size: Decide how many players the encounter should support (typically 3 to 6). Encounter Level: Choose a combat level for this encounter (typically 1 to 20). When in doubt, use a level within −2/+2 of the party's average character level. For more advice on choosing levels, see p8. Danger: Describe how dangerous the encounter should be (trivial, easy, normal, hard, or extreme). MAKING ENCOUNTERS PATREON.COM/GIFFYGLYPH


Threat is a measurement of a monster's combat power— the higher a monster's threat, the more player characters it can threaten (for more details, see p10). Once you have a combat outline, use the Threat Budget table below to find out how much threat your encounter can have—the bigger the party size or the greater the danger, the higher your budget. Now it's time to populate your encounter! Choose a monster that has a combat level within −2/+2 of the encounter level—the higher the rank, the more threat you must spend to add it to the encounter. Keep doing this until you have exhausted all of your threat budget. When you add a monster, consider its combat role and how it might interact with other monsters in combat—use this to set up some engaging tricks and battle tactics. If your monster is a summoner (see p60), increase their threat by their amount of summoning power. If your monster has a combat level that falls outside of the −2/+2 encounter level range, adjust its threat. For every 3 levels higher than the encounter level, double the monster's threat. For every 3 levels lower, halve it. Compare your encounter against the adventuring party and adjust any aspects that may seem over or underpowered—use fewer minions if your party has minimal attacking actions, for example. Now it's time to put your encounter into practice! Roll initiative and start the battle. As you play, you may discover that the encounter is noticeably weaker or stronger than intended. That's ok —it can be hard to predict how dangerous some battles may be. If you need to update an encounter during live play, try some of the following: Try to fold this into the fiction whenever possible (such as when a monster is bloodied or killed). Once you have the basics down, you can start to explore new mechanics for your encounters—such as hazards (p69) and battletide conditions (p53). The three player characters (Valiant, Zane, and Chansi) have an average character level of 6. The GM establishes a simple combat outline for the Grundleflat Sewers encounter: party size: 3, encounter level: 6, danger: hard. Get your reat Budget Threat Budget Danger Maximum Total Threat Trivial Party Size × 0.25 Easy Party Size × 0.5 Normal Party Size × 1 Hard Party Size × 1.5 Extreme Party Size × 2 The ooze encounter is intended to be a hard fight for the 3 players. This gives the GM a total budget of 4.5 (3×1.5) threat. Add some Monsters Threat Combat Rank Threat Minion 0.25 Grunt 1 Elite 2 Paragon T3 3 Combat Rank Threat Paragon T4 4 Paragon T5 5 Paragon T6 6 Paragon T7 7 Summoning Power Adjusting Combat Levels Scaler Cost Combat Rank LVL−6 LVL−3 LVL+3 LVL+6 Minion 0.0625 0.125 0.5 1 Grunt 0.25 0.5 2 4 Elite 0.5 1 4 8 Paragon T3 0.75 1.5 6 12 Paragon T4 1 2 8 16 Paragon T5 1.25 2.5 10 20 Paragon T6 1.5 3 12 24 THREAT The GM has 4.5 threat to spend. They spend 2 threat to add two 6th-level grunts—some hermit oozes. Now the GM wants to add lots of minions. Normally, 2.5 threat would buy only 10 6th-level minions—but if they are 3rd-level (3 levels lower than the encounter level), the cost is halved allowing for 20 minions. Tailor the Fit Start Playing Refine as you Play Change the HP: Adjust the hit points of everything in the encounter by −10%/+10%. • Change the damage: Adjust the average damage of everything in the encounter by −10%/+10%. • Change a combat rank: If a monster hasn't yet acted or been harmed, change its rank. • Take non-damaging actions: If the party are taking too much damage too quickly, spend actions in nondamaging, cinematic ways instead. • Flee: Break the morale of your monsters and have some of them flee. • Offer a Ceasefire: Give the party a chance to call a truce, or offer terms of surrender. • What's Next? GIFFYGLYPH.COM    PATREON.COM/GIFFYGLYPH MAKING ENCOUNTERS


Grundel lat Sewers  Level 6 Encounter, 4.5 Threat (hard vs. 3) sewer, warm, sticky, dark, rancid, echoing, cramped. The oozes are split into two groups and attack the party from two opposing directions. Oozes are ravenous carnivores. A cunning adventurer might be able to distract the swarm with a hunk of rotting meat... MONSTERS Sticky Ooze ×12 Level 3 Minion, Controller (Tactician). Bloated Ooze ×8 Level 3 Minion, Lurker (Sneak). Hermit Ooze ×2 Level 6 Grunt, Defender (Sentinel). TACTICS Sticky Oozes latch on to nearby prey with sticky pseudopods and spew dissolving, corrosive acid to melt flesh and bone. • Bloated Oozes hang from ceilings and spit digestive juices. With volatile gas pockets, these oozes are vulnerable to piercing damage—but don't stand nearby if one pops. • Hermit Oozes devour their food from the inside out and wear the skin of their latest meal as a shell. • BloatedOoze  Level 3 Minion, Lurker (Sneak) Small ooze STR 12 +1 DEX 16 +3 CON 12 +1 INT 1 −5 WIS 16 +3 CHA 1 −5  AC 8. HP 6 (no damage from a missed attack). Vulnerable to piercing. Resistant to acid, cold, fire. ♥ ⚔ ATK +2. DC +10. DMG 8. Reach 5 ft. Range 30 ft. ⚡ Speed 30 ft., climb 15 ft.  Skills Stealth +5. Senses blindsight 60 ft., passive Perception 13.  Proficiency +2. CR 1/8. XP 43. TRAITS Amorphous: You can move through a space as narrow as 1 inch wide without squeezing.  Pop: When you are reduced 0 hit points, you deal 3 acid damage to all creatures within 5 ft.  BONUS ACTIONS  Sneaky: You take the Hide action. ACTIONS Spit: Ranged: +5 to hit, range 30 ft., one target. Hit: 8 (2d6 + 1) acid damage.  StickyOoze  Level 3 Minion, Controller (Tactician) Small ooze STR 16 +3 DEX 12 +1 CON 16 +3 INT 1 −5 WIS 12 +1 CHA 1 −5  AC 14. Saving Throws Str +5. HP 7 (no damage from a missed attack). Resistant to acid, cold, fire. ♥ ⚔ ATK +2. DC +10. DMG 5. Reach 5 ft. ⚡ Speed 30 ft. Initiative +3. Senses blindsight 60 ft., passive Perception 11.  Proficiency +2. CR 1/8. XP 43. TRAITS Amorphous: You can move through a space as narrow as 1 inch wide without squeezing.  Sticky: A creature grappled by you can't use the escape action to free itself.  Focused: You have advantage on Concentration saving throws.  ACTIONS Latch On: Melee: +5 to hit, reach 5 ft., one creature. Hit: the creature is grappled and you move into its space. If the creature is larger than you, it can still move at half speed (increase your effective size category by +1 for every other sticky ooze grappling the same target). Your speed is 0, you move with the creature, and you remain latched on for as long as you have concentration.  Dissolve: Melee: one creature you are latched onto. Effect: 5 (1d6 + 2) acid damage.  HermitOoze  Level 6 Grunt, Defender (Sentinel) Medium ooze (humanoid) STR 18 +4 DEX 12 +1 CON 18 +4 INT 1 −5 WIS 12 +1 CHA 1 −5  AC 17. Saving Throws Str +7, Con +7, Wis +4. ♥ HP 44. Bloodied 22. Resistant to acid, cold, fire. ⚔ ATK +3. DC +11. DMG 14. Reach 5 ft. ⚡ Speed 25 ft. Senses blindsight 60 ft., passive Perception 11.  Proficiency +3. CR 2. XP 575. TRAITS Amorphous: You can move through a space as narrow as 1 inch wide without squeezing.  Opportunist: When you make an attack of opportunity, you have advantage.  FREE Stick Around (1/round): When you hit a target of equal size or smaller with an attack, it is grappled by you.  ACTIONS Slam: Melee: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning and 7 (2d6) acid damage.  Dissolve (Cooldown 3): Melee: one grappled creature. Hit: 25 (5d8 + 3) acid damage.  Infest (1/lr): You enter an adjacent humanoid corpse and control it as if it were your own body. You also gain 24 temporary hit points.  GIFFYGLYPH'S MONSTER MAKER MAKING ENCOUNTERS PATREON.COM/GIFFYGLYPH


For some quick inspiration, use the tables below to add some flavor your encounter. SSeett t thhee S Scceene ne Encounter Themes Type Description Active Active movement is highly encouraged. Aggressive The monsters are very aggressive. Balanced It's a fair fight. Mostly. Blocking There's plenty of cover. Breach Break through the enemy line. Countdown Win before a countdown expires. Defend You must defend someone. Endure Hold out until reinforcements arrive. Environment The environment is the true enemy. Escort You must escort someone. Heist Get it, get the thing, and get out. No Mercy You must defeat everyone. Obscured It's hard to see. Puzzling There's a gimmick somewhere. Seige Lay seige and break through. Solo There's just one big boss to fight. Sticky Movement is cramped, confined, or risky. Surprise You are caught off-guard. Swarmed There are a lot of enemies... Trapped You can't flee until the enemy is defeated. CreatureDetails Categories: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, undead.  Morale: broken, wavering, uncertain, certain, resolute, fanatical.  Combat Tactics Pincer Attack: (Skirmisher, Striker) Attack the enemy from two directions. • Pinning Assault: (Controller, Defender) Pin the enemy down in one spot. • • Rain of Fire: (Defender, Lurker) Shoot from a distance. Turtle: (Defender, Supporter) Close ranks to endure the assault or protect something valuable. • • Shield Wall: (Defender, Lurker) Form a defensive line. • Guerilla: (Lurker, Skirmisher) Attack from the shadows. Charge: (Striker, Skirmisher) Close the gap between you and the enemy fast. • • Scorched Earth: (Striker, Supporter) Destroy everything. Hit and Run: (Skirmisher, Supporter) Attack the enemy then move back out of range. • • Armored Spearhead: (Defender, Striker) Breach the line. • Focus Fire: (Any) Focus attacks on a single target. • Duel: (Any) Take on the enemy one-vs-one. • Merciless: (Any) Focus on the most defenseless enemy. • Disorient: (Controller, Supporter) Confuse the enemy. EnvironmentalDetails Biome: aberrant, aquatic, arcane, arctic, arid, astral, badland, beach, cavern, cloud, corrupted, crystal, deadland, desert, divine, ethereal, fen, forest, grassland, hill, infernal, jungle, lair, marsh, maze, mechanical, mine, mountain, plains, planar, river, ocean, ruins, rural, savannah, sewer, shore, swamp, tomb, taiga, tundra, underdark, urban, volcanic, wasteland.  Weather: breezy, clear, cloudy, drizzle, fog, hurricane, indoor, magic, misty, overcast, rain, sandstorm, snow, storm, sunny, windy.  Temperature: boiling, chilly, cold, comfortable, freezing, hot, subzero, tepid, warm, volcanic. ❄ Humidity: damp, dank, dehydrated, desiccated, dry, muggy, parched, sticky, steamy, wet. Time of Day: dawn, morning, afternoon, evening, twilight, night. Lighting: bright, dazzling, blinding, dark, shadowed, gloomy, atmospheric, dim, warm, cold. Spacing: compact, confined, confusing, cramped, narrow, open, roomy, spacious, tangled, vast, wide.  Phases of the Moon: new, waxing crescent, first quarter, waxing gibbous, full, waning gibbous, last quarter, waning crescent. ⏾ Sound: boisterous, cacophonous, chaotic, discordant, echoing, loud, muffled, musical, noisy, painful, peaceful, pleasant, piercing, primal, quiet, reverberating, sharp, silent, soft, serene, soothing, unnerving, vibrating. Smell/Taste: acid, acrid, airy, animal, artificial, billowy, biting, citrus, clean, crisp, dirty, earthy, faint, fetid, fishy, floral, flowery, fresh, heady, lemony, lilac, lime, loamy, mildewed, minty, misty, moist, moldy, musty, nauseating, overpowering, perfumed, pine, pungent, putrid, rancid, redolent, repulsive, rich, rose, rotten, savory, sharp, skunky, smoky, sour, spicy, spoiled, stale, stinking, sweaty, sweet, tart, wispy, woodsy.  Texture: blemished, blistered, bloated, bristly, bushy, cottony, craggy, creamy, decorated, feathery, flawed, fluffy, furry, glossy, grainy, gritty, hairy, indented, lumpy, pockmarked, pokey, polished, pressed, puffy, rocky, satiny, scored, scraped, seedy, silky, slimy, smoothed, tarnished, unaltered, unsoiled, velvety, wooly. ✋ Structure: abbey, arena, armory, barracks, castle, church, citadel, court, den, dock, dungeon, fortress, gallery, garden, guardhouse, guildhall, hall, house, hut, keep, library, manor, market, merchant, monument, palace, plaza, pool, prison, shipyard, shrine, smithy, stronghold, tavern, temple, theatre, tower, trading post, vault, wall, warehouse. GIFFYGLYPH.COM    PATREON.COM/GIFFYGLYPH MAKING ENCOUNTERS


Part Features Equip your monsters with a range of traits, attacks, and utilities. CHAPTER Monstrous Traits Customize your monsters with 200+ ancestral and physiological traits. CHAPTER Making Features Build a variety of traits, attacks, and utilities. CHAPTER Making E fects Build effects for your features– damage, conditions, movement, etc. CHAPTER Frenzy Attacks Combine two, three, or even four common actions into a single attack. CHAPTER Overkill Attacks Add a cinematic flair to your battle with over-the-top overkill attacks. CHAPTER The Tides of Battle Track the combat status of your monsters with 3 new battletide conditions. PATREON.COM/GIFFYGLYPH


7 Monstrous Traits E very monster can have its own set of racial, ancestral, and biological quirks—traits that are born about by the monster's inherent nature. This chapter introduces monstrous traits to help you flesh out the physiology of your monsters. A trait describes something innate about your monster —how it moves, what it can sense, how it behaves and reacts, etc. These are the fundamental facts of your monster's physiology—things that simply are because of ancestry, culture, or biology. Equip your monster with a trait when you want to make a particular characteristic significant in-game. Monstrous traits are grouped together into 14 creature categories with assorted keywords. Use these creature categories as a starting point when you select traits for your monster—though feel free to mix-and-match traits from any category as best befits your monster. Some traits may require you to define a specific detail or range—for example: CChhoooossiinngg T Trraaiittss Trait Categories Additional Details • Variant Damage: Choose one particular damage type. • Variant Save: Choose one particular saving throw. Saving Throw DC: If your trait requires a target to make a saving throw, define the DC. • Distances: Choose a distance or range (typically measured in feet). • Trait Categories Category Keywords Aberration Control, Madness, Mind Beast Animal, Senses, Movement Celestial Good, Life, Radiance Construct Artificial, Lawful, Object Dragon Fear, Flight, Pride Elemental Chaos, Element, Primal Fey Charm, Transformation, Trickery Fiend Corruption, Evil, Temptation Giant Rampage, Size, Strength Humanoid Ancestral, Social, Weapon Monstrosity Magic, Monster, Unnatural Ooze Acid, Grapple, Slime Plant Forest, Poison, Sleep Undead Decay, Death, Soul Damage Types Acid Bludgeoning Cold Fire Force Lightning Necrotic Piercing Poison Psychic Radiant Slashing Thunder The GM wants to add some traits to a psionic, humanoid monster. To get started, they choose one trait from the humanoid list (Trance). Then, to reflect the monster's mental abilities, they choose one trait from the aberration list (Telepathic Bond). A second GM is building a dracolich and wants to add some appropriate traits. They choose one trait from the undead list (Phylactery) and then one trait from the dragon list (Frightening Aura). PATREON.COM/GIFFYGLYPH MONSTROUS TRAITS


Aberration | Control,Madness,Mind No. Trait Description 1 Alien Mind You have advantage on Intelligence saving throws. 2 Catatonic When you critically hit a creature with an attack, it must succeed on an Intelligence saving throw or be paralyzed until the end of its next turn. 3 Detect Sentience You can sense the presence and location of any other creature within 300 ft. of you that has an Intelligence of 3 or higher (regardless of interposing barriers) unless the creature is protected by a mind blank spell. 4 Disconcerting Aura All creatures within 10 ft. of you have disadvantage on Concentration saving throws. 5 Horrifying Sight At the start of your turn, each creature within 30 ft. of you that can see you must succeed on an Intelligence saving throw or be restrained until the end of its next turn. If the saving throw succeeds by 5 or more, the creature is immune to your sight until it finishes a long rest. 6 Horrifying Sound At the start of your turn, each creature within 30 ft. of you that can hear you must succeed on an Intelligence saving throw or be restrained until the end of its next turn. If the saving throw succeeds by 5 or more, the creature is immune to your sound until it finishes a long rest. 7 Inflict Madness When you reduce a creature to 0 hit points, it must make an Intelligence saving throw or gain a long term madness effect. 8 Inscrutable You are immune to divination spells and any effect that would sense your emotions or read your thoughts. 9 Psychic Healing When you would take psychic damage, you instead regain that many hit points. 10 Psychic Scream When you are reduced to 0 hit points, each creature within 10 ft. must succeed on an Intelligence saving throw or take 75% psychic damage. 11 Read Thoughts You can magically read the surface thoughts of any creature within 60 ft. of you. The effect is blocked by 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead. 12 Send Thoughts You can magically transmit simple thoughts to any creature within 120 ft. of you that can understand a language. 13 Sinister Influence You can magically command any specified creature within 120 feet of you using a limited telepathy. 14 Telepathic Bond You share a telepathic bond with one or more creatures within 120 ft. of you. Beast| Animal,Movement, Senses No. Trait Description 15 Amphibious You can breathe air and water. 16 Bioluminescence You shed bright light for 15 ft. and dim light for an additional 15 ft. 17 Blood Frenzy You have advantage on melee attack rolls against any creature that is bloodied (i.e. has 50% hit points or fewer). 18 Dexterous You have advantage on Dexterity saving throws. 19 Hold Breath You can hold your breath for a prolonged time. 20 Keen Hearing You have advantage on Wisdom (Perception) checks that rely on hearing. 21 Keen Senses You have advantage on Wisdom (Perception) checks. 22 Keen Sight You have advantage on Wisdom (Perception) checks that rely on sight. 23 Keen Smell You have advantage on Wisdom (Perception) checks that rely on smell. 24 Lash Out When you are reduced to 0 hit points, you can spend your reaction to make a basic melee weapon attack against a creature within reach. 25 Mimicry You can mimic simple sounds you have heard (such as a person whispering, a baby crying, or an animal chattering). A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check. 26 Nimble Difficult terrain doesn't cost you extra movement. 27 Pounce When you critically hit a creature with an attack, it must succeed on a Strength saving throw or be knocked prone. 28 Spider Climb You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 29 Standing Leap Your long jump is up to 20 ft, and your high jump is up to 10 ft. with or without a running start. 30 Sure-footed You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone. 31 Tear Open When you reduce a creature to 0 hit points, it must make a Constitution saving throw or lose one unspent hit die. 32 Water Breathing You can breathe only underwater. 33 Web Sense If you are in contact with a web, you know the exact location of any other creature in contact with the same web. GIFFYGLYPH'S MONSTER MAKER MONSTROUS TRAITS PATREON.COM/GIFFYGLYPH


Celestial| Good, Life, Radiance No. Trait Description 34 Aura of Judgement Any evil creature that starts their turn within 10 ft. of you takes radiant damage equal to your combat level. 35 Blinding Attack When you critically hit a creature with an attack, it must succeed on a Constitution saving throw or be blinded until the end of its next turn. 36 Brave You have advantage on saving throws against being frightened. 37 Claim Life When you reduce a creature to 0 hit points, you regain hit points equal to twice your combat level. If the creature is evil, this increases to four times your combat level. 38 Cure Wounds At the start of your turn, if you have at least 1 hit point, you regain 10% of your maximum hit points. 39 Detect Alignment You know the alignment of any creature within 10 ft. of you. 40 Divine Aura Any creature within 10 ft. of you that has a good alignment has advantage on saving throws. 41 Divine Glow You shed bright light for 30 ft. and dim light for an additional 30 ft. 42 Divine Shape You are immune to any spell or spell effect that would alter your form. 43 Divine Weapons Your weapon attacks are magical. 44 Final Radiance When you are reduced to 0 hit points, each creature within 10 ft. of you must succeed on a Dexterity saving throw or take 75% radiant damage. 45 Heartreader You have advantage on Wisdom (Insight) checks. 46 Perceptive You have advantage on Wisdom saving throws. 47 Protection from Evil You have advantage on saving throws against spells and other magical effects cast by an evil creature. 48 Purity You are immune to disease. 49 Rallying Spirit Allied creatures within 30 ft. of you can't be frightened. 50 Smite When you hit an evil creature with an attack, you deal additional radiant damage equal to your combat level. 51 Truth Seeker You know if you hear a lie. 52 Turn Undead Any undead creature that starts its turn within 30 ft. of you must succeed on a Wisdom saving throw or be turned until the start of its next turn. Construct| Artificial, Lawful,Object No. Trait Description 53 Absorb Damage When you would take variant damage, you instead regain that many hit points. 54 Antimagic You are incapacitated while in the area of an antimagic field. If targeted by a "dispel magic" effect, you must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. 55 Aura of Law Any lawful creature within 10 ft. of you has advantage on saving throws. 56 Axiomatic Body You are immune to any spell or spell effect that would alter your form. 57 Axiomatic Mind You can’t be compelled to act in a manner contrary to your nature or instructions. 58 Backlash When you are reduced to 0 hit points, each creature within 10 ft. must succeed on a Dexterity saving throw or take 75% force damage. 59 Bandwidth Divide any damage you would take evenly across all constructs of the same type within 30 ft. 60 Durable Once per long rest, when you would be reduced to 0 hit points, you are instead reduced to 1 hit point. 61 Empowered Body Your weapon attacks are magical. 62 False Appearance While you remain motionless, you are indistinguishable from a normal inanimate object. 63 Lawful Attacker When you hit a chaotic creature with an attack, you deal additional force damage equal to your combat level. 64 Living Construct You are immune to disease. You don't need to eat, drink, or breathe. You don't need to sleep or suffer the effects of exhaustion due to lack of rest. Magic effects can't put you to sleep. 65 Lose Control You are controlled by another creature. If the creature is killed or otherwise incapacitated, you lose control and must either a) attack the nearest creature you can see or b) if no creature is near enough to move to and attack, attack an object (with preference for an object smaller than yourself). 66 Networking If you are adjacent to another construct of the same type, you have advantage on attack rolls. 67 Overspark When you critically hit a creature with an attack, it must succeed on a Constitution saving throw or take force damage equal to your combat level. 68 Protection from Chaos You have advantage on saving throws against spells and other magical effects cast by a chaotic creature. 69 Recharge When you would take variant damage, you instead recharge an exhausted uncommon feature. GIFFYGLYPH.COM    PATREON.COM/GIFFYGLYPH MONSTROUS TRAITS


Dragon | Fear, Flight, Pride No. Trait Description 70 Arrogant When you roll for damage, you may reroll any die that is a 1 or 2. You must use the second result. 71 Confident You have advantage on Charisma saving throws. 72 Diving Attack If you fly at least 20 ft. towards a target and hit it with a melee weapon attack, you deal additional variant damage equal to your combat level. 73 Dragonbreath When you are bloodied or enraged, you may immediately recharge one breath attack and spend your reaction to use it immediately. 74 Empowered Breath If you reduce a creature to 0 hit points with a breath attack, it is disintegrated. 75 Escape You don't provoke opportunity attacks when you fly out of an enemy's reach. 76 Fear Only Me Allies within 30 ft. of you are immune to being frightened by sources other than you. 77 Frightening Aura Enemies within 30 ft. of you have disadvantage on saving throws against being frightened. 78 Heavy Landing When you land on the ground from a height of 20 ft. or more, each creature within 20 ft. of you must succeed on a Strength saving throw or fall prone. 79 Inflict Fear When you critically hit a creature with an attack, it must succeed on a Charisma saving throw or be frightened of you until the end of its next turn. 80 Intimidating Presence At the start of your turn, each enemy within 30 ft. of you that can hear or see you must succeed on an Charisma saving throw or be frightened of you until the end of its next turn. If the saving throw succeeds by 5 or more, the creature is immune to your intimidating presence until it finishes a long rest. 81 Proud You have advantage on saving throws against effects that charm, frighten, or dominate. 82 Retribution When you are reduced to 0 hit points, you can spend your reaction to make a breath attack one or more creatures within range. 83 System Shock When you reduce a creature to 0 hit points, it must succeed on a Charisma saving throw or be frightened of you until it finishes a long rest. 84 Take Off When you leave the ground to fly, each creature within 20 ft. of you must succeed on a Strength saving throw or be pushed back up to 10 ft. 85 Terrify You have advantage on Charisma (Intimidate) checks. 86 Thick Scales Critical hits made against you count as normal hits unless you are already bloodied. 87 Wrathful When you are attacked by a creature or the subject of a spell, increase your critical hit range against the source by +1 until the end of your next turn. Elemental| Chaos, Element, Primal No. Trait Description 88 Absorb Element When you would take variable damage, you instead regain that many hit points. 89 Camouflage You are invisible while fully immersed in your element (air, earth, fire, or water). 90 Chaotic Touch When you hit a lawful creature with an attack, you deal additional variant damage equal to your combat level. 91 Death Burst When you die, each creature within 10 ft. of you must succeed on a Dexterity saving throw or take 75% variant damage. 92 Earth Glide You can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through. 93 Elemental Aura Each creature within 10 ft. of you is vulnerable to variant damage (or, if they have immunity, it is reduced to resistance). 94 Elemental Body Any creature that touches you or hits you with a melee attack while within your reach takes variant damage equal to your combat level. 95 Elemental Pulse At the start of your turn, each creature within 10 ft. of you takes variant damage equal to your combat level. 96 Explosion When you die, each creature within 10 ft. of you must make a Dexterity saving throw. If the creature fails, it takes 50% variant damage. If it succeeds, it takes half damage instead. 97 Exposure When you critically hit a creature, it must succeed on a Constitution saving throw or be vulnerable to variant damage until the end of your next turn. 98 Protection from Law You have advantage on saving throws against spells and other magical effects cast by a lawful creature. 99 Tissue Damage When you reduce a creature to 0 hit points, it must succeed on a Constitution saving throw or be vulnerable to variant damage until it finishes a long rest. 100 Water Susceptibility For every 5 ft. you move in water, or for every gallon of water splashed on you, you take 1 cold damage. 101 Whirlwind When you start your turn, you can move each creature within your reach up to 10 ft. 102 Windwalker You can move through creatures as though they were difficult terrain. GIFFYGLYPH'S MONSTER MAKER MONSTROUS TRAITS PATREON.COM/GIFFYGLYPH


Fey | Charm, Transformation, Trickery No. Trait Description 103 Blink You can teleport up to your base speed. 104 Blurred Image You project a magical illusion which creates a blurred image of yourself, causing attack rolls against you to have disadvantage. If you are hit by an attack, this image vanishes until the start of your next turn. 105 Captivate When you critically hit a creature with an attack, it must succeed on a Wisdom saving throw or be charmed by you until the end of its next turn. 106 Captivating Sight At the start of your turn, each creature within 30 ft. of you that can see you must succeed on a Wisdom saving throw or be charmed until the end of its next turn. If the saving throw succeeds by 5 or more, the creature is immune to your sight until it finishes a long rest. 107 Captivating Sound At the start of your turn, each creature within 30 ft. of you that can hear you must succeed on a Wisdom saving throw or be charmed until the end of its next turn. If the saving throw succeeds by 5 or more, the creature is immune to your sound until it finishes a long rest. 108 Charming Aura Creatures within 10 ft. of you have disadvantage on saving throws against charmed. 109 Disguised Weapon You can disguise one weapon you hold as another inanimate object of equal size. The illusion ends if you let go of the weapon. 110 False Appearance When you remain motionless, you are indistinguishable from a piece of the local landscape. 111 Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. 112 Invisibility You are invisible. If you take damage, you lose this invisibility until 113 Natural Charmer You have advantage on Charisma (Persuasion) checks. 114 Nimble Escape You have advantage on ability checks and saving throws made to escape a grapple. 115 Redirect Attack When an enemy you can see targets you with an attack, you can spend your reaction to pick an allied creature within 5 ft. of you and swap places. The allied creature takes the damage instead. 116 Seer You can see through illusions and perceive the original form of a shapechanger or creature that is transformed by magic. 117 Shapechanger You can use your action to polymorph into a specified humanoid, or a subject-humanoid hybrid, or back into your true form. Other than your size, your statistics are the same in each form. Any equipment you are wearing or carrying isn’t transformed. You revert to your true form if you die. 118 Sneaky You have advantage on Dexterity (Stealth) checks. Fiend | Corruption, Evil, Temptation No. Trait Description 119 Aura of Hatred Any good creature that starts their turn within 10 ft. of you takes fire damage equal to your combat level. 120 Burning Blood When you would take fire damage, you instead regain that many hit points. 121 Death's Bargain When you would reduce a creature to 0 hit points, you can offer it a fiendish contract. If the creature accepts your contract, it is instead reduced to 1 hit point. If the creature breaks the terms of your contract, it immediately dies (unless negotiated otherwise). 122 Devil's Sight Magical darkness doesn't impede your darkvision. 123 Enthralling Creatures within 10 ft. of you have disadvantage on saving throws against charmed. 124 Fiendish Renewal When you reduce a creature to 0 hit points, you regain hit points equal to twice your combat level. If the creature is good, this increases to four times your combat level. 125 Fiendish Support Any creature within 10 ft. of you that has an evil alignment has advantage on saving throws. 126 Fiendish Weapon Your weapon attacks are magical. 127 Hellborn If you are destroyed outside of your home plane, your soul returns there. In 1d10 days, you can reconstitute yourself with a new, fully healed body. 128 Hellfire When you are reduced to 0 hit points, each creature within 10 ft. of you must succeed on a Dexterity saving throw or take 75% fire damage. 129 Natural Liar You have advantage on all Charisma (Deception) checks and any Wisdom (Insight) check made to spot deception. 130 Pact of Blood When you would take damage, you can inflict that damage instead on any one creature within 60 ft. of you that is currently charmed by you. 131 Protection from Good You have advantage on saving throws against spells and other magical effects cast by a good creature. 132 Punish Virtue When you hit a good creature with an attack, you deal additional fire damage equal to your combat level. 133 Sever Ties If you are not incapacitated, you can return to your home plane. 134 Total Disintegration Your body disintegrates into dust when you die, including anything you were carrying or wearing that had a fiendish origin. GIFFYGLYPH.COM    PATREON.COM/GIFFYGLYPH MONSTROUS TRAITS


Giant| Rampage, Size, Strength No. Trait Description 135 Bulldozer You deal double damage to objects and structures. 136 Collapse When you are reduced to 0 hit points, each creature within 20 ft. must succeed on a Strength saving throw or fall prone. 137 Crushing Strength Any creature that is grappled by you takes bludgeoning damage equal to your combat level at the start of its turn. 138 Giant Appetite You must consume twice as much food and water as normal for your size category. 139 Inescapable Grasp Creatures have disadvantage on ability checks and saving throws made to escape your grapples. 140 Knockback When you hit a creature with a melee weapon attack, the creature must succeed on a Strength saving throw or be pushed back up to 10 ft. 141 Quake When you land on the ground from a height of 20 ft. or more, each creature within 20 ft. of you must succeed on a Strength saving throw or fall prone. 142 Reckless At the start of your turn, you can gain advantage on all melee weapon attack rolls you make until the end of your turn. Attack rolls made against you then have advantage until the start of your next turn. 143 Skull Cracker When you reduce a creature to 0 hit points, the creature must succeed on a Constitution saving throw or have disadvantage on Constitution saving throws until it finishes a long rest. 144 Squeeze At the start of your turn, each creature that is grappled by you loses one unspent hit die. 145 Stomp When you move through a smaller creature's space, the creature must succeed on a Dexterity saving throw or take bludgeoning damage equal to your combat level. 146 Strong You have advantage on Strength saving throws. 147 Stunning Smash When you critically hit a creature with a melee weapon attack, the creature must succeed on a Constitution saving throw or be stunned until the end of its next turn. 148 Sturdy You have advantage on saving throws against being knocked prone. 149 Thick Skin When you are critically hit by an attack, roll a d6. On a roll of 5 or 6, the attack is reduced to a normal hit. 150 Thick Skull You have advantage on saving throws against being stunned. 151 Trample When you move through a smaller creature's space, the creature must succeed on a Strength saving throw or fall prone. 152 Very Heavy You count as one size category larger when a creature tries to pull, push, or drag you. Humanoid | Ancestral, Social, Weapon No. Trait Description 153 Ancestral Armor You have advantage on saving throws against spells and other magic effects. 154 Ancestral Weapons Your weapon attacks are magical. 155 Armed You can't be disarmed against your will unless you are incapacitated. 156 Diplomat You have advantage on Charisma (Persuasion) and Wisdom (Insight) checks. 157 Dwarven Resilience You have advantage on saving throws against poison. 158 Extended Reach During your turn, you can extend the natural reach of your weapons by 5 ft. 159 Fast Healer At the start of your turn, if you have at least 1 hit point, you regain 10% of your maximum hit points. 160 Gnome Cunning You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic. 161 Halfling Nimbleness You can move through the space of any creature that is of a size larger than yours. 162 Hardy You have advantage on Strength, Dexterity, and Constitution saving throws against magic. 163 Lucky When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die. You must use the new roll. 164 Menacing You have advantage on Charisma (Intimidate) checks and saving throws against being frightened. 165 Natural Fighter You can fight well with any weapon, including improvised weapons. 166 Pack Tactics During your turn, you have advantage on attack rolls against any other creature that is adjacent to at least one ally that isn't incapacitated. 167 Relentless Once per long rest, when you would be reduced to 0 hit points, you are instead reduced to 1 hit point. 168 Speak with Animals You can communicate with beasts as if you shared a language. 169 Speak with Plants You can communicate with plants as if you shared a language. 170 Trance You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit as from 8 hours of sleep. 171 Vicious When you critically hit a target with a melee weapon attack, you deal additional variant damage equal to your combat level. GIFFYGLYPH'S MONSTER MAKER MONSTROUS TRAITS PATREON.COM/GIFFYGLYPH


Monstrosity |Magic,Monster,Unnatural No. Trait Description 172 Barbed Hide At the start of your turn, you deal variant damage equal to your combat level to any creature grappling you. 173 Devour When you reduce an adjacent creature to 0 hit points, you can spend your reaction to swallow it. Your speed is reduced to 0 until the creature is dead, and at the start of each of your turns the creature gains one failed death saving throw. If you take damage, you must succeed on a Constitution saving throw with a DC of 5 + the damage taken or regurgitate the creature into an unoccupied adjacent space. If you die, you automatically regurgitate the creature. 174 Inevitable You ignore difficult terrain and magical effects can’t reduce your speed or cause you to be restrained. You can spend 5 feet of movement to escape from nonmagical restraints or being grappled. 175 Light Sensitivity While in bright light, you have disadvantage on all attack rolls and any Wisdom (Perception) check which relies on sight. 176 Reflective Carapace Any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, you are unaffected. On a 6, you are unaffected and the effect is reflected back at the caster as though it originated from you, turning the caster into the target. 177 Regenerate At the start of your turn, you regain 10% of your maximum hit points. If you take variable damage, this trait doesn't function at the start of your next turn. You die only if you start your turn with 0 hit points and can't regenerate. 178 Spellshock When you critically hit a creature, it must succeed on a Constitution saving throw or lose its lowest unspent spell slot. 179 Sunlight Sensitivity While in sunlight, you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. 180 Tunneler You can burrow through solid rock at half your burrowing speed, creating a tunnel half your size. 181 Two Heads The creature has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. 182 Unnatural Armor You have advantage on saving throws against spells and other magic effects. 183 Unnatural Weapons Your weapon attacks are magical. Ooze | Acid, Grapple, Slime No. Trait Description 184 Adhesive If a creature or object of equal or smaller size touches you, it is grappled by you. 185 Amorphous You can move through a space as narrow as one inch wide without squeezing. 186 Burst When you are reduced to 0 hit points, each creature within 10 ft. must succeed on a Dexterity saving throw or take 75% acid damage. 187 Camouflage You are invisible when fully immersed in water. 188 Corrosive Any nonmagical weapon made of metal or wood that hits you is corroded. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If the penalty drops to −5, the weapon is destroyed. Any nonmagical ammunition made of metal or wood that hits you is destroyed after dealing damage. You can eat through 2-inch- thick, nonmagical wood or metal in 1 round. 189 Cube You take up your entire space. 190 Dissolve At the start of your turn, you deal acid damage equal to your combat level to any creature or object you are grappling. 191 Engulf When a creature enters your space (or you enter a creature's space), it must succeed on a Dexterity saving throw or be engulfed. While engulfed, the creature can't breath, is restrained, and takes 100% acid damage at the start of each of your turns. The creature can try to escape on its turn by making a Strength check. 192 Liquid Appearance While you remain motionless, you are indistinguishable from a pool of water. 193 Shockproof You have advantage on Constitution saving throws. 194 Slippery You have advantage on ability checks and saving throws made to escape a grapple. 195 Split When you are bloodied, you split into two separate oozes. Each ooze has 50% of your current hit points and is one size category smaller. 196 Sticky Creatures have disadvantage on ability checks and saving throws made to escape your grapples. 197 Transparent A creature must make a Wisdom (Perception) check to spot you, even if you are in plain sight, so long as you have neither moved nor attacked. A creature that tries to enter your space while unaware of you is surprised. 198 Underfoot You can enter the space of any creature equal to your size or larger. While you are in a creature's space, it can't take the disengage action. GIFFYGLYPH.COM    PATREON.COM/GIFFYGLYPH MONSTROUS TRAITS


Plant| Plantlife, Poison, Sleep No. Trait Description 199 Creeper Difficult terrain doesn't cost you extra movement. 200 Distress Spores When you take damage, all other creatures of the same type within 240 feet of it can sense your pain. 201 Entangling Roots Enemies standing on the ground within 10 ft. of you have disadvantage on Dexterity saving throws. 202 False Appearance While you remain motionless, you are indistinguishable from the surrounding plantlife. 203 Fertile Soil When you reduce a creature to 0 hit points, you can spend your reaction to seed it. While seeded, the creature loses one death saving throw at the start of each of its turns. A creature can spend an action to remove the seeds. 204 Living Ground The ground in a 10-foot radius around you is difficult terrain. Each creature that starts its turn in that area must succeed on a Strength saving throw or have its speed reduced to 0 until the start of its next turn. 205 Pass Without Trace In your natural environment, you can't be tracked except by magical means. You leave behind no tracks or other traces of your passage. 206 Poisoned Thorn When you critically hit a creature with an attack, the creature must succeed on a Constitution saving throw or be poisoned until the end of its next turn. 207 Root Network You have an extensive network of roots, and you know the exact location of any creature in contact with those roots. 208 Soothing Perfume At the start of your turn, each creature within 30 ft. of you must succeed on a Constitution saving throw or fall unconscious. This effect ends after 1 minute or if the creature takes damage. If the saving throw succeeds by 5 or more, the creature is immune to your perfume until it finishes a long rest. 209 Toxic Pollen Any creature that takes a breath within 30 ft. of you must make a Constitution saving throw or take poison damage equal to your combat level. 210 Treestrider Once per turn, you can spend 10 ft. of your movement to step magically into one living tree within reach and emerge from a second living tree within 60 ft. of the first tree. You appear in an unoccupied space within 5 ft. of the second tree. Both trees must be at least one size category larger than you. Undead |Death,Decay, Soul No. Trait Description 211 Beckoning Grave Creatures within 30 ft. of you have disadvantage on death saving throws. 212 Decaying Touch When you hit a creature with a weapon attack, you deal additional necrotic damage equal to your combat level. 213 Drain Life When you critically hit a creature with a weapon attack, the creature must succeed on a Constitution saving throw or lose one unspent hit die. 214 Incorporeal You can move through other creatures and objects as if they were difficult terrain. You take force damage equal to your combat level if you end your turn inside an object. 215 Mend Flesh When you would take necrotic damage, you instead regain that many hit points. 216 Phylactery If you are destroyed, you reappear within 5 ft. of your phylactery in 1d10 days with a new, fully healed body. 217 Possession One humanoid that you are adjacent to must succeed on a Charisma saving throw or be possessed by you. You take complete control of the target's body until a) you end the effect, b) the target dies, or c) you are forced out by a spell or effect.. If the target takes damage, you must make a Charisma saving throw with a DC of 5 + the damage dealt to retain possession, otherwise you are forced out into an unoccupied space within 5 ft. 218 Soul Reaver When you reduce a creature to 0 hit points, that creature must succeed on a Charisma saving throw or have its soul reaved. A reaved creature can't be revived by any means short of a Wish spell. 219 Soul Sickness When a creature touches you or hits you with a melee attack, it must make a Charisma saving throw or be vulnerable to necrotic damage until the end of its next turn. 220 Sun Sickness While in sunlight, you have disadvantage on ability checks, attack rolls, and saving throws. You die if you spend more than 1 hour in direct sunlight. 221 Turn Immunity You are immune to effects that turn undead. 222 Turn Resistance You have advantage on saving throws against any effect that turns undead. 223 Undying Fortitude If damage would reduce you to 0 hit points, make a Constitution saving throw with a DC of 5 + the damage taken (unless the damage is radiant or from a critical hit). On a success, you drop to 1 hit point instead. GIFFYGLYPH'S MONSTER MAKER MONSTROUS TRAITS PATREON.COM/GIFFYGLYPH


8 Making Features N o monster is complete without a few special tricks—passive traits, dangerous attacks, and handy utilities. But how do you build and balance these features? This chapter describes how to make a range of features for your scaling monsters. A feature is any notable ability or quality that is not covered by your standard, basic attributes. Features come in one of three categories: Use the following guidelines to equip your monsters with ancestral (i.e. racial), role, and other assorted features. Take care not to overcomplicate your creations —keep it simple and focus on quality over quantity. FFeeaattuurreess Traits are passive abilities and perks—advantage on particular saving throws, on-death events, unique movement options, etc. Attacks are activated abilities that affect one or more unwilling targets with an attack roll or saving throw. For more details on making effects, see p44. Utilities are activated abilities that affect yourself and/or willing allies. Utilities work in much the same way as attacks and are built in the same way. Recommended Features Rank Max. Features Ancestral Role Misc. Minion 1-5 1 1 2 Grunt 3-8 2 2 3 Elite 5-11 3 2 4 Paragon 7-14 3 3 7 FEATURE BREAKDOWN Dire Wolf  Level 6 Grunt, Skirmisher (Traveller) Large beast STR 18 +4 DEX 18 +4 CON 12 +1 INT 8 −1 WIS 12 +1 CHA 8 −1  AC 11. Saving Throws Str +7, Dex +7. ♥ HP 44. Bloodied 22. Resistant to cold. ⚔ ATK +3. DC +11. DMG 18. Reach 5 ft. ⚡ Speed 35 ft.  Skills Perception +4. Senses darkvision 60 ft., passive Perception 14.  Proficiency +3. CR 2. XP 575. TRAITS Keen Senses: You have advantage on Wisdom (Perception) checks that rely on hearing or smell.  Pack Tactics: You have advantage on attack rolls against creatures within 5 ft. of any ally that is not incapacitated.  BONUS ACTIONS  Dasher: You take the Dash action.  Evasive: You take the Disengage action. ACTIONS Maul: Melee: +7 to hit, reach 5 ft., one target. Hit: 18 (5d6 + 1) slashing damage  Bite: Melee: +7 to hit, reach 5 ft., one target. Hit: 18 (3d10 + 2) piercing damage.  Pounce (Cooldown 3): Save: DC 15 vs STR, reach 5 ft., one target. Hit: 18 (4d8) bludgeoning damage. The target is knocked prone and grappled by you.  Zane froze when he heard the growl. How did the beast get behind him so fast? "Clever girl," he hissed—before the assassin could draw his dagger, the wolf pounced... PATREON.COM/GIFFYGLYPH MAKING FEATURES


To create a new feature for your scaling monster, follow these basic steps: Activation times represent the effort it takes to use your your feature—the greater the effort, the longer the time. There are six categories of activation time: choose one that best suits your feature. Features come in three rarities of increasing power and effectiveness—common, uncommon, and rare. When you create a feature, choose a rarity. The more rare you make your feature, the less often you can use it in combat—but the more powerful it can become. A common feature is a basic, reliable ability that can be activated passively, at will, or once-per-turn without significant limitations—slashing with a sword, lashing out with a tail, casting a magical cantrip, etc. Uncommon features are more powerful than their common counterparts, but require special resources (stamina, rage, focus, spellpower, ammunition, etc.) or set periods of time to gather their strength. When you create an uncommon feature, choose one of three limitations: charges, recharging, or cooldown. Charge features have a limited pool of resources— energy, ammunition, stamina, mana, fuel, rage, etc. Each time you use the feature, you consume one or more resources from this pool until it is exhausted. Charges can be recovered if-and-when particular events are completed—taking a short rest, gathering ammunition, drinking a potion, becoming bloodied, etc. Choose an event from the Charge Events table below, or describe your own. Depending on the effort required, you recover 25%, 50%, or 100% of your total charges when the event is resolved. MMaaki kinngg a F a Feeaattuurree Category: First, choose a category—are you making a trait, attack, or utility? Activation Time: Next, decide how much time it takes to activate your feature. Rarity: Now decide how rare your feature is—the rarer it is, the more powerful it can be. Defence: If your feature is an attack, choose how your targets can defend—do they use armor or a specific saving throw? Range: Pick an effective range for your feature—are you targeting yourself, some particular targets, or a wide reaching area? Targets: Choose how many targets you get to affect. Activation: Decide how long it takes your feature to apply effects once activated. Effects: Finally, give your feature some bite with special effects—damage, conditions, forced movement, empowerments, etc. For more details on making effects, see p44. Example Features Level 6, Grunt, Striker Basic Melee Attack: Melee: +X to hit, reach 5 ft., one target. Hit: 100% slashing damage. Basic Ranged Attack: Ranged: +X to hit, range 30 ft., one target. Hit: 100% piercing damage. Basic Utility: Utility: range 30 ft., one target. Effect: The target can spend their reaction to make a basic attack against a target of your choice. Basic Save Melee Attack: Save: DC X vs STR, reach 5 ft., one target. Hit: The target is knocked prone. Basic Save Ranged Attack: Save: DC X vs DEX, a 10 ft. radius circle within 30 ft. of you, all targets. Hit: The target takes 75% piercing damage. AAccttiivvaattiioon T n Tiimmee Activation Times d6 Type Description 1 None The feature is permanently active (i.e. it is passive). 2 Free You can activate the feature freely. 3 Bonus Action You must spend a bonus action. 4 Action You must spend an action. 5 Reaction You must spend a reaction. 6 Time You must spend an extended amount of minutes/hours/days/etc. RRaarriittiieess A Common Features B Uncommon Features Charges Charges Combat Rank Av. Charges per Short Rest Minion/Grunt 1 Elite 2 Paragon Threat Recovering Charges Charge Events d12 Event 1 You finish a short or long rest. 2 You become bloodied or enraged. 3 You suffer damage of a particular type. 4 You collect (or are given) new ammunition. 5 You drink a special potion. 6 You absorb some magical power. 7 An ally inspires you. 8 You land a critical hit. 9 You are critically hit by an attack. 10 A creature misses you with an attack. 11 A creature moves adjacent to you. 12 You spend an action to recover a charge. GIFFYGLYPH'S MONSTER MAKER MAKING FEATURES PATREON.COM/GIFFYGLYPH


When you use a recharging feature, it is exhausted until either a) the feature is randomly recharged or b) you complete a short or long rest. At the start of your turn, roll a d6—if you roll within a specified range, you can use the feature again as normal. Choose a die range from the Recharge Time table below based on your combat rank—the higher your rank, the faster your ability will recharge. When you use a cooldown feature, it is exhausted until a period of time has passed. Once a cooldown feature is exhausted, start a countdown timer. At the start of each of your turns, reduce the timer by 1—once it reaches 0, the feature can be used again. Choose a cooldown period from the Cooldown Time table below based on your combat rank—the higher your rank, the faster your ability will recharge. Rare features are extra-special abilities that, when exhausted, take significant time to recover (typically a long rest). These are some of your most powerful features—limit breaks, overdrive techniques, masterwork magic, etc. When you describe a rare attack, use plenty of flavor and description—these are your most dangerous and exciting abilities, so put on a good show. Elites and paragons are able to recharge their rare features when a particular event is triggered—being bloodied, becoming enraged, draining a pool of power, consuming a potion, sacrificing a victim, etc. To get started, choose a recovery event from the list below or create your own. A kobold slinger (grunt) is equipped with Stink Pot (1 charge), an uncommon attack feature that 1) deals poison damage and 2) inflicts the Poisoned condition. This attack can be used one time (one attack, one pot) before the slinger runs out of ammunition. Recharging Recharge Time Combat Rank Recharge Range Minion 6 Grunt 5-6 Elite/Paragon 4-6 A tiefling pyromancer is equipped with an uncommon Scorch (recharge) attack feature. Because the tiefling is a simple grunt, the recharge range is 5-6. During her turn, she uses the attack to hit Valiant with some fire damage. The attack is then exhausted. At the start of her next turn, the GM rolls a d6. The result is only a 3—the attack has not yet recharged. Cooldown Cooldown Time Combat Rank Turns Required Minion 4 Grunt 3 Elite/Paragon 2 The GM equips a monstrous, elite chimera with Acid Spray (cooldown), an uncommon attack feature. Because the chimera is elite, the cooldown is 2. During it's turn, the chimera uses the attack and then starts a new countdown timer at 2. At the start of the chimera's following turns, the timer is reduced by 1 until it reaches 0 on the fourth following turn—the attack has now recharged. C Rare Features Recovery Recovery Events d6 Event 1 You become bloodied or enraged. 2 A significant ally is reduced to 0 hit points. 3 You collect (or are given) new ammunition. 4 You make a significant sacrifice. 5 You absorb a burst of power. 6 You reduce a player character to 0 hit points. A sinister lich is equipped with a Soul Rend (rare) attack. The lich is a paragon monster, and so the GM chooses a recovery event for the attack—in this case, whenever a player character is reduced to 0 hit points. During a battle, the lich uses Soul Rend to attack the party and then finishes off a player character with a ray of frost. As the character falls to 0 hit points, the lich harvests some soul energy to recharge Soul Rend. Build Fun Synergies Rarities and recharge conditions make it easy to create fun, flavorful synergies. For example: Use these interplays to help create little narratives and challenges within your combat encounters. Reloader: A static, inanimate hazard (e.g. a rockfall trap) has an feature with 3 charges. It can be manually reset by another monster. • Lucky: A monster has a slow recharge feature. If they are within range of a supporting hazard or monster, they roll their recharge with advantage. • Booster: A hazard has a slow cooldown feature. Another monster (e.g. a supporter) has an ability to reduce the cooldown by 1. • Battery: A monster has a feature with 2 charges. If they are within range of a particular hazard (e.g. an arcane battery), the feature costs 0 charges to use. • GIFFYGLYPH.COM    PATREON.COM/GIFFYGLYPH MAKING FEATURES


If you make an attack, your target has a chance to defend itself—blocking a sword with a shield, dodging an explosion with uncanny precision, defying a magical command with stern resolve, etc. There are seven defences—AC, STR, DEX, CON, INT, WIS, and CHA—each dealing with a particular range of themes and effects. Choose one defence that is most appropriate for your particular attack. To help you choose a defense, consider the primary effect of your attack—what influence are you trying to have on the target, and how are you trying to achieve it? Then use the descriptions below and the Defensive Keywords table to determine the appropriate option. AC is about armor and fighting ability. When you try to hit a target with something that can be deflected, parried, or absorbed, the target must watch out and block with AC. Strength is about force and resistance. When you try to move, grab, or restrain a target with physical force, the target must hold their ground and resist with a Strength saving throw. Dexterity is about precision and reflexes. When you try to hit a target with something that blasts, explodes, rains, or sprays over an area, the target must move with precision and evade with a Dexterity saving throw. Constitution is about resilience and sensitivity. When you try to change or affect the physical form of a target (extreme temperatures, poison, corruption, blind, deafen), the target must grit their teeth and endure with a Constitution saving throw. Intelligence is about sanity and knowledge. When you try to affect the mind and mental abilities of a target, the target must hold onto their sanity and focus with an Intelligence saving throw. Wisdom is about instinct and perception. When you try to subtly influence a target's judgement without them knowing about it, the target must harness their insight and perceive the truth with a Wisdom saving throw. Charisma is about presence and soul. When you try to openly control a target or transform their essence by force, the target must hold onto their sense of self and defy you with a Charisma saving throw. There are many ways to achieve the same goal in combat. The way you describe your attack will define how it can be defended against—use this to dive into the fiction and create a wide variety of interesting, narrative-rich attacks for your monsters. DDeeffeenncceess Defensive Options 1 Armor Class (AC) 2 Strength (STR) 3 Dexterity (DEX) 4 Constitution (CON) 5 Intelligence (INT) 6 Wisdom (WIS) 7 Charisma (CHA) Defensive Keywords Defence Keywords AC Aim, Shoot, Swipe, Slash, Stab, Pierce, Bash. STR Push, Pull, Slide, Grab, Press, Drag, Squeeze, Stretch, Crush, Restrain, Move. DEX Burst, Blast, Explode, Spray, Shower, Erupt, Line, Area, Zone. CON Temperature, Poison, Corruption, Disease, Chemical, Body, Sense, Physiology. INT Mind, Insanity, Madness, Confusion, Memory, Hallucination, Delusion. WIS Beguile, Seduce, Charm, Influence, Deceive, Disguise, Hide, Manipulate, Illusion. CHA Dominate, Possess, Control, Puppet, Command, Demand, Polymorph, Banish. Varying Defences The GM wants to create a Cause Fear attack. They can do so in a variety of ways—for example: Later, the GM wants to create a Petrification attack for their encounters—for example: I raise your adrenaline levels to make you feel afraid. (Chemical, CON save) • I create a hallucination in your mind to make you afraid. (Hallucination, INT save) • I create an illusion of something terrifying to make you afraid. (Illusion, WIS save) • I command you to be afraid of me. (Command, CHA save) • I shoot a magical arrow that turns you into a statue. (Shoot, AC) • I inflict you with a magical corruption that turns flesh to stone. (Corruption, CON save) • I attack your mind to make you think you are a statue. (Madness, INT save) • • I turn you into a statue. (Polymorph, CHA save) DefenceDefinitions These definitions may vary on occasion when compared to the 5th Edition SRD—but that's by design. Player spells and effects can be very inconsistent with defences—INT, WIS, and CHA saves in particular—and so don't make for a reliable foundation. The definitions and keywords used here serve to clearly distinguish the intent and effect of your attack, helping you to pick defences with ease and consistency. GIFFYGLYPH'S MONSTER MAKER MAKING FEATURES PATREON.COM/GIFFYGLYPH


A range defines the effective boundaries of your feature —where are targets at risk and where are they safe? There are three basic categories—self, aimed, and area. Choose one for your feature and use the Range Templates provided to help define the specific details. Distances: Some templates contain recommended distances for each rarity: common, uncommon, and rare. Use these as-and-when appropriate—the rarer the feature, the bigger the distance. Features with no outwardly range focus on the internal —you are trying to affect yourself in some fashion. Aimed ranges focus on specific targets—you are trying to affect things close by or at a distance from yourself. Area ranges focus on specific regions—you are trying to affect things within a certain space (a sphere, a cone, a line, a cube, etc.). To use a feature, you must have a target—who or what are you trying to affect? Choose a quantity and category from the tables below. If your feature is particularly specific, consider also applying an alliance, alignment or creature category. When you use a limited quantity, the maximum number of targets you can have is determined by your combat level—the higher your level, the more targets you can aim at. RRaannggeess A Self B Aimed C Area Range Templates Type Example Self No external range. Cube A 5 ft. cube within 30/60/90 ft. Point A point within 30/60/90 ft. Ranged Ranged 30/60/120 ft. Reach Reach 5/10/15 ft. Square A 5 ft. square within 30/60/90 ft. Touch Physical touch. Circle A 10/15/20 ft. radius circle centered on yourself / a point within 30/60/90 ft. Cone A 15/30/60 ft. cone extending from yourself / a point within 30/60/90 ft. Cube A 10/20/40 ft. cube centered on yourself / a point within 30/60/90 ft. Cylinder A 10/15/20 ft. radius, 20/40/60 ft. high cylinder centered on yourself / a point within 30/60/90 ft. Line A 15/30/60 ft. line that is 5/10 ft. wide extending from yourself / a point within 30/60/90 ft. Reach Reach 5/10/15 ft. Ring A 10/15/20 ft inner radius, 10/15/20 ft. outer radius ring centered on yourself / a point within 30/60/90 ft. Sphere A 10/15/20 ft. radius sphere centered on yourself / a point within 30/60/90 ft. Square A 10/20/40 ft. square centered on yourself / a point within 30/60/90 ft. Zone An arbitrary region of influence. SELF AIMED AREA TTaarrggeettss TargetOptions Option Description None No specific target (i.e the terrain itself). One A single instance. Limited A limited number (2/3/4) of instances. All All instances (area range only). Target Anything (a creature or an object). Object A discrete, inanimate item. Creature Anything that is not an object. Self Yourself. Friendly The target is friendly to you. Hostile The target is hostile to you. Chaotic The target has a chaotic alignment. Evil The target has an evil alignment. Good The target has a good alignment. Lawful The target has a lawful alignment. Neutral The target has a neutral alignment. QUANTITIES CATEGORIES ALLIANCES ALIGNMENTS Creature Categories Aberration Beast Celestial Construct Dragon Elemental Fey Fiend Giant Humanoid Monstrosity Ooze Plant Undead Limited Targets Limited Targets Combat Level Max. Limited Targets 5th 2 11th 3 17th 4 Multiattacks In this supplement, a multiattack is defined as any single action with an aimed range that attacks more than one target—i.e. two targets within reach 5 ft, three creatures within range 30 ft., etc. GIFFYGLYPH.COM    PATREON.COM/GIFFYGLYPH MAKING FEATURES


If your feature is uncommon or rare, you can use a deferral to change when it chooses targets, makes attacks, or applies effects—a fireball becomes a ticking bomb, a punch becomes a dooming fist of death, a healing power becomes a regeneration power, etc. There are two types of deferral: delayed, and dooming. Choose one when you want to mix things up. When you activate a delayed feature, you must wait until some time passes (i.e. 1, 2, or 3 turns) before you choose targets and make attacks. These are your countdown attacks—things that tick down, wind up, or charge power. Use these to threaten areas and encourage movement to avoid being a hit. When you use a delayed feature, first describe what you are doing (charging power, throwing an explosive, causing a cave-in, etc.) and the likely area or targets that will be affected by the attack. Then: This process may be interrupted if, when the timer reaches 0, you are unable to choose targets or the situation otherwise no longer applies. When you hit a target with a dooming feature, you must wait until some time passes (i.e. 1, 2, or 3 turns) before you apply the effects. These are your pressuring features—things that corrupt, spread, or build up. Use these to give your players a sense of impending doom. When you use a dooming feature, choose your targets and make attacks if required. When a target is hit, it gains a new countdown timer—the doom clock. At the start of each of the target's turns, reduce the doom clock by 1. Once it reaches 0, doom has arrived— the target suffers the feature's effects. Doom can be countered if the target spends an action to take a reasonable countermeasure—bathing in water to quench fire, pulling out a poisonous stinger, focusing the mind against a hallucination, etc. Depending on the action taken, this may require one or more ability checks from the target. You can use dooming features to deliver positive effects to targets—such as healing or empowerments. In this case, reflavor doom as respite. DDeeffeerrrraallss A Delayed Using a Delayed Feature Create a visible countdown timer. At the start of your turns, reduce the timer by 1. When the timer reaches 0, choose your targets immediately and make attacks if required. Apply effects to any affected target before you continue with the rest of your turn. As they assault the Ctharonite Workshop, Valiant and Viridian are attacked by a pair of mad artificers. GM: The mad artificer aims her spark cannon into the air and fires. A crackling orb lands next to you, Valiant, pulsing with raw electrical power. You hear a beeping that seems to be rapidly accelerating... • • Valiant: Uh. How rapidly? GM: You think about one round (puts a d6 on the table). Sparks are reaching out in a 10 ft. sphere... • Use Visible Clocks When you start a countdown, try to make it clearly visible to the players. Countdowns serve two important purposes: 1) to inform your players that something will happen soon (even if they don't know exactly what), and 2) to build anticipation about the event. Try using a d6 as a physical timer. If the countdown is on a player (i.e. a doom clock), give them ownership of the die as a tangible relic of their approaching doom. B Dooming Activating a Dooming Attack Dispelling Doom Respite Mad Artificer  Level 6 Grunt, Striker (Havoc) Medium humanoid (dwarf) STR 12 +1 DEX 18 +4 CON 8 −1 INT 18 +4 WIS 8 −1 CHA 12 +1  AC 13. Saving Throws Dex +7, Int +7. ♥ HP 58. Bloodied 29. Immune to lightning. ⚔ ATK +3. DC +11. DMG 18. Reach 5 ft. ⚡ Speed 30 ft. Senses passive Perception 9. Languages Common, Dwarvish.  Proficiency +3. CR 2. XP 575.  Items thunder cannon, grenade belt. TRAITS Leaping Spark (Cooldown 3): When you hit a creature with Spark Cannon, make a second attack against another creature within 15 ft.  FREE  Brutal (1/turn): You critically hit on a roll of 19-20. ACTIONS Spark Cannon: Ranged: +7 to hit, range 30 ft., one target. Hit: 18 (4d8) lightning damage  Spark Grenade (1/sr, Delayed 1): Effect: You throw a grenade onto the ground within 30 ft. of you. Delay: All creatures within 15 ft. of the grenade must make a DC 15 DEX saving throw or take 23 (5d8 + 1) lightning damage (half damage on a miss).  Sticky Grenade (1/lr, Dooming 2): Ranged: +7 to hit, range 30 ft., one target. Hit: the target is doomed 2. Doom: 36 (8d8) acid damage (ongoing, DC 15 CON).  GIFFYGLYPH'S MONSTER MAKER MAKING FEATURES PATREON.COM/GIFFYGLYPH


9 Making Effects A t the heart of every scaling feature is an effect—a rule that describes how your monster deal damages or affects the world. But how do you build and balance these effects? What's appropriate for a common attack, or an uncommon trait, or a rare bonus action utility? This chapter introduces effect points, effect durations, and six effect types to help you flesh out and complete your scaling features. An effect describes the mechanical, in-game impact of a feature—how much damage is dealt, what conditions are applied, what boons does your ally get, how long do they last for, etc. This chapter details six categories of effect: deal damage, inflict conditions, force movement, destroy resources, change terrain, and empower allies. Mixand-match these effect types to build a wide range of features for your scaling monsters. Effects can have different durations—some fade away in an instant, while others linger for an extended period of time. There are six basic categories of duration: Each effect type will describe which durations in particular can be used and at what cost. EEffffeeccttss Combat Roles You can use effects to reinforce the themes and fighting styles of your combat roles by focusing on particular effect types—for example: • Controller: Inflict Conditions, Affect Terrain. • Defender: Force Movement, Empower Ally. • Lurker: Deal Damage, Destroy Resources • Skirmisher: Destroy Resources, Inflict Conditions. • Striker: Deal Damage, Destroy Resources • Supporter: Empower Ally, Affect Terrain. E fect Types Effect Description Deal Damage The target takes damage. Inflict Conditions The target gains conditions. Change Terrain Change the terrain in some fashion. Destroy Resources The target loses precious resources. Force Movement The target is forcibly moved. Empower Ally Grant power to a nearby ally (or yourself). E fect Durations Instant: The effect ends once resolved. End of Your Next Turn: The effect ends at the end of your next turn. End of the Target's Next Turn: The effect ends either a) at the end of the target's next turn or b) when an appropriate countering action is taken. Concentration: At the start of each of your turns, you reapply the consequences to the target. Unless specified otherwise, the effect ends after either a) 1 minute passes or b) you lose concentration. Ongoing: At the start of each of its turns, the target may make a saving throw to end the effect (choose a saving throw and a DC). On a failed save, the target suffers the consequences again. Save Ends: At the end of each of its turns, the target may make a saving throw to end the effect (choose a saving throw and a DC). PATREON.COM/GIFFYGLYPH MAKING EFFECTS


To start making an effect, you first need a handful of effect points (EP). You gain a number of EP when you create a feature, as shown below—the rarer the feature, the more points you gain. Spend EP to buy one, two, or even three unique effects for your feature. To deal some damage, first choose one option from the Deal Damage table below using your feature's range and total number of targets—the more EP you spend, the more damage you can deal. Then finish by choosing one or more damage types and an effect duration from the Damage Options list. To inflict a condition, first choose one or more conditions as described below—the more EP you spend, the more debilitating the conditions you can choose. Then finish by choosing an effect duration from the Condition Options list. MMaaki kinngg an E an Effffeecctt E fect Points Feature Effect Points (EP) Common 1 Uncommon 3 Rare 5 Has a Requirement or Condition +1 Is Delayed/Dooming +1 Free/Bonus Action or Reaction −1 The GM wants to add some effects to a rare bonus action. They have 4 (5−1) EP to spend, and so buy two effects: deal damage and inflict condition. A Deal Damage DealDamage Cost (EP) Single Target Multiple Targets Hit Only Miss Half 1 100% 100% / targets 75% 50% 2 125% 125% / targets 100% 75% 3 150% 150% / targets 125% 100% 4 175% 175% / targets 150% 125% 5 200% 200% / targets 175% 150% AIMED AREA DamageOptions Damage Types: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder. • Effect Durations: Instant, Concentration (+1 EP), Ongoing (+1 EP). • A giant lizard deals 14 ongoing acid damage (DC 14 CON) to Clanda. She takes 14 damage from the initial hit. At the start of her turn, she rolls a saving throw to try to avoid more damage—but fails. The effect persists, and Clanda takes another 14 acid damage. B In lict a Condition In lict a Condition Cost (EP) Description 1 One common condition. 2 One uncommon condition. 4 One rare condition. +1 Another condition of equal/lesser rarity. +1 Affects an area or multiple targets. −1 The target can roll an additional save to resist. Conditions # Condition Description 1 Deafened You can't hear anything. 2 Grappled You can't move. 3 Poisoned You have disadvantage on attack rolls and ability checks. 4 Prone You are lying on the ground. 5 Blinded You can't see anything. 6 Charmed You can't attack your charmer. 7 Frightened You can't move towards the source of your fear. 8 Invisible You can't be seen. 9 Restrained You can't move. 10 Paralyzed You can't move, take actions, take reactions, or speak. 11 Petrified You are transformed into a solid, inanimate material. 12 Stunned You can't move, take actions, take reactions, or speak properly. 13 Unconscious You can't move, take actions, take reactions, or remain conscious. COMMON UNCOMMON RARE ConditionOptions Effect Durations: End of Your Next Turn, End of the Target's Next Turn, Concentration (+1 EP), Save Ends (+1 EP). • The GM wants to equip a kobold with a stink pot area attack—an uncommon action worth 3 EP. They spend 1 EP to buy a "deal 75% damage" effect, and 2 EP to buy a "poisoned" area condition that lasts until the end of the target's next turn. Later, the GM equips a lich with a soul freeze attack— a rare action worth 5 EP. They spend 4 EP to buy a "petrified" condition, and another 1 EP to make it a concentration effect for the lich. GIFFYGLYPH'S MONSTER MAKER MAKING EFFECTS PATREON.COM/GIFFYGLYPH


To change the terrain, first choose one or more terrain modifiers as described below—the more EP you spend, the more impactful the modifiers. Then finish by choosing an effect duration from the Terrain Options list. To destroy a precious resource, first choose one or more resources as described below—the more EP you spend, the more valuable the resources you can target. Then finish by choosing an effect duration from the Resource Options list. C Change the Terrain Change the Terrain Cost (EP) Description 1 One common modifier. 2 One uncommon modifier. 4 One rare modifier. +1 Another modifier of equal/lesser rarity. TerrainModifiers Name Description Difficult Movement is at half speed. Half Cover +2 bonus to AC and DEX saving throws. Lightly Obscured Disadvantage on Wisdom (Perception) checks that rely on sight. Loud Deafened while within the area. Uncomfortable Disadvantage on Concentration saving throws. Unstable When a creature ends their turn within the area, they fall prone. Damaging When a creature enters or starts their turn within the area, they take damage equal to your combat level. Heavily Obscured Choose one category: 3/4 Cover +5 bonus to AC and DEX saving throws. Impassable Nothing can physically pass through the area. Magical Darkness Creatures can't see into, out of, or through the area—even with darkvision. In addition, nonmagical light can't illuminate the area. Total Cover Can't be targeted directly by an attack or a spell. Vacuum You can't breathe. COMMON UNCOMMON A. Darkness: Can't see into the area. B. Cloud: Can't see into, out of, or through the area. RARE TerrainOptions • Effect Durations: End of Your Next Turn, Concentration. The GM wants to equip a pyromancer with a blazing fire spell—a rare, damaging attack with a persistent area effect worth 5 EP. The GM spends 2 EP to buy a "deal 100% damage" area effect, and 3 EP to buy "damaging/difficult" modifiers with a concentration duration. D Destroy a Resource Destroy a Resource Cost (EP) Description 1 One common resource. 2 One uncommon resource. 4 One rare resource. +1 Another resource of equal/lesser rarity. +1 Affects an area or multiple targets. −1 The target can roll an additional save to resist. Resource Types Type Description Wealth The target loses carried wealth (currency, gems, art, etc.) equal to your damage (as valued in gold). Charges The target loses one charge from an equipped magic item. If this would destroy the item, nothing happens. Item Damage An item carried by the target gains one notch. If an item gains 5 or more notches, it is destroyed. Notches can be removed with appropriate tools. Hit Dice The target loses one unspent hit die. Low Spell Slot The target loses their lowest unspent spell slot. High Spell Slot The target loses their highest unspent spell slot. Death Save The target gains one failed death save. Exhaustion The target gains one fleeting level of exhaustion. This exhaustion lifts when the target finishes a short or long rest. COMMON UNCOMMON RARE ResourceOptions Effect Durations: Instant, Concentration (+1 EP), Ongoing (+1 EP). • A drow assassin is given a false widow's bite uncommon attack worth 3 EP. The GM uses all 3 EP to buy a "hit dice" resource effect with an ongoing duration. Later, an elite drow assassin is given a rarer black widow's bite attack worth 5 EP. The GM uses 1 EP to buy a "deal 100% damage" effect, and the remaining 4 EP to buy an ongoing "hit dice × 2" resource effect. A mummy, meanwhile, is given a life drain rare attack worth 5 EP. The GM uses all 5 EP to buy an instant "exhaustion" resource effect with an area range GIFFYGLYPH.COM    PATREON.COM/GIFFYGLYPH MAKING EFFECTS


To force movement, first choose a distance and a type as described in the tables below—the more EP you spend, the further you can move your targets. Then finish by choosing an effect duration from the Movement Options list. To empower an ally (or yourself), first choose one or more boons as described below—the more EP you spend, the more powerful the boon. Then finish by choosing an effect duration from the Empowering Options list. E Force Movement ForceMovement Cost (EP) Single Target Multiple Targets Hit Only Miss Half 1 10 ft. 10 ft. / targets 5 ft. — 2 20 ft. 20 ft. / targets 10 ft. — 3 30 ft. 30 ft. / targets 20 ft. 10 ft. 4 40 ft. 40 ft. / targets 30 ft. 20 ft. 5 50 ft. 50 ft. / targets 40 ft. 30 ft. AIMED AREA Movement Types Type Description Direct The target is moved instantly to a spot, such as by a teleport or magical effect. Pull The target is pulled towards you in a straight line (or as close as possible). Push The target is pushed away from you in a straight line (or as close as possible). Slide The target is moved in a direction of your choice. MovementOptions Effect Durations: Instant, Concentration (+1 EP), Ongoing (+1 EP). • The orc slammed into Chansi, pushing her back 10 ft. F Empower an Ally Empower an Ally Cost (EP) Description 1 One common boon. 2 One uncommon boon. 4 One rare boon. +1 Another boon of equal/lesser rarity. +1 Affects an area or multiple targets. Empowering Options Effect Durations: Instant, End of Your Next Turn, End of the Target's Next Turn, Concentration. • Boons Name Description Adamant Any critical hit made against the target becomes a normal hit. Aggressor The target's critical hit range increases by +1. Leader The target can spend their reaction to make a basic attack against a target of your choice. Lucky The target may reroll any attack roll that is a natural 1. Marker The target makes their next attack roll with advantage. Mover The target is unaffected by difficult terrain. Piercing The target's attacks ignore resistance to one damage type and treat immunity as if it were resistance. Purifier The target may reroll a failed saving throw against an ongoing effect. Resistor The target gains resistance to one damage type. Armorer The target gains +2 AC and advantage on one saving throw of your choice. Barrier The target gains temporary hit points equal to your combat level. Cooler The target may reduce the cooldown of any one feature by 1 or reroll a recharge feature. Destroyer The target deals additional damage equal to your combat level. Choose a damage type. Immuniser The target is immune to one damage type or condition. Traveller The target gains a new form of movement. Sensor The target gains a new sense. Speedster The target gains +10 speed. Cloaker The target becomes invisible. This ends if the target attacks or casts a spell. Deflector The first time the target is reduced to 0 hit points, it is reduced to 1 instead. Healer The target regains hit points equal to twice your combat level. Extracted The target is banished. When the effect ends, the target reappears in an unoccupied space of your choice within 30 ft. of you. Recharger The target may immediately regain one exhausted uncommon feature, or gain +1 charges to a charged uncommon feature. Thorns The target reflects half of any damage they take onto their attacker. COMMON UNCOMMON RARE The GM wants to equip a necromancer with some empowering actions to support their risen undead. To start, the GM creates a revenant rage uncommon bonus action worth 2 EP. They spend 1 EP to buy an "aggressor" boon, and 1 EP to make it an area effect with a concentration duration. The necromancer is then given resummon, a rare bonus action worth 4 EP. They spend all 4 EP to buy an instant "extracted" empowerment for an area effect. GIFFYGLYPH'S MONSTER MAKER MAKING EFFECTS PATREON.COM/GIFFYGLYPH


10 Frenzy Attacks S ometimes it's not enough to make just one big attack on your turn—when the enemy surrounds you, sometimes the best option is to make lots of small attacks. This chapter introduces frenzy attacks to help you chain together single-target common actions. A frenzy attack is a special action that allows any grunt, elite, or paragon to take two, three, or even four singletarget common actions on their turn while also spending movement between each action. However, this comes at the cost of accuracy and power—frenzy attacks have a -2 attack/DC penalty and deal reduced damage. The maximum number of actions you can take increases with your combat level. GGooiinngg i int ntoo a F a Frreenz nzyy Frenzy Attacks Combat Level Max. Frenzy Attacks 5th 2 11th 3 17th 4 Frenzy Attack (2/3/4) 5th-level and higher, Grunt/Elite/Paragon, Any role You can take two/three/four of any other single-target common action. • You have a -2 penalty to attack rolls and save DCs. • Divide any damage you deal by 2/3/4. You can spend some or all of your movement inbetween each action. • Ogre Brute  Level 6 Grunt, Striker (Butcher) Medium giant (ogre) STR 18 +4 DEX 8 −1 CON 18 +4 INT 8 −1 WIS 12 +1 CHA 12 +1  AC 13. Saving Throws Str +7, Con +7. ♥ HP 58. Bloodied 29. ⚔ ATK +3. DC +11. DMG 18. Reach 5 ft. ⚡ Speed 30 ft. Senses darkvision 60 ft., passive Perception 11. Languages Common, Giant.  Proficiency +3. CR 2. XP 575. FREE Concussive Attack (Cooldown 3): When you critically hit a creature, it must make a Constitution saving throw (DC 15) or be stunned until the end of its next turn.   Brutal (1/turn): You critically hit on a roll of 19-20. ACTIONS Smash: Melee: +7 to hit, reach 5 ft., one target. Hit: 18 (3d10 + 2) bludgeoning damage.  Slam: Save: DC 15 vs STR, reach 5 ft., one target. Hit: the target is knocked prone  Rampage (Frenzy 2): You can take two of any singletarget common action. You have a -2 attack/DC penalty and must divide any damage you deal by 2. You can spend movement in-between each action.  When to Frenzy? Frenzy attacks are a good option to consider when you want some increased flexibility with your attack actions. They can also help to prevent players being overwhelmed with massive damage from a single hit. PATREON.COM/GIFFYGLYPH FRENZY ATTACKS


11 Overkill Attacks T he biggest, scariest monsters need the biggest, scariest attacks. When the party's on the verge of thwarting your plans—or have suddenly put themselves in a vulnerable position—it's time to unleash your full power and go into overkill. Take no prisoners, and leave no adventurer alive. This chapter introduces a cinematic, automaticallyhitting attack—overkill attacks—and how to use them in your encounters. An overkill attack is a huge, devastating, and almost certainly fatal attack that elites and paragons can unleash against the party. These are your biggest, most cinematic attacks—an ultimate technique that can destroy PCs, NPCs, and scenery alike: A dragon takes in a deep breath, fire burning in its chest, as it prepares to melt flesh, stone, and steel.. • Storm clouds boil above a mad sorcerer as she charges a cataclysmic lightning bolt... • A werewolf howls, ready to tear open the jugular of its grappled victim... • Storm of Chaos Overkill Attack With foul runes and hellish words, you pull the demonic energies of the Abyss into this world. Glowing red veins tear across your skin as the Abyss pours into you, and black storm clouds gather above. On your next turn, the abyssal energy erupts from you in a burning wave of chaos. • Requirement: You are bloodied. • Range: A 30 ft. radius sphere centered on yourself. • Targets: Any non-demonic creature. • Hit: The creature takes 400% fire damage. Extreme: If a creature is reduced to 0 hit points by this attack, it is immediately killed and reanimates at the start of your next turn as a possessed, demonic vessel. • GGooiinngg I Int ntoo O Ovveerrki killll Charge: You spend an action on your turn to start charging up the attack—drawing in breath, channelling mana, gathering strength, etc. Focused: Charging the attack takes all of your attention—you can't move or take actions/reactions. Vulnerable: Charging the attack may expose a weak point that—if reduced to 0 hit points—will stun you. Unleash: The attack finishes charging at the start of your next turn. You then spend the entirety of your turn unleashing the attack. Hit: Any valid target still in range of the attack is hit automatically. Damage: You deal a massive amount of damage, equal to four times your base damage. Destroy: If the attack is extreme, any target reduced to 0 hit points is immediately killed. Cinematic Spectacle Overkill attacks are a great way to add some cinematic spectacle to your battles and end-game bosses, creating spikes of danger and tension throughout battle to put your players in peril. Use plenty of over-the-top description to make your overkill attacks big, loud, and exciting. Highlight the deadly power of your monsters. OVERKILL ATTACKS PATREON.COM/GIFFYGLYPH


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