To make an overkill attack for your monster or hazard, follow these three steps: First, you must decide exactly when the attack can be used. Does your scaler go into overkill when bloodied? When it's grabbed a player? When the players disrupt a sacred ritual circle? Pick an event from the list below to get started—or create your own. When the event is triggered, your overkill attack is unlocked. Next, decide the range and targets of the attack. Overkill attacks almost-always originate from you, striking out at anyone unfortunate enough to still be in range. Pick a basic template from the list below to get started: Make sure that it's possible for your players (at least, most of them) to get out of range of the attack in only one turn—even if it means dashing. If your players can only move 30 ft. with a move action, for example, avoid using a 70 ft. area for your overkill attack unless the players have either a) a clear means of escape or b) safe spots to take cover in. When you build an encounter, make sure to add some interesting scenery that players can use in creative ways to protect themselves—pillars to hide behind, tables to flip over for cover, pools of water to dive into, dead magic zones that nullify magical overkill, etc. Now, it's time to see how much damage your attack will do. Overkill attacks deal up to four times your regular base damage—enough to kill a healthy adventurer in one hit. Overkill attacks shouldn't be taken lightly, so make sure to highlight the grave danger. If you want to make players really afraid of your overkill attack, make it extreme. If a player is reduced to 0 hit points by an extreme overkill attack, they are killed outright—any remaining death saves automatically fail. CCrreeaattiinngg an A an Attttaacckk Pick a Trigger Overkill Triggers Type Description Bloodied You are reduced to 50% or fewer hit points. Event The party does something that disrupts your plans—release a prisoner, disrupt a ritual, destroy a power crystal, etc. Free No restriction—you can perform this attack whenever you like. Peril A player is in a perilous condition—grappled, restrained, stunned, etc. The GM wants to create an overkill attack for a 9th-level paragon striker—Kaladraxis, a vainglorious red dragon with a fiery temperament. To get started, the GM picks the "Bloodied" trigger. When Kaladraxis is hurt by the adventurers, he's going to get very, very angry... Choose the Range & Targets Overkill Area Type Description Aimed Hits one or more specific targets—such as a grabbed or stunned player within reach. Area Hits everyone within a certain area—a cone, a sphere, a line, etc. Zone The attack fills an entire zone or arbitrary region of the map. In his rage, Kaladraxis' overkill attack will flood the entire chamber with searing dragonbreath. Instead of a traditional dragonbreath cone, the GM chooses an area template (centered on Kaladraxis) with a 40 ft. radius—the party will have to run for their lives to escape the dragon's hellish flames... e Danger Zone Safe Spots The GM adds a couple of stone pillars to the encounter scenery as possible cover—but not enough for every player. They'll have to decide who gets to hide and who gets to run—fast. Determine the Damage As a 9th-level paragon striker, Kaladraxis deals 28 base damage. This means his overkill attack will deal 112 fire damage—almost certain to kill any unfortunate creature caught in the blast. Extreme Overkill Watch the World Burn Overkill Attack Your chest starts to swell with raging dragonfire and your body becomes burning hot—so hot that stone begins to melt beneath you from the scorching heat. On your next turn, you breathe scorching hot dragonfire all around to melt stone, steel, and flesh. • Requirement: You are bloodied. • Range: Reach 40 ft. • Targets: Any creature. • Hit: The creature takes 400% fire damage. Extreme: If a creature is reduced to 0 hit points by this attack, it is disintegrated. • GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH OVERKILL ATTACKS
To use an overkill attack, follow these three steps: Take an action to start your overkill attack and telegraph the impending danger—everyone should know what's coming up so that they have a chance to avoid it. Describe what is happening, where it will happen, and when it will happen. Make it clear that any valid target not in adequate cover will be hit automatically—the only defense is to be out of the attack range. When you go into overkill, you charge up power. While charging, your speed is reduced to 0 and you can't take actions or reactions (nor spend paragon power). If you are stunned, fall unconscious, or are otherwise put in a position where you can't reasonable charge up your overkill attack, the action fizzles to no effect. While you are charging an overkill attack, you may reveal a weak point of some kind—a delicate crystal core, a loose dragon scale, a fragile magic rune, etc. This weak point has HP equal to 10% of your total hit points and—by default—shares your defences. If this weak point is reduced to 0 hit points, you a) immediately take damage equal to the weak point's maximum HP and b) are stunned until the end of your next turn. These effects can't be circumvented by any means—resistances, immunities, paragon power, etc. A weak point can only be seen or attacked while you are in overkill. If you want to bait players into staying within your overkill range, expose a weak point. The overkill attack is fully charged at the start of your next turn, and you must use your full turn to unleash it. Any target in range is automatically hit with full damage —make sure to describe this with cinematic spectacle. After the end of your turn, once the overkill attack has been resolved, you can act as normal. UUssiinngg an A an Attttaacckk Telegraph the Attack Inside Redstone Volcano, Valiant, Krazak, and Clanda battle Kaladraxis, the wild red dragon. When he is bloodied, Kaladraxis uses an overkill attack. GM: The red dragon Kaladraxis starts to draw in breath. Valiant, you can see its chest swell with dangerous power—an incredible amount of heat is radiates from the dragon as it goes into overkill. • • Kaladraxis: Insolent mortals, you will all burn! • Valiant: Can I see where Kaladraxis is aiming? GM: You think he's going to flood this entire chamber with searing, deadly flame in just six seconds. • • Valiant: Uh, everyone? We should probably run. Charge up Power GM: The heat from Kaladraxis is intense as the dragonfire builds. What do you do, Krazak? • Krazak: Dragon can't breathe fire if it's stunned. And my Stormbreaker axe can stun on a crit... • • GM: You attack the dragon? Krazak: Damn right I attack the dragon! I charge at Kaladraxis with Stormbreaker drawn. Ancestors, if ever I needed a critical it's now... (rolls 1) ...son of a. • GM: The heat throws off your swing, Krazak. You skid to a halt in front of the grinning dragon... • Explain theMechanics When you introduce overkill attacks into your game, be sure that your players are aware and understand the mechanic—otherwise they may expect to be able to use their normal defensive abilities, or may not anticipate such high damage from a single attack. Reveal a Weak Point While Kaladraxis is charging up his overkill attack, he reveals an environmental weak spot—a fragile-looking stalactite hanging directly above him with 38 hit points (10% of Kaladraxis' 383 HP) and 18 AC. If the stalactite is reduced to 0 hit points, it falls onto Kaladraxis—the dragon will take 38 points of damage and be stunned until the end of his next turn. GM: Steam vents from the dragon's scales—there isn't much time left. Clanda, what do you do? • Clanda: First, I'll duck behind this pillar just in case. Second, I want to break that stalactite you described with a 5th-level Shatter—bring it right down onto that dragon's smug face. That'll be... (rolls 6d8) ...34 points of thunder damage! • GM: Explosive thunder echoes throughout the cavern. The stalactite cracks... but it's not enough. • • Clanda: ...Oh dear. Attack GM: "You will turn to ash!" roars Kaladraxis as he breathes volcanic dragonfire into the chamber. • • Clanda: We're all safe behind this pillar, right? GM: You and Valiant are—but Krazak isn't. The dwarf, standing his ground, is hit full force by the extreme attack. He takes 112 points of fire damage. • Krazak: ...I'm down to 0 hit points. Damn. I stand defiant, my charred arm holding aloft a melted axe. "That. All. You. Got?" And then I fall. • GM: Krazak's body disintegrates into ash as it hits the ground—the dwarf is no more. Kaladraxis laughs, scattering the ashes with a tail swipe. • • Kaladraxis: One down, two to go. GIFFYGLYPH'S MONSTER MAKER OVERKILL ATTACKS PATREON.COM/GIFFYGLYPH
To get you started with overkill attacks, here are some basic examples you can give to your monsters. EExxaammpplleess SnapNeck Overkill Attack You wrap your hands firmly around the head of a grappled creature, despite their struggles. On your next turn, if they haven't broken free, you sharply twist the head of your victim. • Range: Reach 5 ft. • Target: A grabbed creature. • Hit: The creature takes 400% bludgeoning damage. Devour Overkill Attack You unhinge your jaw, teeth glistening, as you prepare to devour a nearby stunned creature. On your next turn, you bite into your victim with bone-crushing force and attempt to swallow it. • Range: Reach 5 ft. • Target: A stunned creature. Hit: The creature takes 400% piercing damage. If the creature is reduced to 0 hit points, you swallow it. • Whispers of Azatoth Overkill Attack With eldritch words, you tear open a rift into the maelstrom and draw on its unknowable power. On your next turn, you unleash a blast of maddening psychic energy. • Requirement: Your minions have been killed. • Range: A 30 ft. cone originating from you. • Target: All creatures. • Hit: The creature takes 400% psychic damage. Extreme: If a creature is reduced to 0 hit points by this attack, it is disintegrated. • Reptile Spray Overkill Attack You swallow a vial of reptile acid and mix it with your own digestive juices. On your next turn, you spew a thick spray of corrosive acid that can melt stone, steel, and flesh. • Requirement: You consume a vial of reptile acid. • Range: A 30 ft. cone originating from you. • Target: All creatures. • Hit: The creature takes 400% acid damage. Extreme: If a creature is reduced to 0 hit points by this attack, it is dissolved. • Thunder Lance Overkill Attack You overcharge your thunder cannon to create a massive, deadly surge of raw lighting energy. On your next turn, you fire an electrical bolt that can pierce through even the thickest armor. • Requirement: Your minions have been killed. • Range: A 40 ft by 10 ft line, originating from you. • Target: All creatures. • Hit: The creature takes 400% lightning damage. Extreme: If a creature is reduced to 0 hit points by this attack, it is killed outright by the shock. • Spirit Bomb Overkill Attack You draw spirit energy from nearby living creatures and channel it into a glowing ball of radiant power that is lethal to evil creatures. On your next turn, you launch the ball into the ground where the energy explodes. • Requirement: You are bloodied. • Range: A 30 ft. radius sphere centered on yourself. • Target: All creatures. • Hit: The creature takes 400% radiant damage. Extreme: If a creature of evil alignment is reduced to 0 hit points by this attack, it is disintegrated. • You're AlreadyDead Overkill Attack With necrotic power drawn from a nearby Font of Decay, you summon soul-hungry wraiths from the Shadowfell to do your bidding. On your next turn, you send these ravenous wraiths out in a deadly wave where they feast on the spirits of unfortunate living creatures. • Requirement: You consume a Font of Decay. • Range: A 60 ft by 15 ft line, originating from you. • Target All creatures. • Hit The creature takes 400% necrotic damage. Ice Age Overkill Attack You pull cold energy directly from the Elemental Chaos with arcane runes, becoming a Herald of Winter. On your next turn, you unleash a frozen vortex that turns everything to ice and snow. • Requirement: You are bloodied. • Range: A 30 ft. radius sphere centered on yourself. • Target All creatures. • Hit: The creature takes 400% cold damage. Extreme: If a creature is reduced to 0 hit points by this attack, it is petrified and turned into an ice statue. • GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH OVERKILL ATTACKS
12 The Tides of Battle B lood spills and tempers fray in battle, and only the luckiest of monsters will survive a battle unscathed and unbloodied. When you take damage, how does it affect you and the way you fight? This chapter introduces battletide conditions and new battletide effects to help you shake things up when your monsters start to take damage. A monster's battle status can be described with three new conditions: refreshed, bloodied, and enraged. These conditions are gained and lost automatically as-andwhen taking damage or receiving healing. While a grunt, elite, or paragon is undamaged (i.e. at 100% hit points), it is refreshed and full of vigor. When a grunt, elite, or paragon suffers a notable wound of some kind (i.e. at 50% hit points or, in the case of paragons, 66%), it becomes bloodied. When this condition is triggered, announce it with a clear description to showcase the shifting tide of battle —use it to excite, emphasize, and refocus attention. When a paragon suffers a serious wound (i.e. at 33% hit points), it becomes enraged. This is a moment of dramatic escalation—the paragon is backed into a corner and fighting for its life, so be bold with your descriptions. BBaattttlleettiiddee C Coondndiittiioons ns Refreshed Bloodied Enraged Refreshed Battletide Condition Grunt/Elite/Paragon: You are at 100% hit points. Bloodied Battletide Condition Grunt/Elite: You are at 50% hit points or fewer. Paragon: You are at 66% hit points or fewer. Enraged Battletide Condition Paragon: You are at 33% hit points or fewer. Viridian is locked in battle with Sulfurak—an elite fire elemental with a burning temper. With a deft attack, the tiefling manages to bring Sulfurak below 50% hit points. GM: Sulfurak roars angrily and turns to face you, Viridian, eyes blazing with blue fire. It is bloodied, and it is angry... • Minions Battletide conditions and effects affect only grunts, elites, and paragons. Minions (with low hit points and weak defences) aren't important enough to track—they are never refreshed, bloodied, or enraged. THE TIDES OF BATTLE PATREON.COM/GIFFYGLYPH
As the tide of battle ebbs and flows, some monsters grow stronger or weaker—a refreshed elf moves across the battlefield with extra grace, a bloodied goblin is frightened by its attacker, an enraged dragon breathes empowered dragonfire. Battletide effects change a monster's abilities according to their condition. There are three categories of effect: strengthening, weakening, and transformation. By using different effect categories, you can drastically alter the tone and combat potential of a monster; a defender who gets tougher when they are bloodied tells a very different story from a defender who gets weaker when they are bloodied. Choose effects that best suit the fiction of your scaling monster—for example: To create a battletide effect for a scaling monster, follow these three steps: Use these effects to showcase how your monsters react under pressure. Battletide effects can also be used on large groups to reflect encounter-wide features—morale, loyalty, teamwork, lair effects, combat synergies, etc. To create a battletide effect for a group of monsters, follow these three steps: You can use these effects to influence the pace of your combat encounters—for example: BBaattttlleettiiddee E Effffeeccttss Strengthening effects empower a monster with new or improved features. • Weakening effects diminish a monster and make them easier to overcome. • Transformation effects change a monster's fundamental capabilities in some fashion—movement types, size categories, combat roles, keywords, etc. • Defensive Stance Battletide Effect (Strengthening) While you are bloodied, increase your AC by 1. Cracked Armor Battletide Effect (Weakening) While you are bloodied, decrease your AC by 1. A Individual E fects Condition: Choose a battletide condition—refreshed, bloodied, or enraged. Category: Decide if the monster is stronger, weaker, or transformed in this condition. Effect: Pick an effect from one of the Battletide Effects tables, or create your own. The GM wants Sulfurak to get stronger when it is bloodied to reflect the elemental's temperament. The fire elemental burns with increased fury and searing heat, so the GM chooses the Extender effect: Sulfurak's reach extends by 5 ft. B Group E fects Condition: Choose a battletide condition (refreshed, bloodied, or enraged) and a particular group of monsters that should be affected. Category: Decide if the affected monsters are stronger, weaker, or transformed in this condition. Effect: Pick an effect from one of the Battletide Effects tables, or create your own. Percentage: Finally, choose the percentage of active monsters that must be in this condition for the effect to trigger—typically 50%, 75%, or 100%. The higher the percentage, the harder it is to trigger this effect. Escalation: When at least 50% of the targeted monsters are bloodied, the battle gets harder. • Rout: When at least 50% of the targeted monsters are bloodied, the battle gets easier. • Strike Team: When at least 50% of the targeted monsters are refreshed, the battle gets harder. • Spike: When a paragon is bloodied, the battle gets easier—but when enraged, the battle gets harder. • Sulfurak is accompanied by 3 searing hearts. The GM wants these grunts to get weaker when at least 2 of them are bloodied—they gain the Fragile Hearts trait. FragileHearts Battletide Effect (Weakening) When at least 50% of the searing hearts are bloodied, attacks made against any searing heart will critically hit on a roll of 19-20. HowMany E fects? Battletide effects can be a fun and flavorful way to add narrative-rich quirks and combat descriptions to your scaling monsters and encounters. But be careful not to go overboard—not everything needs a battletide effect. Keep it simple, and when in doubt use the following rule of thumb: • A minion has 0 effects. • A grunt may have 0-1 effects. • An elite may have 0-2 effects. • A paragon may have 0-3 effects. • An encounter may have 0-2 group effects. GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH THE TIDES OF BATTLE
Battletide E fects # Name While/when you are [condition]... 1 Defensive Increase your AC by 1. 2 Shielded You immediately gain temporary hit points equal to twice your combat level. 3 Powerful Once per round, you deal additional damage equal to your combat level. 4 Resistant You gain a damage resistance. 5 Immune You gain a damage or condition immunity. 6 Gather Power Increase your maximum paragon power by +1. 7 Momentum Your maximum speed increases by 5 ft. 8 Shake It Off You can immediately remove one negative condition on yourself. 9 Precise Increase your attack bonus and DCs by 1. 10 Piercing Your attacks ignore a damage resistance and reduce a resistance to immunity. 11 Unlocked You gain access to a new action. 12 Brutal You critically hit on a roll of 19-20. 13 Counterattack You can immediately make a basic attack against your attacker. 14 Impenetrable Once per short rest, you gain one use of paragon defence. 15 Saver You roll one type of saving throw with advantage. 16 Extender Your reach extends by 5 ft. 17 Actor You can take one additional action on your next turn. 18 Dasher You can dash as a bonus action on your next turn. 19 Recharger You can immediately recharge one ability and then use it against your attacker. 20 Corruptor You can immediately inflict a status condition on your attacker until the end of their next turn. 21 Relocator You can immediately teleport adjacent to the source of the attack that harmed you. 22 Get Over Here You can immediately teleport your attacker to a space within your reach. 23 Turtle You are resistant to all damage until the start of your next turn. 24 Call of Alarm You immediately gain 1 summoning point (see p60). 25 Ranger The range of your attacks is doubled. 26 Leaper You can immediately leap to an unoccupied space within 15 ft. 27 Focused You have advantage on concentration saving throws. 28 Disruptor Targets of your attacks have disadvantage on concentration saving throws. 29 Cracked Decrease your AC by 1. 30 Feeble You deal reduced damage equal to your combat level. 31 Vulnerable You either a) gain a damage vulnerability or b) lose a damage or condition immunity. 32 Lose Power Reduce your maximum paragon power per round by 1. 33 Stumble Your maximum speed is reduced by 5 ft. 34 Condition You immediately gain a status condition until the end of your next turn (eg. frightened). 35 Distracted Reduce your attack bonus and DCs by 1. 36 Locked You lose access to a specific action. 37 Fragile The critical hit range of your attackers increases by 1. 38 Flawed You roll one type of saving throw with disadvantage. 39 Shortsighted The range of your attacks is halved. 40 Clumsy You critically miss on a roll of 1-2. 41 Traveller You gain a new movement type. 42 Role Call You change your combat role. 43 Grow Your size category increases by 1. 44 Shrink Your size category decreases by 1. 45 Category You change your monster category. 46 Damage Type Your attacks deal a new damage type. 47 Sensitive You gain a new sense. 48 Shifter You take on a new form. 49 Realignment Your alignment changes. 50 Ticking Bomb You become a ticking bomb. At the end of your next turn, you explode. All targets within reach take damage equal to your remaining HP. 51 Painful Aura You gain a damaging aura. Creatures that enter or start their turn within your aura take damage equal to your combat level. 52 Trailblazer When you move through a space, that space is corrupted until the start of your next turn. Creatures that enter or start their turn in corrupted ground take damage equal to your combat level. 53 Weaponized You gain a new weapon or form of attack. STRENGTHENING WEAKENING TRANSFORMATION GIFFYGLYPH'S MONSTER MAKER THE TIDES OF BATTLE PATREON.COM/GIFFYGLYPH
Part Archetypes Use archetypes to add specialized powers and themes to your scaling monsters. CHAPTER The Spellcaster Turn your monsters into spellcasters with magic domains and spell levels. CHAPTER The Summoner Summon brand-new reinforcements into battle with summoning points. CHAPTER The Swarm Overwhelm the enemy with packs, machines, mobs, hordes, squads, and armies. CHAPTER The Sidekick Give the party some monstrous allies and sidekicks. CHAPTER TheHazard Turn the environment against the party with hazards. CHAPTER The Lifelinker Turn your monsters into lifelinkers to share damage and spread healing. PATREON.COM/GIFFYGLYPH
13 The Spellcaster Magical power permeates the mortal world—it is in the air you breath, the food you eat, the water you drink. Watch out for those who can cast magic—the rules of reality are theirs to command. This chapter introduces spellcasters and how to use them in your combat encounters. A spellcaster is a special type of combatant that can cast magical spells—a warlock sacrifices blood to gather eldritch power, a wizard activates a well-researched ward, a sorcerer unleashes their inner power, etc. There are eight basic categories of spellcaster, each with a particular theme and casting style: SSppeellllccaasstteerrss Spellcaster Categories Type Description Borrower You are temporarily borrowing power. Innate You are power incarnate. Oathsworn Your power comes from an oath. Primal You draw power from the land. Puppet You are possessed by a power. Researcher You have learned how to channel power. Sacrificial You made an offering for power. Vassal You are given power by a benefactor. Magical E fects vsMagical Spells Spells create magical effects, but not all magical effects are spells. In this supplement, a spell is defined as any magical action that has spellcasting components and can be interrupted with Counterspell. Storm Cleric Level 10 Grunt, Striker (Havok) Medium humanoid (dwarf) STR 20 +5 DEX 8 −1 CON 14 +2 INT 8 −1 WIS 20 +5 CHA 14 +2 AC 14. Saving Throws Str +9, Wis +9. ♥ HP 86. Bloodied 43. Resistant to lightning, poison. ⚔ ATK +4. DC +12. DMG 30. Reach 5 ft. Range 30 ft. ⚡ Speed 30 ft. Skills Religion +3. Senses darkvision 60 ft., passive Perception 15. Languages Common, Dwarvish. Proficiency +4. CR 4. XP 1475. Items warhammer, holy symbol. FREE Brutal (1/turn): You critically hit on a roll of 19-20. ACTIONS Storm Bolt: Spell: Cantrip, Evocation, V. Ranged: +9 to hit, range 30 ft., one target. Hit: 30 (4d12 + 4) lightning damage. Warhammer: Melee: +9 to hit, reach 5 ft., one target. Hit: 30 (6d8 + 3) bludgeoning damage. Call Lightning (1/sr): Spell: 3rd-level, Evocation, VS. Save: DC 17 vs DEX, a 10 ft. radius circle centered on a point within 30 ft. of you, all targets. Hit: 30 (4d12 + 4) lightning damage. Miss: half damage. Thunderblast (Cooldown 3): Spell: 3rd-level, Evocation, VS. Save: DC 17 vs STR, a 15 ft. radius circle centered on a point within 30 ft. of you, all targets. Hit: the target is pushed 20 ft away from the center. The storm cleric raised her hammer high and pulled down a bolt of lighting from the sky. THE SPELLCASTER PATREON.COM/GIFFYGLYPH
Borrowers have temporary possession of magical power, typically through an object, blessing, or curse. These spellcaster rely on a magical focus—destroying this focus can remove the borrower's magical abilities. Innates are power incarnate—magic is in their very blood and they know how to use it. These spellcasters rely on their own willpower to carefully shape and control their magical power—when an innate loses control, they can be a danger to themselves and those around them. Oathsworn draw their power from a sacred oath made with the universe. These spellcasters rely on conviction and strict adherence to their oath—words have power, and few take this as seriously as the oathsworn. Primals draw their power from the natural world and take strength in careful measure. These spellcasters rely on the environment and the elements—to fight a primal in their native land is to invite disaster. Puppets are possessed by a greater power and made to act by its command. These spellcasters rely on a physical, mental, or spiritual connection with their possessor—breaking this may free the puppet. Researchers learn how to control magical power through careful practice, dedication, and arduous study. These spellcasters rely on their knowledge, training, and expertise—researchers learn how to manipulate the very fabric of reality itself. Sacrificials are rewarded with power when they make an offering to a patron. These spellcasters rely on promises, pacts, and sacrifices to fuel their power—but woe betide the sacrificial who reneges on a pact made with their patron. Vassals are gifted power in exchange for loyal service to a benefactor. These spellcasters rely on zeal, faith, obedience, and worship—the vassal sets aside their personal interests to serve a greater purpose. A e Borrower B e Innate C e Oathsworn D e Primal E e Puppet F e Researcher G e Sacrificial H e Vassal MagicDomains Theme Description Examples Air Control over air, wind, and thunder. Fly, Feather Fall, Thunderwave. Beasts Control and communicate with animals. Conjure Animals, Hold Monster, Insect Plague. Body Transmute flesh, change physical shape and appearance. Enlarge/Reduce, Polymorph, Flesh to Stone. Death Sever souls from bodies, talk to the dead, animate dead. Chill Touch, Power Word: Kill, Speak with Dead. Decay Erode, poison, and corrupt. Acid Splash, Cloudkill, Poison Spray. Destruction Destroy and obliterate. Circle of Death, Disintegrate, Eldritch Blast. Earth Control over earth, rock, and gravity. Earthquake, Move Earth, Stone Shape. Fear Create fear and nightmares. Confusion, Fear, Dream. Fire Control over fire and heat. Burning Hands, Produce Flame, Fireball. Knowledge Divination, detect alignment, learn secrets. Guidance, True Strike, Zone of Truth. Life Tie souls to bodies and objects, modify spiritwebs. Animate Objects, Raise Dead, Resurrection. Light Create light and illusions. Dancing Lights, Disguise Self, Faerie Fire. Lightning Create and channel lightning, electricity. Call Lightning, Chain Lightning, Lightning Bolt. Metal Detect, shape, create, and move metal. Cloud of Daggers, Fabricate, Heat Metal. Mind Telepathy, domination, read thoughts, and sense truth. Charm Person, Sleep, Telepathic Bond. Peace Dampen emotions, cause calm. Beacon of Hope, Calm Emotions, Sanctuary. Plants Control and communicate with plants. Plant Growth, Speak with Plants, Tree Stride. Protection Shield and defend. Blade Ward, Death Ward, Globe of Invulnerability. Resolve Reinforce willpower and create geas. Aid, Geas, Heroism. Restoration Heal and mend. Mending, Cure Wounds, Heal. Shadow Create darkness and manipulate shadows. Darkness, Black Tentacles, Shadow Blade. Sight Truesight, perception, sight-beyond-sight, scrying. Darkvision, Scrying, True Seeing. Sound Create sounds, silence, communication, change voice. Sending, Shatter, Silence. Space Teleportation, size, and pocket dimensions. Misty Step, Banishment, Instant Summons. Strength Control physical power, muscle mass, and endurance. Enhance Ability, Enlarge/Reduce, Polymorph. Time Alter the flow of time. Haste, Slow, Time Stop. War Incite emotions, and cause rage or passion. Heroism, Storm of Vengeance, Hellish Rebuke. Water Control over water and ice. Ray of Frost, Ice Storm, Wall of Ice. GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH THE SPELLCASTER
You can turn any scaling monster into a spellcaster with these two basic steps: A magical domain acts a general theme for your spellcaster and spellcasting abilities. Choose one from the Magical Domains table or create your own. Create a common, uncommon, or rare feature for your spellcaster as normal (see p38). When you have a suitable attack or utility feature, you can convert it into a spell with these simple guidelines. Spellcasting components are physical requirements you must meet in order to cast your spell—if you can't provide one or more of these components, you are unable to cast the spell. Choose a number of components according to the rarity of your feature: common (one), uncommon (two), or rare (three). If your spell uses a material component, you can (optionally) define what that material is. If you want your spellcaster to be able to perform this spell regularly outside of combat, turn it into a ritual. To perform a ritual, you must spend 10 minutes more than you usually would to cast the spell—but you don't have to expend any action resources in the process (recharges, cooldowns, charges, etc). Spells can be categorized into one of eight schools of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Use the Spell Schools table below to help you choose the school that best fits your particular action. Every spell has a spell level that helps describe its overall power—1st level, 3rd level, etc. This can be useful to know in certain circumstances (i.e. when someone tries to interrupt the spell with Counterspell). Your spell level is determined by your combat rank, your combat level, and your action rarity—use the Spell Levels table below to find the appropriate level. Common Features: If your spell is of common rarity, its level is always 0 (i.e. a cantrip). MMaaki kinngg a S a Sppeellllccaasstteerr Choose a Magic Domain Create a Spell Choose Spellcasting Components • Verbal (V): I need to be able to speak. • Somatic (S): I need to be able to use one free hand. Material (M): I need to be in reach of a particular resource or spellcasting focus. • Ritual Choose a Spell School Set the Spell Level No Spell Slots By design, scalers don't use spell slots or other arcane currencies to cast magic. If you want to emulate that system more closely, use a selection of uncommon and rare actions with a limited number of charges. Spell Schools School Description Abjuration Create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes. Conjuration Transport objects and creatures from one location to another. Divination Reveal information. Enchantment Affect the minds of others to influence or control their behavior Evocation Manipulate magical energy to produce a desired effect. Illusion Deceive the senses or minds of others. Necromancy Manipulate the energies of life and death. Transmutation Change the properties of a creature, object, or environment. Spell Levels Combat Rank 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 Minion 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 3 Grunt 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 4 Elite 1 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7 Paragon 1 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7 Minion 1 1 1 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 5 Grunt 1 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7 Elite 1 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 9 9 9 9 9 9 9 Paragon 1 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 9 9 9 9 9 9 9 COMBAT LEVEL UNCOMMON FEATURE RARE FEATURE GIFFYGLYPH'S MONSTER MAKER THE SPELLCASTER PATREON.COM/GIFFYGLYPH
14 The Summoner I n battle, the odds of success can change at any moment—when a brawl breaks out, you never know who else might join the fray. Keep an eye out for anyone who might raise an alarm or summon new reinforcements into battle—take them out fast to keep the odds in your favour. This chapter introduces summoners and how to use them in your combat encounters. A summoner is a special type of combatant that can bring reinforcements into battle—a lone priest beseeching her dark god for protectors, a hidden alarm loudly rousing some nearby guards, a sickly necromancer raising foul undead from the graveyard. There are five basic categories of summoner, each with a particular theme and summoning style: scouter, conjurer, animator, beseecher, and commander. Brindergast breathlessly pushed open the door to the ossuary. In a few short seconds, the heroes would catch up to him—but they would not catch him alone. Brindergast began his resurrection spell—the longdead bones started to shudder and move... SSuummmmoone nerrss Summoner Categories Type Description Animator You craft new reinforcements. Beseecher You ask for reinforcements. Commander You demand some reinforcements. Conjurer You pull reinforcements from thin air. Scouter You rouse and rally nearby reinforcements. Fledgling Necromancer Level 6 Grunt, Supporter (Booster) Medium humanoid (human) STR 8 −1 DEX 8 −1 CON 12 +1 INT 18 +4 WIS 12 +1 CHA 18 +4 AC 13. Saving Throws Con +4, Int +7. ♥ HP 73. Bloodied 37. Resistant to necrotic. ⚔ ATK +3. DC +11. DMG 14. Reach 5 ft. ⚡ Speed 30 ft. Initiative +2. Skills Arcana +7. Senses passive Perception 11. Languages Common. Proficiency +3. CR 2. XP 575. Items spellbook. BONUS ACTIONS Supportive: You take the Help action. ACTIONS Wither Flesh: Save: DC 15 vs CON, range 30 ft., one creature. Hit: 14 (3d8 + 1) necrotic damage. Soul Blade: Melee: +7 to hit, reach 5 ft., one creature. Hit: 14 (5d4 + 2) necrotic damage. Undying Resilience (Concentration, Cooldown 3): Utility: range 30 ft., one friendly undead creature. Hit: the creature gains +4 AC and advantage on STR and CON saving throws for up to one minute. Reanimator (2 SP/lr): Utility: range 30 ft. (does not require line of sight), 1-8 humanoid corpses. You spend SP to reanimate the targeted corpses as 6th-level undead creatures. These creatures act after your turn and obey your commands for up to 1 hour, at which point they revert to humanoid corpses. 1 SP: 4 Minions 1 SP: 1 Grunt 2 SP: 8 Minions 2 SP: 4 Minions, 1 Grunt 2 SP: 2 Grunts 2 SP: 1 Elite PATREON.COM/GIFFYGLYPH THE SUMMONER
Animators craft reinforcements from the inanimate and non-living. These summoners use their power to affect, awaken, or control something in the environment—use them when you want to foreshadow threats and turn the landscape against the party. Beseechers make a plea, bargain, or petition for aid. These summoners rely on the patronage of others to provide reinforcements—use them when you want to turn a seemingly weak obstacle into a significant danger. Commanders make an irrefutable demand for aid. These summoners rely on underlings, adjutants, and vassals to fight in their service—use them when you want to showcase the influence and power of a monster. Conjurers pull reinforcements from seemingly thin air, turning the insubstantial into a very substantial threat. These summoners rely on their own powers and resources to conjure allies—use them to when you want to surprise the party with unexpected reinforcements. Scouters rouse and rally nearby reinforcements with a sign, signal, or sound. These are your alarms, sentries, guards, and lookouts—use them to create obstacles that the party should try to avoid or quickly subdue. To bring reinforcements into battle, a summoner must spend summoning power (SP)—the more powerful the reinforcement, the more power required to summon it. The Summoning Costs table below contains the basic costings for each combat rank. By default, summoned reinforcements inherit the combat level of their summoner—by changing this level, you can change the SP cost. For every 3 levels you reduce the combat level, reduce the SP cost by half. For every 3 levels you raise the combat level, double the SP cost. A e Animator A sorcerer uses lightning magic to energise some clockwork constructs. • A terramancer places a hand on a giant stone golem and brings it to life. • A dark pylon pulses necromantic power into the ground to resurrect the dead. • A green dragon roars in the dark forest to awaken the slumbering treants. • B e Beseecher A druid calls out to the land and summons the local wildlife to their aid. • A warlock makes a sacrificial bargain and is rewarded with four gibbering abominations. • A bandit uses promises of gold and treasure to turn the angry crowd on you. • A cleric prays to their god and is blessed with a celestial, paragon defender. • C e Commander A noble commands her reluctant bodyguards to fight in her place. • The commander of the guard blows a loud horn to rally his troops. • An emperor orders the elite guards to ready their weapons and fight. • A strange, psionic monolith dominates the nearby villagers and commands them to protect it. • D e Conjurer A mad artificer throws four metal cubes on the ground which unfold into modron minions. • A pyromancer reaches into the plane of fire to unleash a blazing, paragon elemental. • A druid pulls a small rat from a pocket and uses Enlarge to transform it into an elite, giant rat. • A cracked soul trap releases two howling, mad wraiths. • E e Scouter A tripwire alarm unleashes a piercing screech to alert the kobold guardians. • A drow hunter fires a flare into the sky to summon the rest of their hunting party. • A surprised sentry rings a bell and cries alarm to rouse the city guard. • An arcane ward sparks when touched, opening the ancient sarcophagi. • SSuummmmooni ninngg P Poowe werr Summoning Costs Combat Rank LVL-3 LVL+0 LVL+3 Minion × 4 0.5 1 2 Grunt 0.5 1 2 Elite 1 2 4 Paragon T3 1.5 3 6 Paragon T4 2 4 8 Paragon T5 2.5 5 10 Paragon T6 3 6 12 COST (SP) Brindergast wants to summon 4 minions and 1 grunt. The necromancer likes his thralls to be competent, and so his summoned undead are of equal level (+0)—they cost a total of 2 SP. GIFFYGLYPH'S MONSTER MAKER THE SUMMONER PATREON.COM/GIFFYGLYPH
Summoners typically recover all expended SP when they finish a long rest. However, you may want to use other forms of recovery to reflect the particular fiction or habits of your summoner—for example: Use recovery options to create a variety of exciting, summoner-themed encounters. You can turn any scaling monster into a summoner with these three basic steps: A summoning ability is an uncommon action with a limited amount of power (i.e. summoning power) and a single effect (i.e. summoning reinforcements). When you create this action, assign any range/target restrictions as necessary (see p42 for more details). Summoned reinforcements rarely last forever. Choose one of the following durations: Next, set the maximum amount of summoning power your summoner can hold at one time—the more SP, the more they can summon into battle. Highlight this power with a notable, visual flourish to forewarn the party. Now you know how much power you have to spend, you can create a summoning list to determine what your summoner can summon—a handful of minions, a powerful elite, a dangerous paragon, etc. Choose some options from the Reinforcements table below, or create your own. As a general rule of thumb, a single summoner shouldn't be able to spend more than 6 SP with one action. Reinforcements may not always appear the instant they are summoned—the bigger your summon, the longer it takes to complete. When you perform a summon, use the following guidelines to see when your reinforcements will arrive. Regaining Summoning Power Zone of Power: When you start your turn within a particular area, you regain 1 expended SP. • Restorative: When you consume a summoning stone, you regain up to 50% of your expended SP. • Escalation: When battle begins, you have 0 SP. You regain 1 SP at the start of your turns. • Soul Siphon: When you reduce a creature to 0 hit points, you regain 50% of your expended SP. • MMaaki kinngg a S a Suummmmoone nerr Create an Uncommon Action Choose a Duration Time: The reinforcements leave, fade, or vanish after a period of time passes (typically 1 hour). This is most common with animators and conjurers. • Condition: The reinforcements leave, fade, or vanish when a certain condition is fulfilled—the enemies are defeated, an oath is satisfied, an order is carried out, etc. This is most common with beseechers, commanders, and scouters. • Allocate Power Encounter Costs When you build scaling encounters (p25), your summoning power affects your value—the more SP you have, the more expensive you are to put in an encounter. As a rule of thumb, think of 1 summoning power as 1 additional grunt for the encounter. Pick your Reinforcements Reinforcements SP Reinforcements 1 1 × Grunt 1 4 × Minion 2 1 × Elite 2 2 × Grunt 2 4 × Minion, 1 × Grunt 2 8 × Minion 3 1 × Paragon T3 3 3 × Grunt 3 4 × Minion, 1 × Elite 3 4 × Minion, 2 × Grunt 3 8 × Minion, 1 × Grunt 3 12 × Minion 4 1 × Paragon T4 4 2 × Elite 4 4 × Minion, 1 × Grunt, 1 × Elite 5 1 × Paragon T5 6 1 × Paragon T6 6 3 × Elite INSTANT SHORT COUNTDOWN LONG COUNTDOWN EXTENDED COUNTDOWN Summoning Time Instant: (max. 1 SP) The reinforcements appear instantly. This increases the rarity of your action by one step to rare. • Short Countdown: (max. 2 SP) Start a countdown clock at 1. Reduce the clock by 1 at the start of your turns (or, if you are removed from play, where your turn would normally be). When the clock reaches 0, the reinforcements appear. • • Long Countdown: (max. 4 SP) Start a countdown at 2. • Extended Countdown: Start a countdown at 3. Brindergast spends 2 points of summoning power to raise 4 skeleton shamblers (minions) and 1 skeleton shielder (grunt). This requires a short (1) countdown—the skeletons won't appear until the start of Brindergast's next turn. GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH THE SUMMONER
15 The Swarm I t's dangerous to stand alone on the battlefield where a lone target becomes an easy target. For the best chance of survival, stick with your friends and surround the enemy as one swarm— strength comes in numbers. This chapter introduces swarms and how to use them in your combat encounters. A swarm is a special type of monster that's comprised of many smaller entities acting with one mind and as a single target—a swarm of rats, a mob of civilians, a horde of kobolds, an army of undead, etc. There are six basic categories of swarm, each with a particular theme and combat style: swarms, mobs, hordes, squads, armies, and machines. Krazak tried to step back but the rats were all around him, swarming underfoot and making it very hard to move. They looked at him with hungry eyes. The dwarf gripped his axe and grinned, licking his lips. "Get yer stewpot ready, Chansi. We're gonna be eating rat meat for a week after this fight." SSwwaarrmmss Swarm Categories Type Description Pack A group of beasts or mindless creatures. Machine A coordinated group of hazards or constructs. Mob A small, badly-organized group of creatures. Horde A large, badly-organized group of creatures. Squad A small, well-organized group of creatures. Army A large, well-organized group of creatures. Swarm of Rats Level 6 Grunt, Lurker (Exploiter) Medium swarm of tiny beasts STR 18 +4 DEX 18 +4 CON 12 +1 INT 1 −5 WIS 12 +1 CHA 8 −1 AC 9. Saving Throws Dex +7. ♥ HP 44. Bloodied 22. ⚔ ATK +3. DC +11. DMG 23. Reach 5 ft. ⚡ Speed 30 ft., climb 15 ft. Skills Stealth +7. Senses passive Perception 11. Proficiency +3. CR 2. XP 575. TRAITS Swarm: You can occupy another creature's space and vice versa. You can move through any opening large enough for a tiny creature. Your space is considered difficult terrain. You have advantage on attack rolls against creatures in your space, and creatures within your space have disadvantage on attack rolls. You can't regain hit points or gain temporary hit points. When you would be subject to any of the following conditions, you instead lose 6 hit points: charmed,frightened, grappled, paralyzed, petrified, prone, restrained, or stunned. Thinning Numbers: When you are bloodied, your space is no longer considered difficult terrain. FREE Hold Still (1/round): When you hit with an attack and the target moved a net distance of 10 ft. or less during it's last turn, you deal 6 additional damage. BONUS ACTIONS Sneaky: You take the Hide action. ACTIONS Bite: Melee: +7 to hit, reach 5 ft., one creature. Hit: 23 (6d6 + 2) piercing damage. THE SWARM PATREON.COM/GIFFYGLYPH
When a group of beasts or mindless creatures band together in one place, they can form a feral pack. A pack is a primal, gestalt intelligence more perceptive—and more dangerous—than the the sum of its parts. With a wild cunning, the pack can hunt, surround, trap, and overwhelm far bigger targets—in large enough numbers, the ant can overwhelm the tiger. When a group of constructs are linked together in one place, they can form a well-oiled machine. A machine is an autonomous, goal-driven, constructed entity—when given a task, the machine does everything it can to complete that task as efficiently and as unimaginatively as possible. When a group of creatures gather together in one place, they can form an unruly mob. A mob is a chaotic, emotional throng with a strong desire for change but little-or-no direct leadership—the mob may agree on what needs to change but not necessarily why or how. Yet from that mayhem comes action—a mob may change the status quo in ways the individual cannot. When several mobs are gathered under one banner, they can form an innumerable horde. A horde is a chaotic melting pot of creatures and cultures—a writhing mass held together typically by one strong leader who rules with strength, fear, respect, or bribery (wealth, glory, retribution, etc.). Under the right leader, a horde can be a devastating enemy. When a group of creatures work together in one place, they can form a trained squad. A squad is an organized entity with a strong sense of order and unity. Members are typically trained to obey a shared rulebook and code of conduct—everyone knows their place and purpose in a squad. When several squads are assembled under an official commander, they can form a professional army. An army is a strict, regimented organization with a well-understood chain of command—orders flow from top to bottom, and those orders must be enacted without question. Alert commanders know that this chain of command is crucial to their army's success— one broken link and the entire enterprise can fall apart. A e Pack The people of Timbervale find their logging camps overwhelmed by a pack of beavers. • The sewers of Upper Grundelroot have been infested by a pack of oozes. • A pack of wolves prowls Snowpine Forest and picks at unwary, vulnerable adventurers. • A pack of ravenous, mindless zombies leaves the dead village to feast on the nearby town. • B e Machine A machine of interlinked modrons stands watch outside a secret planar gateway. • A swarm of tiny constructs form one unified machine at the command of their artificer. • A mage protects her arcane tower with roaming machines of animated armor. • A machine of golems digs tirelessly through the mountain, following their long-dead creator's order. • C e Mob A mob of scared civilians lashes out at an adventuring party wearing suspicious armor. • A mob of bandits attacks the village and steals a sacred amulet from the church. • A mob of trolls sets up a toll booth on a vital bridge and charges extortionate fees. • A mob of zealots prowl the town and attack anyone who dares to blaspheme against their deity. • D e Horde A powerful necromancer raises a horde of undead skeletons to serve a nefarious purpose. • Kaladraxis protects his mountain of treasure with a horde of kobolds. • A horde of barbarians, united under a wise leader, travels south to escape the Winter King. • A horde of chaotic warriors lays seige to Bastion, the Walled City of the Northern Wild. • E e Squad A squad of trained guards tries to arrest a band of suspicious adventurers. • A squad of devoted paladins leaves the camp at sunrise to fulfill a divine oath. • A squad of high elf spellswords use their combined grace to surround and outmaneuver enemies. • A squad of goblin guncrackers, held in line by a commanding hobgoblin, attack as one unit. • F e Army An orc emperor assembles a mighty army to protect his #vast realm. • A vampire army attacks the Spire of Toralath to destroy the White Star. • The Matron Mothers of Elgin Orsul call forth their drow army to attack a vulnerable dwarf city. • A kobold army overthrows their draconic overlord and takes over the mountain. • GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH THE SWARM
You can turn any scaling monster into a swarm with these three basic steps: First, define the size of the individual thing that makes up the body of your swarm—the tiny bat, the medium orc, the large giant, etc. Then, define the size of your swarm—medium, huge, gargantuan, etc. You must choose a swarm size larger than than the individual size. Next, apply the following trait to your swarm: When a swarm is bloodied (see p53), something happens that reflects the diminishing strength, quantity, or morale of the swarm's individual creatures. Choose one of the following events, or create your own: A swarm can spend an action to split itself into two separate swarms. A swarm can spend an action to merge itself into another adjacent swarm of the same type. MMaaki kinngg a S a Swwaarrmm Define the Swarm Size Gain Swarm Traits Swarm Any level, rank, or role You can occupy another creature's space and vice versa. You can move through any opening large enough for a [individual size] creature. You can't regain hit points or gain temporary hit points. Your space is considered difficult terrain. You have advantage on attack rolls against creatures in your space, and creatures within your space have disadvantage on attack rolls. When you would be subject to any of the following conditions, you instead lose hit points equal to your combat level: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, or stunned. Choose a Bloodied Event Bloodied Events Name While you are bloodied... Easily Spooked You may be frightened or charmed as normal. Easier Target Reduce your AC by 2. Fading Strength Reduce any damage you deal by 50%. Lose Momentum Reduce your speed by 50%. Thin Numbers Your space is no longer considered difficult terrain. Krazak hacked down into the writhing swarm biting at his feet, and there was a chorus of pained squeals as the axe cut clean through several rats. The dwarf could tell that the swarm was bloodied— he was now able to move freely through their rapidlythinning numbers... SSpplliittiinngg a S a Swwaarrmm Split Common Action You split yourself into two separate swarms. Each new swarm has 50% of your hit points (rounded down), deals 50% of your damage (rounded down), and is one size smaller than you. You can't split if your new swarm size would be equal to or smaller than your individual size. The medium swarm of tiny rats currently has 30 ft. movement, 44 hit points, and deals 21 base damage. On its turn, the swarm of rats moves 10 ft. and then uses it action to split into two separate swarms. Each new swarm is small, has 22 hit points, and deals 10 base damage. The swarms then finish their turn by each moving their remaining 20 ft. MMeerrggiinngg S Swwaarrmmss Merge Common Action You merge yourself into another adjacent or overlapping swarm of the same type and size. Add your current hit points to the target swarm. If your size is equal to or larger than the target swarm, increase the size of the target swarm by one and the damage it deals by 100%. One small swarm of rats (4 hp / 8 dmg) moves adjacent to another swarm of rats (10 hp / 8 dmg) which hasn't yet acted, and spends its action to merge. The newly unified swarm is one size larger (medium), has 14 hit points, and deals 16 base damage. The swarm then uses its turn to scurry towards Krazak... The Swarmed Condition This supplement also introduces a Swarmed condition (p74) which you can use in your encounters. Apply this condition to any creature that is overlapped by a swarm, and remove it when the situation demands (i.e. the creature moves away). GIFFYGLYPH'S MONSTER MAKER THE SWARM PATREON.COM/GIFFYGLYPH
16 The Sidekick N ot every monster is your enemy. With the right actions and the right incentive, some can become trusted allies (if only temporarily) and fight by your side—some may even join the party. But how do you build and balance these allies? This chapter introduces sidekicks and how to use them in your combat encounters. A sidekick is a special type of combatant that's designed to fight alongside (or even in place of) regular player characters. These are creatures that assist, protect, and ally with the party—henchmen, bodyguards, aides, squires, named NPCs, friendly monsters, etc. There are four basic categories of sidekick: hirelings, players, champions, and powerhouses. "I ain't afraid of one elf," sneered the thief as he pulled a dagger. Clanda smiled and snapped her fingers. Four hired bodyguards slid out from the shadows to flank the thief. "How about five elves?" she asked. SSiiddeeki kiccksks Sidekick Categories Type Description Hireling An ally hired to be in your service or assist the party in the some fashion (i.e. a minion). Adept A competent ally comparable to a traditional player character (i.e. a grunt). Champion A notable ally with potent powers and abilities (i.e. an elite). Powerhouse A fearsome monster that fights in your favor (ie. a paragon). Krazak, Berserker Barbarian Level 9 Grunt, Striker (Butcher) Medium humanoid (dwarf) STR 20 +5 DEX 8 −1 CON 20 +5 INT 8 −1 WIS 14 +2 CHA 14 +2 AC 14. Saving Throws Str +9, Con +9. ♥ HP 79. Bloodied 40. Resistant to poison. HD 9 (d10). ⚔ ATK +4. DC +12. DMG 27. Reach 5 ft. Range 30 ft. ⚡ Speed 30 ft. Skills Athletics +9, Intimidation +6. Senses darkvision 60 ft., passive Perception 12. Languages Common, Dwarvish. Proficiency +4. CR 4. XP 1250. Items greataxe. TRAITS Dwarven Resilience: You have advantage on saving throws against poison. FREE Rage (4/lr): You have advantage on Strength checks and Strength saving throws. In addition, you have resistance to bludgeoning, piercing, and slashing damage. This effect ends after one minute. Brutal (1/turn): You critically hit on a roll of 19-20. ACTIONS Greataxe: Melee: +9 to hit, reach 5 ft., one target. Hit: 27 (4d12 + 1) slashing damage Cleave: Melee: +9 to hit, reach 5 ft., two targets. Hit: 14 (2d12 + 1) slashing damage Iron Grip: Melee: +9 to hit, reach 5 ft., one creature. Hit: the target is grappled by you. Headbutt (1/sr): Melee: +9 to hit, reach 5 ft., one creature. Hit: 27 (6d8) bludgeoning damage and the target is knocked prone (save ends, DC 17 CON). Grudge Breaker (1/lr): Melee: +9 to hit, reach 5 ft., one creature. Hit: 54 (8d12 + 2) slashing damage. PATREON.COM/GIFFYGLYPH THE SIDEKICK
Hirelings are lesser aides and assistants—allies that can help the party and deal some damage, but can't endure much punishment in return. To make a hireling, start with a minion. Adepts are competent allies and capable fighters, able to stand shoulder-to-shoulder with traditional PCs. To make an adept, start with a grunt. Champions are dangerous enemies but make powerful allies. These are notable monsters and NPCs—creatures who hurt and can take harm. To make a champion, start with an elite. Powerhouses are a sight to behold on the battlefield, tackling multiple foes single-handed. These are your most valuable allies—if you can find a way to keep them that way. To make a powerhouse, start with a paragon. You can turn any scaling monster into a sidekick with these two basic steps: Like most player characters, sidekicks have an opportunity to mend their wounds. Add some hit dice based on your sidekick's combat rank and role: If you want your sidekick to emulate a traditional 5th Edition class, choose a class package. Some features can only be used a limited number of times; if a feature specifies "PB/lr", you can use it a number of times equal to your proficiency bonus. A e Hireling A sorceress hires four bodyguards to help keep her safe in the lawless city of Old Riftin. • A group of adventurers, preparing for travel, hire two acolytes to help administer their wounds. • When ambushed by goblin wolfriders, a beastmaster convinces four wolves to turn against their handlers. • B e Adept A lone fighter hires an adept wizard and cleric to join with them in tackling a dungeon. • A new player starts a game with an adept to help learn the ropes before making a full character. • When a character suddenly dies, the player decides to play as an adept for the rest of the session. • C e Champion The party convinces an old hero to come out of retirement for one last battle. • A wild-eyed artificer with advanced, arcane weapons helps the party break into a dragon's lair. • The warlock speaks a secret word of eldritch power and takes command of a gibbering abomination. • D e Powerhouse A priestess calls upon her deity and is transformed in a radiant avatar to help battle the undead. • To save the city from a tarrasque, the party fight alongside a powerful red dragon and a mighty lich. • A druid awakens the oldest treant to help save the forest from fire elementals. • MMaaki kinngg a S a Siiddeeki kicckk Add some Hit Dice Maximum HitDice Combat Role Hit Dice Minion 1 per 4 levels Grunt 1 per level Elite 2 per level Paragon 1 per threat per level HitDie Size Combat Rank Hit Die Controller d8 Defender d8 Lurker d6 Combat Rank Hit Die Striker d10 Skirmisher d6 Supporter d10 The GM wants to turn an orc soldier (5th-level grunt, defender) into a sidekick. The orc gains 5 × d8 hit dice. Choose a Class (Optional) Artificer • Saving Throws: Constitution, Intelligence. Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand. • Imbue Item: (Action, Rare (PB/lr)) You can touch a weapon or piece of armor to imbue it with +1 AC or +1 attack bonus for up to 1 hour. While imbued, the item counts as magical. • Barbarian • Saving Throws: Strength, Constitution. Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival. • Rage: (Free, Rare (PB/lr)) You have advantage on Strength checks and Strength saving throws. In addition, you have resistance to bludgeoning, piercing, and slashing damage. This effect ends after one minute. • GIFFYGLYPH'S MONSTER MAKER THE SIDEKICK PATREON.COM/GIFFYGLYPH
Bard • Saving Throws: Dexterity, Charisma. • Skills: Choose any three. Inspiring Word: (Bonus Action, Rare (PB/lr)) Choose one ally within 60 ft. of you. Once within the next 10 minutes, the ally can add your proficiency bonus to one ability check, attack roll, or saving throw it makes. • Cleric • Saving Throws: Wisdom, Charisma. Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion. • Divine Blessing: (Action, Rare (PB/lr), Concentration) Choose up to three allies within 30 ft. For the next minute, each ally can add half your proficiency bonus to any attack roll or saving throw it makes. • Druid • Saving Throws: Intelligence, Wisdom. Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival. • Primal Shifter: (Action, Rare (PB/lr)) You magically assume the shape of a known beast for up to 1 hour. Your basic statistics are unchanged, and the shape can be no larger than your natural size. Your new shape may grant you movement options, damage types, or senses. • Fighter • Saving Throws: Strength, Constitution. Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. • Decisive Action: (Bonus Action, Rare (PB/lr)) You can take one additional action. • Monk • Saving Throws: Strength, Dexterity. Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth. • Martial Flurry: (Free, Rare (PB/lr)) When you hit a creature with a melee attack, you can a) knock it prone or b) push it up to 15 ft. away. • Paladin • Saving Throws: Wisdom, Charisma. Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion. • Smite: (Free, Rare (PB/lr)) When you critically hit a creature with a weapon attack, you deal additional radiant damage equal to half your base damage. • Ranger • Saving Throws: Strength, Dexterity. Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival. • Hunter's Quarry: (Bonus Action, Rare (PB/lr)) Choose a creature within 60 ft. For the next minute, you deal additional damage equal to your proficiency bonus whenever you hit the creature with a weapon attack. • Rogue • Saving Throws: Dexterity, Intelligence. Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth. • Backstab: (Free, Rare (PB/lr)) When you hit a creature with a weapon attack and have advantage, you deal additional damage equal to half your base damage. • Sorcerer • Saving Throws: Constitution, Charisma. Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion. • Quick Caster: (Free, Rare (PB/lr)) When you cast a spell that requires an action, you can cast it using a bonus action instead. • Warlock • Saving Throws: Wisdom, Charisma. Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion. • Pact Weapon: (Action, Rare (PB/lr)) You summon your pact blade into your empty hand. You can choose the form this weapon takes each time you summon it, and the weapon counts as magical. • Wizard • Saving Throws: Wisdom, Charisma. Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion. • Magic Ward: (Bonus Action, Rare (PB/lr)) Until the start of your next turn, you have a +5 bonus to AC and take no damage from magic missile. • Quick Characters Use an adept when you need a simple, lightweight player character (one-shots, sidequests, new players, brief replacements for dead or missing characters, etc.). GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH THE SIDEKICK
17 The Hazard When you head out into adventure, monsters are not the only thing you should be afraid of. Hidden traps, treacherous pitfalls, fearsome storms, toxic flora—hazards are abundant in the dark and dangerous places of the world. But how do you build these traps and environmental threats? This chapter introduces hazards and how to use them in your combat encounters. A hazard is a special type of combatant that creates problems for adventurers. These are things to be avoided, endured, disabled, or disarmed—traps, dangerous weather, hostile environments, automated defences, toxic pits, patrolling sentinels, etc. There are three basic categories of hazard, each with their style of combat: traps, passives, and actives. Krazak and Clanda peered over the stone wall into the old graveyard. Faint lights hovered in the dark night— wraithmotes, deranged and ravenous spectral embers. Clanda spotted a mouse running across the graveyard—in an instant, the wraithmotes had swarmed it and drained the creature's soul. Interesting—could the wraithmotes be baited away? The sorceress looked at Krazak. An idea formed... HHaazzaarrddss Hazard Categories Type Description Trap A hazard designed to surprise or ambush. Passive A hazard that keeps to itself unless disturbed. Active A hazard that actively hunts or hurts. Spark Pylon Level 9 Grunt, Controller (Hexer) Medium hazard (construct) STR 8 −1 DEX 14 +2 CON 20 +5 INT 20 +5 WIS 14 +2 CHA 0 — AC 16. Saving Throws Con +9, Int +9. HP 79. Bloodied 40. Damage Threshold 10. Immune to necrotic, poison, psychic and all conditions. ♥ ⚔ ATK +4. DC +12. DMG 20. Range 60 ft. ⚡ Initiative +6. Senses passive Perception 12. Proficiency +4. CR 4. XP 1250. TRIGGER You lie dormant until a creature moves within 60 ft. of you. You may then activate and use Spark Bolt. You remain active for up to 10 minutes. TRAITS Focused: You have advantage on Concentration saving throws. BONUS ACTIONS Shocking Spark: Ranged: +9 to hit, range 60 ft., one creature. Hit: the target is restrained until the end of its next turn. ACTIONS Spark Bolt: Ranged: +9 to hit, range 60 ft., one creature. Hit: 20 (3d12 + 1) lightning damage. COUNTERMEASURES Deactivate: An adjacent creature can spend an action to deactivate you using a set of thieves' tools (or other appropriate equipment). Check: DC 11 INT (Arcana) Success: You take 26 (4d12) force damage. If you are reduced to 0 hit points, you are safely deactivated. Destroy: If you are reduced to 0 hit points by a damaging attack, you explode. You deal 20 (3d12 + 1) lightning damage to each creature within 10 ft. THE HAZARD PATREON.COM/GIFFYGLYPH
Traps are static hazards that are built, assembled, or otherwise crafted to guard an area or resource. Use a trap when you want to protect something, surprise an adventurer, or test the party's perception. Passive hazards keep to themselves until something aggravates them—at which point they react defensively. Use a passive hazard when you want the party to worry about entering or moving around a particular area. Active hazards are always on the hunt, causing harm to any targets in range. Use an active hazard when you want the party to sneak around an area, hide from a pursuer, or endure an environmental force. You can turn any scaling monster into a hazard with these three basic steps: A hazard lies dormant until it is activated somehow— stepping on a trigger plate, walking into range, making noise, etc. Define this trigger in three parts: Next, define how the hazard can be overcome (if at all). There are four basic types of countermeasure—choose any that seem appropriate for your hazard and describe any related events. To finish off your hazard, review its attributes and adjust any that seem out of place. Consider the following: Your hazard is now ready to be used in an encounter! Mix-and-match hazards with monsters to create a range of exciting encounters for your campaign. A e Trap A kobold assembles a rockfall trap at the entrance of their clan's den with some very heavy rocks. • A dark wizard secures their precious spellbook with a soulshredding trap that activates on touch. • An artificer builds a trap room lined with spark pylons, pitfalls, and spike traps. • B e Passive A field of poisonous mushrooms releases toxic spores when a poor creature steps into them. • A giant, wandering sentinel bearing a valuable treasure turns hostile only when attacked. • A static turret watches over an area, shooting bolts of force at any who dare approach. • C e Active Wandering elemental sentinels patrol the druid's grove and attack any unfortunate intruder. • A dangerous chaos storm rains down on the party, electrocuting anyone not in cover. • Deranged wraithmotes haunt the old graveyard and siphon life from the living. • Overriding Attributes If a hazard shouldn't have a particular ability, either a) set the modifier to −5 or b) set the score to 0 (automatically fail ability checks/saving throws). • Strength (STR): I can physically affect/resist things. • Dexterity (DEX): I can move and/or aim at things. • Constitution (CON): I can endure pain/damage. • Intelligence (INT): I can make decisions/deductions. • Wisdom (WIS): I can sense or search for things. • Charisma (CHA): I am self-aware and/or influential. MMaaki kinngg a H a Haazzaarrdd Define a Trigger What action or event activates the hazard? What (if anything) happens when the hazard becomes active? How long does the hazard remain active for until it becomes dormant again? Set a Countermeasure Countermeasures Type Description Disable The hazard can be completely disabled (i.e. reduced to 0 hit points by an ability check). Destroy The hazard can be destroyed through damage and harmful effects. Control The hazard can be controlled for a short time through some means (i.e. with ability checks). Distract The hazard can be distracted or diverted (i.e. with an appropriate ability check). Refine your Attributes Add a Damage Threshold: Some hazards are particularly hardy and durable. Add a damage threshold to showcase their resilience. • Immobility: If your hazard is static and immobile, remove any movement speeds. • Immaterial: Not every hazard can be attacked, damaged, or destroyed. If your hazard is a force (e.g. a fierce storm), remove any defences or hit points. • Static Initiative: if your hazard reacts at fixed intervals, consider using a static initiative bonus. • Passive Stealth: If your hazard is intended to use stealth or go undetected for a period of time, make a note of its passive stealth. • Salvage: Add any valuable materials can be salvaged from your hazard (gemstones, gold, precious metals, special herbs, etc.). • GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH THE HAZARD
18 The Lifelinker A common battle tactic is to focus fire on a single enemy—the sooner you can bring them down, the sooner you can swing the action economy in your direction. But what happens when you meet enemies that can't be so easily brought down? This chapter introduces lifelinkers and how to use them in your combat encounters. A lifelinker is a special type of combatant that's spiritually, physically, mentally, or magically linked with one or more creatures. Through their lifelink, these creatures share any damage or healing they take in equal measure—they rise as one and they fall as one. There are five basic categories of lifelinker, each with a particular theme and combat style: entwined, fractured, fused, hivemind, and tethered. As the tiefling reached out, Zane slashed up with his dagger and cut a line across the mindwarden's arm. It recoiled in pain—as did two others simultaneously. Zane ducked back as he realized the mindwardens were all lifelinked—three bodies, one pool of health. This wouldn't be easy... LLiiffeelliinke nkerrss Lifelinker Categories Type Description Entwined A group of spiritually-connected creatures. Fractured A singular creature with many separate parts. Fused A group of physically-connected creatures. Hivemind A group of mentally-connected creatures. Tethered A group of magically-connected creatures. Tie ling Mindwarden Level 9 Grunt, Defender (Bulwark) Medium humanoid STR 8 −1 DEX 8 −1 CON 20 +5 INT 20 +5 WIS 14 +2 CHA 14 +2 AC 18. Saving Throws Dex +3, Con +9, Int +9. ♥ HP 59. Bloodied 30. Resistant to fire, psychic. ⚔ ATK +4. DC +12. DMG 20. Reach 5 ft. Range 30 ft. ⚡ Speed 25 ft. Skills Athletics +3, Insight +6. Senses darkvision 60 ft., passive Perception 12. Languages Common, Infernal. Proficiency +4. CR 4. XP 1250. TRAITS Lifelinked: Divide any damage or healing you would take by the total size of your lifelink. Each other lifelinker then receives the same amount of nonpreventable damage or healing. If you die, you are no longer lifelinked. Opportunist: When you make an attack of opportunity, you have advantage. BONUS ACTIONS Defensive Stance (Cooldown 3): You gain +2 AC and advantage on one saving throw of your choice until the end of your next turn. ACTIONS Mind Spike: Melee: +9 to hit, reach 5 ft., two creatures. Hit: 10 (2d8 + 1) psychic damage. Mind Blast: Ranged: +9 to hit, range 30 ft., one creature. Hit: 20 (4d8 + 2) psychic damage. Force Pull: Save: DC 17 vs STR, range 30 ft, one creature. Hit: the creature is pulled 10 ft. towards you Brainstorm (1/sr): Save: DC 17 vs INT, a 15 ft. sphere centered on yourself, all hostile creatures. Hit: 20 (5d6 + 3) psychic damage (ongoing, DC 17 INT). THE LIFELINKER PATREON.COM/GIFFYGLYPH
Entwined lifelinkers are spiritually connected to each other. These are your empaths and your soulmates— creatures who share one sensitive heart. Fractured lifelinkers are a single creature with multiple, independent body parts. These are your gigants and colossals—monsters that can't be fully represented with just one body. When you want to threaten every part of the battlefield with a single enemy, consider a fractured. Fused lifelinkers are physically connected to each other. These are your monstrosities and abominations— creatures who share one compound body. Hive lifelinkers are mentally connected to each other. These are your psions and your telepaths—creatures who share one awakened mind. Tethered lifelinkers are magically or situationally connected to each other—typically through a spell, a magic item, or simple proximity. You can turn any scaling monster into a lifelinker with these two steps: First, create a lifelink and add some creatures. By linking together different types of combatant, you can create a variety of challenges—for example: Finally, apply the following trait to each lifelinker. B e Entwined Three clerics are spiritually entwined, bound together by their sacred battle oaths. • A druid is spiritually entwined with the forest animals, sharing in their pain. • Two high elves battle side-by-side, spiritually entwined after centuries of life together. • C e Fractured A fractured, raging dragon with four parts: head, body, wings, and tail. • A fractured, lethal trap room with five parts: three flame towers, a crusher, and a power core. • A fractured, hovering gunbot with three parts: rotors, body, and artillery. • A e Fused Five giant rats have been fused at the tail to form a ravenous, conjoined rat king. • An aberrant monolith dissolves into 4 conjoined, gibbering mouthers. • An artificer has protected her workshop with 4 physically-interlinked traps and hazards. • D e Hive A trio of psionics share their thoughts and pain when close to their hive brain. • A wizard is mentally connected with his familiar, sharing thoughts, feelings, and wounds. • An artificer is mentally connected with her trio of awakened golems. • E e Tethered Four bandits are tethered through a special, enchanted amulet they each wear. • A knight leaps atop his horse and (while mounted) becomes tethered to the mount. • A dying warlock casts a spell to tether his life pool himself to the nearest player. • MMaaki kinngg a L a Liiffeelliinke nkerr Define a Lifelink • Unity: Link creatures with similar HP and defences. Target: Link one creature with low HP and high defences to creatures with high HP and low defences. • Weak Point: Link one creature with high HP and low defences to creatures with low HP and high defences. • Apply the Lifelinked Trait Lifelinked Any level, rank, or role Divide any damage or healing you would take by the total size of your lifelink. Each other lifelinker then receives the same amount of non-preventable damage or healing. If you die, you are no longer lifelinked. A mindwarden is hit by a fireball which (after applying fire resistance) deals 12 fire damage. Because the mindwarden is lifelinked with 2 other entities, it only takes 4 (12/3) fire damage. The other two lifelinkers then suffer 4 non-preventable fire damage. Targeting Lifelinkers Each lifelinker is an individual entity and can be targeted as such, sharing their damage in equal measure with each other. This makes lifelinkers especially susceptible to area-of-effect spells and abilities—so beware! GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH THE LIFELINKER
Part Appendices FAQs and templates to help you get started. CHAPTER Expanded Conditions Expand your combat options with 18 new, modular conditions. CHAPTER Randomizing Damage Turn any static average into a random dice roll. CHAPTER Scaler Templates Build a new monster in seconds with these pre-made templates. CHAPTER FAQs Want to know more? Check the frequently asked questions. PATREON.COM/GIFFYGLYPH
19 Expanded Conditions C onditions describe status changes and can restrict certain abilities—a bard's lullaby makes you fatigued, a barbarian's axe makes you bleed, a cryomancer binds your hands with ice magic, etc. This chapter introduces 18 new conditions you can use to create new abilities and features. Not every condition is a life-threatening calamity—some are a mere hindrance, others a looming threat. There are three severities: common, uncommon, and rare. Use a range of severities to create new, surprising condition effects for your scaling monsters. SSeevveerriittiieess Common conditions can be easily inflicted and—for the most part—easily undone. These conditions complicate life but don't necessarily threaten it. • Uncommon conditions can apply more serious penalties, restrict a small range of actions, or compel you to act in particular ways. These conditions can quickly escalate—so watch out. • Rare conditions can rob you of your agency, remove you from play, or put you at a significant risk of death. These conditions are a major hindrance and should be countered as soon as possible. • Introducing Conditions When you introduce new conditions into your game, be sure to inform your players what they are and how they work—the more people that understand your terminology (i.e. "slowed"), the better the experience. Ghost Level 7 Grunt, Controller (Hexer) Medium undead STR 8 −1 DEX 18 +4 CON 12 +1 INT 8 −1 WIS 12 +1 CHA 18 +4 AC 15. Saving Throws Dex +7, Cha +7. HP 65. Bloodied 33. Resistant to acid, fire, lightning, non-magical physical, thunder. Immune to cold, necrotic, poison and charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained. ♥ ⚔ ATK +3. DC +11. DMG 16. Reach 5 ft. Range 30 ft. ⚡ Speed fly 30 ft. (hover). Initiative +7. Senses darkvision 60 ft., passive Perception 11. Languages any language it knew in life. Proficiency +3. CR 3. XP 725. TRAITS Incorporeal: You can move through other creatures and objects as if they were difficult terrain. You take 7 force damage if you end your turn inside an object. Focused: You have advantage on Concentration saving throws. FREE Soul Sickness (1/turn): When you hit with an attack, the target is poisoned until the end of its next turn. ACTIONS Withering Touch: Melee: +7 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) necrotic damage. Chilling Scream (Concentration): Save: DC 15 vs CHA, range 30 ft., one creature. Hit: The creature is exposed for up to 1 minute. Soul Rend (Recharge 5-6): Melee: +7 to hit, reach 5 ft., one creature. Hit: the creature is bleeding and gains 16 (4d6 + 2) ongoing necrotic damage (save ends both, DC 15 CON). PATREON.COM/GIFFYGLYPH EXPANDED CONDITIONS
Listed below are 18 new conditions you can introduce into your game. Use these conditions in combination with condition effects (p44) to create new abilities for your scaling monsters. NNeew C w Coondndiittiioons ns The mummy's hand burst through the rotten wood and grabbed hold of Chansi's leg with an iron grip. In a few short seconds the mummy had drained all moisture from the halfling's body, leaving her both dehydrated and feeble. Banished Rare Condition • You are banished to a harmless plane of existence When this condition ends, you reappear in either a) the space you left or b) the nearest unoccupied space. • Bleeding Uncommon Condition • At the end of your turn, you lose 1 unspent hit die. While you have no hit die, temporarily increase your level of exhaustion by 1. • Bound Uncommon Condition • You can't use your hands. You automatically fail any ability check that requires you to make a precise movements with your hands. • • You drop anything you are carrying. With a surprisingly potent spell, the cryomancer bound Viridian's hands together with ice. The bard's songblade slipped from his frozen fingers and hit the floor with a loud clang... Expanded Conditions Condition Description Deafened You can't hear anything. Exposed You are critically hit on a roll of 19-20. Feeble Whenever you deal damage, reduce it by half. Grappled You can't move. Poisoned You have disadvantage on attack rolls and ability checks. Prone You are lying on the ground. Slowed Your speed is reduced to 10 ft and you can't take reactions. Silenced You can't speak. Stinking You have disadvantage on concentration checks and social ability checks. Bleeding At the end of your turn, lose one unspent hit die. Blinded You can't see anything. Bound You can't use your hands. Charmed You can't attack your charmer. Dazed On your turn, you can move or take an action—but not both. Fatigued Temporarily increase your level of exhaustion by 1. Dehydrated Temporarily increase your level of exhaustion by 1. Disoriented Whenever you make an attack roll, ability check, or a saving throw, roll a d4 and subtract that number. Frightened You can't move towards the source of your fear. Invisible You can't be seen. Restrained You can't move. Starving Temporarily increase your level of exhaustion by 1. Swarmed You move as if in difficult terrain, attack rolls against you have advantage, and you attack with disadvantage. Vulnerable You gain vulnerability to one damage type. Banished You are momentarily banished to a harmless plane of existence. Cursed If you are reduced to 0 hit points, you die. Decaying You can't regain hit points through magical or non-magical means. Paralyzed You can't move, take actions, take reactions, or speak. Petrified You are transformed into a solid, inanimate material. Stunned You can't move, take actions, take reactions, or speak properly. Transformed You are physically changed into a new form. Unconscious You can't move, take actions, take reactions, or remain conscious. COMMON UNCOMMON RARE GIFFYGLYPH'S MONSTER MAKER EXPANDED CONDITIONS PATREON.COM/GIFFYGLYPH
Cursed Rare Condition • If you are reduced to 0 hit points, you die. Clanda clutched her hand in sudden pain as it was struck by the eldritch cultist's dark magic. A black, inky spot took form in the middle of her palm—the mark of The Maw. The cultist drew a hooked knife with a grin, and stepped towards the sorceress... Dazed Uncommon Condition • During your turn, you can move or take an action. • You can't take reactions. • You have disadvantage on concentration checks. Decaying Rare Condition • You can't regain hit points through any means. Dehydrated Uncommon Condition • Temporarily increase your level of exhaustion by 1. For every additional 24 hours you go without sufficient water, increase this penalty by 1. • Disoriented Uncommon Condition Whenever you make an attack roll, ability check, or a saving throw, roll a d4 and subtract that number. • Exposed Common Condition • You are critically hit on a roll of 19-20. Fatigued Uncommon Condition • Temporarily increase your level of exhaustion by 1. For every additional 24 hours you go without sufficient sleep, increase this penalty by 1. • Feeble Common Condition • Whenever you deal damage, reduce it by half. Silenced Common Condition • You can't speak. You automatically fail any ability check that requires you to make a vocal sound. • Slowed Common Condition • Your speed is reduced to 10 ft. • You can't take reactions. Starving Uncommon Condition • Temporarily increase your level of exhaustion by 1. For every additional 24 hours you go without sufficient food, increase this penalty by 1. • Stinking Common Condition You have disadvantage on concentration checks and any ability check to interact socially. • Swarmed Uncommon Condition • You move as if in difficult terrain. Attack rolls against you have advantage, and your attack rolls have disadvantage. • Transformed Rare Condition • You are physically changed into a new form. • Your hit points and attributes are unchanged. Your form dictates the actions you can take. You can't speak, cast spells, or take actions that require hands. • Your gear melds into your new form. You can't activate, use, wield, or benefit from your equipment. • Krazak was annoyed with himself. He really should have known better than to drink that potion without checking it first—but no. Now he was stuck as a polymorphed frog for at least the next hour. Just great. Vulnerable Uncommon Condition You gain vulnerability to a particular damage type or, if you have immunity, it is reduced to resistance. • GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH EXPANDED CONDITIONS
20 Randomizing Damage T his supplement uses static, average values when describing features such as hit points and damage—static numbers are much easier to work with when crafting attacks and making new monsters. But what do you do if you want to add some variety to your hit points and attack damage—or you just really like to roll dice? This chapter describes how you can convert static numbers into randomized dice rolls. To create a randomized roll from a static value, just follow these three simple steps: First, choose a number to act as the average result for your random dice roll. You can turn any static number (typically hit points or damage) into a random roll, and you can randomize either all of or part of the total amount. Now decide how unpredictable you want the result to be —the more chaotic, the bigger the dice you roll and the wider the range of possible results. There are 7 basic categories to choose from: accurate (d4), predictable (d6), reliable (d8), irregular (d10), volatile (d12), wild (d20), and chaotic (d100). Finally, look through the Dice Rolls table to find a suitable dice roll for your range and target average. SSttaattiicc t too R Raandndoomm Choose an Average Result Gannimor Strax is a ferocious orc pit-fighter who dualwields a battle axe and dagger in battle. As a 5th-level elite striker, the orc has a base damage of 14. The GM wants to randomize Gannimor's damage and starts to create rolls for the orc's axe and dagger attacks—both with a target average of 14. The GM could randomize the orc's hit points using the same process, but chooses not to—they decide that it wouldn't add any noticeable variety because Gannimor is already one-of-a-kind. Choose a Random Range Gannimor is reckless with his axe and precise with his dagger. To reflect this, the GM opts for volatile (d12) axe damage and accurate (d4) dagger damage. Create a Randomized Roll The GM finds two dice rolls that are a good fit—2d12 (averaging 13) and 4d4 (averaging 10). Gannimor's profile is updated with two attack options: • Attack (Axe): 2d12 + 1 (14 - 13) • Attack (Dagger): 4d4 + 4 (14 - 10) Wild Swings Rolling big dice for your damage (d10s, d12s, etc) is exciting but can lead to some swingy combat. Use a variety of dice options to keep things interesting and control the tempo of your monsters. RANDOMIZING DAMAGE PATREON.COM/GIFFYGLYPH
Dice Rolls Dice Roll Average Common Range Max 1d4 2 1-4 4 2d4 5 3-7 8 3d4 7 5-10 12 4d4 10 7-13 16 5d4 12 10-15 20 6d4 15 12-18 24 7d4 17 14-21 28 8d4 20 16-24 32 9d4 22 19-26 36 10d4 25 21-29 40 11d4 27 23-32 44 12d4 30 26-34 48 13d4 32 28-37 52 14d4 35 30-40 56 15d4 37 33-42 60 16d4 40 35-45 64 1d6 3 1-6 6 2d6 7 4-10 12 3d6 10 7-14 18 4d6 14 10-18 24 5d6 17 13-22 30 6d6 21 16-26 36 7d6 24 19-30 42 8d6 28 23-33 48 9d6 31 26-37 54 10d6 35 29-41 60 11d6 38 32-45 66 12d6 42 36-48 72 13d6 45 39-52 78 14d6 49 42-56 84 15d6 52 45-60 90 16d6 56 49-63 96 1d8 4 2-7 8 2d8 9 5-13 16 3d8 13 9-18 24 4d8 18 13-23 32 5d8 22 17-28 40 6d8 27 21-33 48 7d8 31 25-38 56 8d8 36 29-43 64 9d8 40 33-48 72 10d8 45 37-53 80 11d8 49 41-58 88 12d8 54 46-62 96 13d8 58 50-67 104 14d8 63 54-72 112 15d8 67 58-77 120 16d8 72 62-82 128 1d10 5 2-9 10 2d10 11 6-16 20 3d10 16 11-22 30 4d10 22 16-28 40 5d10 27 21-34 50 6d10 33 25-41 60 Dice Roll Average Common Range Max 7d10 38 30-47 70 8d10 44 35-53 80 9d10 49 40-59 90 10d10 55 45-65 100 11d10 60 50-71 110 12d10 66 56-76 120 13d10 71 61-82 130 14d10 77 66-88 140 15d10 82 71-94 150 16d10 88 76-100 160 1d12 6 3-10 12 2d12 13 8-18 24 3d12 19 13-26 36 4d12 26 19-33 48 5d12 32 24-41 60 6d12 39 30-48 72 7d12 45 36-55 84 8d12 52 42-62 96 9d12 58 48-69 108 10d12 65 54-76 120 11d12 71 60-83 132 12d12 78 66-90 144 13d12 84 72-97 156 14d12 91 78-104 168 15d12 97 84-111 180 16d12 104 90-118 192 1d20 10 4-17 20 2d20 21 12-30 40 3d20 31 21-42 60 4d20 42 30-54 80 5d20 52 39-66 100 6d20 63 48-78 120 7d20 73 58-89 140 8d20 84 67-101 160 9d20 94 77-112 180 10d20 105 86-124 200 11d20 115 96-135 220 12d20 126 106-146 240 13d20 136 115-158 260 14d20 147 125-169 280 15d20 157 135-180 300 16d20 168 144-192 320 1d100 50 21-80 100 2d100 101 60-142 200 3d100 151 101-202 300 4d100 202 144-260 400 5d100 252 187-318 500 6d100 303 232-374 600 7d100 353 277-430 700 8d100 404 322-486 800 9d100 454 367-542 900 10d100 505 413-597 1000 11d100 555 459-652 1100 12d100 606 506-706 1200 13d100 656 552-761 1300 ACCURATE PREDICTABLE RELIABLE IRREGULAR VOLATILE WILD CHAOTIC GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH RANDOMIZING DAMAGE
21 Scaler Templates T o help you build a new monster fast, this chapter contains a set of pre-made templates for every scaling combat rank and role between levels 0-30. Use these templates to stat out your scaling monsters before fleshing them out with special traits, attacks, and utilities. To use a scaler template, follow these steps: First, choose a combat level (0-30), then a combat rank (minion, grunt, elite, or paragon), then a combat role (controller, defender, lurker, skirmisher, striker, or supporter). Find your specific template in the tables provided. Get the ability modifiers for your template and assign them to your six abilities in order of preference: STR, DEX, CON, INT, WIS, and CHA. Now choose a number of trained saving throws (TST). Now apply your other combat stats—AC, HP, attack bonuses and DCs, average damage, etc. Now apply the following to finish your basic profile: Once you have the basic attributes in place, consider adding some scaling features (p38), battletide effects (p53), or archetypes (p57). UUssiinngg a T a Teemmppllaattee Choose a Level/Rank/Role Rank your Ability Modifiers Pick your Saving rows The GM wants to build a 4th-level grunt striker. First, they assign the six ability modifiers in order of preference (STR +4, DEX +1, CON +4, INT −1, WIS −1, CHA +1). Then, they choose two trained saving throws— in this case, Strength and Wisdom. Overriding Attributes Modifiers listed in these templates are recommended averages and can be adjusted. If it doesn't make sense for your monster to have a particular ability, either a) set the modifier to −5 or b) set the score to 0 (automatically fail ability checks/saving throws). When in doubt, this supplement uses the following to determine if an ability is appropriate: • Strength (STR): I can physically affect/resist things. • Dexterity (DEX): I can move and/or aim at things. • Constitution (CON): I can endure pain/damage. • Intelligence (INT): I can make decisions/deductions. • Wisdom (WIS): I can sense or search for things. • Charisma (CHA): I am self-aware and/or influential. Set your Combat Stats Finishing Touches • Initiative: Gain this initiative bonus. • Speed: Apply the speed modifier to your movement. • Skill: Gain training in perception or stealth. Paragon Features: Apply any paragon power/defences. • SCALER TEMPLATES PATREON.COM/GIFFYGLYPH
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +2 +2 — 14 3 1 +2 +10 1 — — — 0 6 Defender +2 — −5 16 2 2 +2 +10 1 — — — 0 6 Lurker +2 — — 8 2 0 +2 +10 1 — — Stealth 0 6 Skirmisher +2 — +5 10 2 1 +2 +10 1 — — Perception 0 6 Striker +2 — — 12 3 1 +2 +10 1 — — — 0 6 Supporter +2 +2 — 12 4 1 +2 +10 1 — — — 0 6 Controller +2 +2 — 14 16 2 +2 +10 1 — — — 1/8 25 Defender +2 — −5 16 12 3 +2 +10 1 — — — 1/8 25 Lurker +2 — — 8 12 1 +2 +10 1 — — Stealth 1/8 25 Skirmisher +2 — +5 10 12 2 +2 +10 1 — — Perception 1/8 25 Striker +2 — — 12 16 2 +2 +10 1 — — — 1/8 25 Supporter +2 +2 — 12 20 2 +2 +10 1 — — — 1/8 25 Controller +2 +3 — 15 32 3 +2 +10 1 1 — — 1/4 50 Defender +2 +1 −5 17 24 4 +2 +10 1 1 — — 1/4 50 Lurker +2 +1 — 9 24 2 +2 +10 1 1 — Stealth 1/4 50 Skirmisher +2 +1 +5 11 24 3 +2 +10 1 1 — Perception 1/4 50 Striker +2 +1 — 13 32 3 +2 +10 1 1 — — 1/4 50 Supporter +2 +3 — 13 40 3 +2 +10 1 1 — — 1/4 50 Controller +2 +4 — 16 48 3 +2 +10 1 2 1 — 1/4 75 Defender +2 +2 −5 18 36 4 +2 +10 1 2 1 — 1/4 75 Lurker +2 +2 — 10 36 2 +2 +10 1 2 1 Stealth 1/4 75 Skirmisher +2 +2 +5 12 36 3 +2 +10 1 2 1 Perception 1/4 75 Striker +2 +2 — 14 48 3 +2 +10 1 2 1 — 1/4 75 Supporter +2 +4 — 14 60 3 +2 +10 1 2 1 — 1/4 75 Controller +2 +4 — 16 64 3 +2 +10 1 3 2 — 1/2 100 Defender +2 +2 −5 18 48 4 +2 +10 1 3 2 — 1/2 100 Lurker +2 +2 — 10 48 2 +2 +10 1 3 2 Stealth 1/2 100 Skirmisher +2 +2 +5 12 48 3 +2 +10 1 3 2 Perception 1/2 100 Striker +2 +2 — 14 64 3 +2 +10 1 3 2 — 1/2 100 Supporter +2 +4 — 14 80 3 +2 +10 1 3 2 — 1/2 100 Controller +2 +4 — 16 80 3 +2 +10 1 4 2 — 1/2 125 Defender +2 +2 −5 18 60 4 +2 +10 1 4 2 — 1/2 125 Lurker +2 +2 — 10 60 2 +2 +10 1 4 2 Stealth 1/2 125 Skirmisher +2 +2 +5 12 60 3 +2 +10 1 4 2 Perception 1/2 125 Striker +2 +2 — 14 80 3 +2 +10 1 4 2 — 1/2 125 Supporter +2 +4 — 14 100 3 +2 +10 1 4 2 — 1/2 125 Controller +2 +4 — 16 96 3 +2 +10 1 5 3 — 1/2 150 Defender +2 +2 −5 18 72 4 +2 +10 1 5 3 — 1/2 150 Lurker +2 +2 — 10 72 2 +2 +10 1 5 3 Stealth 1/2 150 Skirmisher +2 +2 +5 12 72 3 +2 +10 1 5 3 Perception 1/2 150 Striker +2 +2 — 14 96 3 +2 +10 1 5 3 — 1/2 150 Supporter +2 +4 — 14 120 3 +2 +10 1 5 3 — 1/2 150 Controller +2 +4 — 16 112 3 +2 +10 1 6 3 — 1/2 175 Defender +2 +2 −5 18 84 4 +2 +10 1 6 3 — 1/2 175 Lurker +2 +2 — 10 84 2 +2 +10 1 6 3 Stealth 1/2 175 Skirmisher +2 +2 +5 12 84 3 +2 +10 1 6 3 Perception 1/2 175 Striker +2 +2 — 14 112 3 +2 +10 1 6 3 — 1/2 175 Supporter +2 +4 — 14 140 3 +2 +10 1 6 3 — 1/2 175 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 0 ABILITY MODIFIERS: +3, +3, +1, +1, −1, −1 THREAT: 0.25 GRUNT LEVEL 0 ABILITY MODIFIERS: +3, +3, +1, +1, −1, −1 THREAT: 1 ELITE LEVEL 0 ABILITY MODIFIERS: +4, +4, +2, +2, +0, +0 THREAT: 2 PARAGON T3 LEVEL 0 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 3 PARAGON T4 LEVEL 0 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 4 PARAGON T5 LEVEL 0 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 5 PARAGON T6 LEVEL 0 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 6 PARAGON T7 LEVEL 0 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 7 GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH SCALER TEMPLATES
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +2 +2 — 14 5 1 +2 +10 2 — — — 0 12 Defender +2 — −5 16 3 2 +2 +10 2 — — — 0 12 Lurker +2 — — 8 3 0 +2 +10 3 — — Stealth 0 12 Skirmisher +2 — +5 10 3 1 +2 +10 2 — — Perception 0 12 Striker +2 — — 12 5 1 +2 +10 2 — — — 0 12 Supporter +2 +2 — 12 6 1 +2 +10 2 — — — 0 12 Controller +2 +2 — 14 23 2 +2 +10 2 — — — 1/4 50 Defender +2 — −5 16 17 3 +2 +10 2 — — — 1/4 50 Lurker +2 — — 8 17 1 +2 +10 4 — — Stealth 1/4 50 Skirmisher +2 — +5 10 17 2 +2 +10 3 — — Perception 1/4 50 Striker +2 — — 12 23 2 +2 +10 3 — — — 1/4 50 Supporter +2 +2 — 12 29 2 +2 +10 2 — — — 1/4 50 Controller +2 +3 — 15 46 3 +2 +10 2 1 — — 1/2 100 Defender +2 +1 −5 17 35 4 +2 +10 2 1 — — 1/2 100 Lurker +2 +1 — 9 35 2 +2 +10 4 1 — Stealth 1/2 100 Skirmisher +2 +1 +5 11 35 3 +2 +10 3 1 — Perception 1/2 100 Striker +2 +1 — 13 46 3 +2 +10 3 1 — — 1/2 100 Supporter +2 +3 — 13 58 3 +2 +10 2 1 — — 1/2 100 Controller +2 +4 — 16 69 3 +2 +10 3 2 1 — 1/2 150 Defender +2 +2 −5 18 52 4 +2 +10 3 2 1 — 1/2 150 Lurker +2 +2 — 10 52 2 +2 +10 5 2 1 Stealth 1/2 150 Skirmisher +2 +2 +5 12 52 3 +2 +10 4 2 1 Perception 1/2 150 Striker +2 +2 — 14 69 3 +2 +10 4 2 1 — 1/2 150 Supporter +2 +4 — 14 86 3 +2 +10 3 2 1 — 1/2 150 Controller +2 +4 — 16 92 3 +2 +10 3 3 2 — 1 200 Defender +2 +2 −5 18 69 4 +2 +10 3 3 2 — 1 200 Lurker +2 +2 — 10 69 2 +2 +10 5 3 2 Stealth 1 200 Skirmisher +2 +2 +5 12 69 3 +2 +10 4 3 2 Perception 1 200 Striker +2 +2 — 14 92 3 +2 +10 4 3 2 — 1 200 Supporter +2 +4 — 14 115 3 +2 +10 3 3 2 — 1 200 Controller +2 +4 — 16 115 3 +2 +10 3 4 2 — 1 250 Defender +2 +2 −5 18 86 4 +2 +10 3 4 2 — 1 250 Lurker +2 +2 — 10 86 2 +2 +10 5 4 2 Stealth 1 250 Skirmisher +2 +2 +5 12 86 3 +2 +10 4 4 2 Perception 1 250 Striker +2 +2 — 14 115 3 +2 +10 4 4 2 — 1 250 Supporter +2 +4 — 14 144 3 +2 +10 3 4 2 — 1 250 Controller +2 +4 — 16 138 3 +2 +10 3 5 3 — 1 300 Defender +2 +2 −5 18 104 4 +2 +10 3 5 3 — 1 300 Lurker +2 +2 — 10 104 2 +2 +10 5 5 3 Stealth 1 300 Skirmisher +2 +2 +5 12 104 3 +2 +10 4 5 3 Perception 1 300 Striker +2 +2 — 14 138 3 +2 +10 4 5 3 — 1 300 Supporter +2 +4 — 14 173 3 +2 +10 3 5 3 — 1 300 Controller +2 +4 — 16 161 3 +2 +10 3 6 3 — 1 350 Defender +2 +2 −5 18 121 4 +2 +10 3 6 3 — 1 350 Lurker +2 +2 — 10 121 2 +2 +10 5 6 3 Stealth 1 350 Skirmisher +2 +2 +5 12 121 3 +2 +10 4 6 3 Perception 1 350 Striker +2 +2 — 14 161 3 +2 +10 4 6 3 — 1 350 Supporter +2 +4 — 14 201 3 +2 +10 3 6 3 — 1 350 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 1 ABILITY MODIFIERS: +3, +3, +1, +1, −1, −1 THREAT: 0.25 GRUNT LEVEL 1 ABILITY MODIFIERS: +3, +3, +1, +1, −1, −1 THREAT: 1 ELITE LEVEL 1 ABILITY MODIFIERS: +4, +4, +2, +2, +0, +0 THREAT: 2 PARAGON T3 LEVEL 1 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 3 PARAGON T4 LEVEL 1 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 4 PARAGON T5 LEVEL 1 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 5 PARAGON T6 LEVEL 1 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 6 PARAGON T7 LEVEL 1 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 7 GIFFYGLYPH'S MONSTER MAKER SCALER TEMPLATES PATREON.COM/GIFFYGLYPH
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +2 +2 — 14 6 1 +2 +10 3 — — — 1/8 28 Defender +2 — −5 16 5 2 +2 +10 3 — — — 1/8 28 Lurker +2 — — 8 5 0 +2 +10 6 — — Stealth 1/8 28 Skirmisher +2 — +5 10 5 1 +2 +10 5 — — Perception 1/8 28 Striker +2 — — 12 6 1 +2 +10 5 — — — 1/8 28 Supporter +2 +2 — 12 8 1 +2 +10 3 — — — 1/8 28 Controller +2 +2 — 14 30 2 +2 +10 5 — — — 1/2 112 Defender +2 — −5 16 23 3 +2 +10 5 — — — 1/2 112 Lurker +2 — — 8 23 1 +2 +10 8 — — Stealth 1/2 112 Skirmisher +2 — +5 10 23 2 +2 +10 6 — — Perception 1/2 112 Striker +2 — — 12 30 2 +2 +10 6 — — — 1/2 112 Supporter +2 +2 — 12 38 2 +2 +10 5 — — — 1/2 112 Controller +2 +3 — 15 60 3 +2 +10 5 1 — — 1 225 Defender +2 +1 −5 17 45 4 +2 +10 5 1 — — 1 225 Lurker +2 +1 — 9 45 2 +2 +10 8 1 — Stealth 1 225 Skirmisher +2 +1 +5 11 45 3 +2 +10 7 1 — Perception 1 225 Striker +2 +1 — 13 60 3 +2 +10 7 1 — — 1 225 Supporter +2 +3 — 13 75 3 +2 +10 5 1 — — 1 225 Controller +2 +4 — 16 90 3 +2 +10 5 2 1 — 1 337 Defender +2 +2 −5 18 68 4 +2 +10 5 2 1 — 1 337 Lurker +2 +2 — 10 68 2 +2 +10 9 2 1 Stealth 1 337 Skirmisher +2 +2 +5 12 68 3 +2 +10 7 2 1 Perception 1 337 Striker +2 +2 — 14 90 3 +2 +10 7 2 1 — 1 337 Supporter +2 +4 — 14 113 3 +2 +10 5 2 1 — 1 337 Controller +2 +4 — 16 120 3 +2 +10 5 3 2 — 2 450 Defender +2 +2 −5 18 90 4 +2 +10 5 3 2 — 2 450 Lurker +2 +2 — 10 90 2 +2 +10 9 3 2 Stealth 2 450 Skirmisher +2 +2 +5 12 90 3 +2 +10 7 3 2 Perception 2 450 Striker +2 +2 — 14 120 3 +2 +10 7 3 2 — 2 450 Supporter +2 +4 — 14 150 3 +2 +10 5 3 2 — 2 450 Controller +2 +4 — 16 150 3 +2 +10 5 4 2 — 2 562 Defender +2 +2 −5 18 113 4 +2 +10 5 4 2 — 2 562 Lurker +2 +2 — 10 113 2 +2 +10 9 4 2 Stealth 2 562 Skirmisher +2 +2 +5 12 113 3 +2 +10 7 4 2 Perception 2 562 Striker +2 +2 — 14 150 3 +2 +10 7 4 2 — 2 562 Supporter +2 +4 — 14 188 3 +2 +10 5 4 2 — 2 562 Controller +2 +4 — 16 180 3 +2 +10 5 5 3 — 2 675 Defender +2 +2 −5 18 135 4 +2 +10 5 5 3 — 2 675 Lurker +2 +2 — 10 135 2 +2 +10 9 5 3 Stealth 2 675 Skirmisher +2 +2 +5 12 135 3 +2 +10 7 5 3 Perception 2 675 Striker +2 +2 — 14 180 3 +2 +10 7 5 3 — 2 675 Supporter +2 +4 — 14 225 3 +2 +10 5 5 3 — 2 675 Controller +2 +4 — 16 210 3 +2 +10 5 6 3 — 3 787 Defender +2 +2 −5 18 158 4 +2 +10 5 6 3 — 3 787 Lurker +2 +2 — 10 158 2 +2 +10 9 6 3 Stealth 3 787 Skirmisher +2 +2 +5 12 158 3 +2 +10 7 6 3 Perception 3 787 Striker +2 +2 — 14 210 3 +2 +10 7 6 3 — 3 787 Supporter +2 +4 — 14 263 3 +2 +10 5 6 3 — 3 787 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 2 ABILITY MODIFIERS: +3, +3, +1, +1, −1, −1 THREAT: 0.25 GRUNT LEVEL 2 ABILITY MODIFIERS: +3, +3, +1, +1, −1, −1 THREAT: 1 ELITE LEVEL 2 ABILITY MODIFIERS: +4, +4, +2, +2, +0, +0 THREAT: 2 PARAGON T3 LEVEL 2 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 3 PARAGON T4 LEVEL 2 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 4 PARAGON T5 LEVEL 2 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 5 PARAGON T6 LEVEL 2 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 6 PARAGON T7 LEVEL 2 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 7 GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH SCALER TEMPLATES
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +2 +2 — 14 7 1 +2 +10 5 — — — 1/8 43 Defender +2 — −5 16 6 2 +2 +10 5 — — — 1/8 43 Lurker +2 — — 8 6 0 +2 +10 8 — — Stealth 1/8 43 Skirmisher +2 — +5 10 6 1 +2 +10 7 — — Perception 1/8 43 Striker +2 — — 12 7 1 +2 +10 7 — — — 1/8 43 Supporter +2 +2 — 12 9 1 +2 +10 5 — — — 1/8 43 Controller +2 +2 — 14 37 2 +2 +10 7 — — — 1/2 175 Defender +2 — −5 16 28 3 +2 +10 7 — — — 1/2 175 Lurker +2 — — 8 28 1 +2 +10 11 — — Stealth 1/2 175 Skirmisher +2 — +5 10 28 2 +2 +10 9 — — Perception 1/2 175 Striker +2 — — 12 37 2 +2 +10 9 — — — 1/2 175 Supporter +2 +2 — 12 46 2 +2 +10 7 — — — 1/2 175 Controller +2 +3 — 15 74 3 +2 +10 7 1 — — 1 350 Defender +2 +1 −5 17 56 4 +2 +10 7 1 — — 1 350 Lurker +2 +1 — 9 56 2 +2 +10 12 1 — Stealth 1 350 Skirmisher +2 +1 +5 11 56 3 +2 +10 10 1 — Perception 1 350 Striker +2 +1 — 13 74 3 +2 +10 10 1 — — 1 350 Supporter +2 +3 — 13 93 3 +2 +10 7 1 — — 1 350 Controller +2 +4 — 16 111 3 +2 +10 8 2 1 — 2 525 Defender +2 +2 −5 18 83 4 +2 +10 8 2 1 — 2 525 Lurker +2 +2 — 10 83 2 +2 +10 13 2 1 Stealth 2 525 Skirmisher +2 +2 +5 12 83 3 +2 +10 11 2 1 Perception 2 525 Striker +2 +2 — 14 111 3 +2 +10 11 2 1 — 2 525 Supporter +2 +4 — 14 139 3 +2 +10 8 2 1 — 2 525 Controller +2 +4 — 16 148 3 +2 +10 8 3 2 — 3 700 Defender +2 +2 −5 18 111 4 +2 +10 8 3 2 — 3 700 Lurker +2 +2 — 10 111 2 +2 +10 13 3 2 Stealth 3 700 Skirmisher +2 +2 +5 12 111 3 +2 +10 11 3 2 Perception 3 700 Striker +2 +2 — 14 148 3 +2 +10 11 3 2 — 3 700 Supporter +2 +4 — 14 185 3 +2 +10 8 3 2 — 3 700 Controller +2 +4 — 16 185 3 +2 +10 8 4 2 — 3 875 Defender +2 +2 −5 18 139 4 +2 +10 8 4 2 — 3 875 Lurker +2 +2 — 10 139 2 +2 +10 13 4 2 Stealth 3 875 Skirmisher +2 +2 +5 12 139 3 +2 +10 11 4 2 Perception 3 875 Striker +2 +2 — 14 185 3 +2 +10 11 4 2 — 3 875 Supporter +2 +4 — 14 231 3 +2 +10 8 4 2 — 3 875 Controller +2 +4 — 16 222 3 +2 +10 8 5 3 — 3 1,050 Defender +2 +2 −5 18 167 4 +2 +10 8 5 3 — 3 1,050 Lurker +2 +2 — 10 167 2 +2 +10 13 5 3 Stealth 3 1,050 Skirmisher +2 +2 +5 12 167 3 +2 +10 11 5 3 Perception 3 1,050 Striker +2 +2 — 14 222 3 +2 +10 11 5 3 — 3 1,050 Supporter +2 +4 — 14 278 3 +2 +10 8 5 3 — 3 1,050 Controller +2 +4 — 16 259 3 +2 +10 8 6 3 — 4 1,225 Defender +2 +2 −5 18 194 4 +2 +10 8 6 3 — 4 1,225 Lurker +2 +2 — 10 194 2 +2 +10 13 6 3 Stealth 4 1,225 Skirmisher +2 +2 +5 12 194 3 +2 +10 11 6 3 Perception 4 1,225 Striker +2 +2 — 14 259 3 +2 +10 11 6 3 — 4 1,225 Supporter +2 +4 — 14 324 3 +2 +10 8 6 3 — 4 1,225 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 3 ABILITY MODIFIERS: +3, +3, +1, +1, −1, −1 THREAT: 0.25 GRUNT LEVEL 3 ABILITY MODIFIERS: +3, +3, +1, +1, −1, −1 THREAT: 1 ELITE LEVEL 3 ABILITY MODIFIERS: +4, +4, +2, +2, +0, +0 THREAT: 2 PARAGON T3 LEVEL 3 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 3 PARAGON T4 LEVEL 3 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 4 PARAGON T5 LEVEL 3 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 5 PARAGON T6 LEVEL 3 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 6 PARAGON T7 LEVEL 3 ABILITY MODIFIERS: +5, +5, +3, +3, +1, +1 THREAT: 7 GIFFYGLYPH'S MONSTER MAKER SCALER TEMPLATES PATREON.COM/GIFFYGLYPH
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +2 +2 — 15 9 1 +2 +10 7 — — — 1/4 68 Defender +2 — −5 17 7 2 +2 +10 7 — — — 1/4 68 Lurker +2 — — 9 7 0 +2 +10 11 — — Stealth 1/4 68 Skirmisher +2 — +5 11 7 1 +2 +10 9 — — Perception 1/4 68 Striker +2 — — 13 9 1 +2 +10 9 — — — 1/4 68 Supporter +2 +2 — 13 11 1 +2 +10 7 — — — 1/4 68 Controller +2 +2 — 15 44 2 +2 +10 9 — — — 1 275 Defender +2 — −5 17 33 3 +2 +10 9 — — — 1 275 Lurker +2 — — 9 33 1 +2 +10 15 — — Stealth 1 275 Skirmisher +2 — +5 11 33 2 +2 +10 12 — — Perception 1 275 Striker +2 — — 13 44 2 +2 +10 12 — — — 1 275 Supporter +2 +2 — 13 55 2 +2 +10 9 — — — 1 275 Controller +2 +3 — 16 88 3 +2 +10 10 1 — — 2 550 Defender +2 +1 −5 18 66 4 +2 +10 10 1 — — 2 550 Lurker +2 +1 — 10 66 2 +2 +10 17 1 — Stealth 2 550 Skirmisher +2 +1 +5 12 66 3 +2 +10 13 1 — Perception 2 550 Striker +2 +1 — 14 88 3 +2 +10 13 1 — — 2 550 Supporter +2 +3 — 14 110 3 +2 +10 10 1 — — 2 550 Controller +2 +4 — 17 132 3 +2 +10 11 2 1 — 3 825 Defender +2 +2 −5 19 99 4 +2 +10 11 2 1 — 3 825 Lurker +2 +2 — 11 99 2 +2 +10 18 2 1 Stealth 3 825 Skirmisher +2 +2 +5 13 99 3 +2 +10 14 2 1 Perception 3 825 Striker +2 +2 — 15 132 3 +2 +10 14 2 1 — 3 825 Supporter +2 +4 — 15 165 3 +2 +10 11 2 1 — 3 825 Controller +2 +4 — 17 176 3 +2 +10 11 3 2 — 4 1,100 Defender +2 +2 −5 19 132 4 +2 +10 11 3 2 — 4 1,100 Lurker +2 +2 — 11 132 2 +2 +10 18 3 2 Stealth 4 1,100 Skirmisher +2 +2 +5 13 132 3 +2 +10 14 3 2 Perception 4 1,100 Striker +2 +2 — 15 176 3 +2 +10 14 3 2 — 4 1,100 Supporter +2 +4 — 15 220 3 +2 +10 11 3 2 — 4 1,100 Controller +2 +4 — 17 220 3 +2 +10 11 4 2 — 4 1,375 Defender +2 +2 −5 19 165 4 +2 +10 11 4 2 — 4 1,375 Lurker +2 +2 — 11 165 2 +2 +10 18 4 2 Stealth 4 1,375 Skirmisher +2 +2 +5 13 165 3 +2 +10 14 4 2 Perception 4 1,375 Striker +2 +2 — 15 220 3 +2 +10 14 4 2 — 4 1,375 Supporter +2 +4 — 15 275 3 +2 +10 11 4 2 — 4 1,375 Controller +2 +4 — 17 264 3 +2 +10 11 5 3 — 4 1,650 Defender +2 +2 −5 19 198 4 +2 +10 11 5 3 — 4 1,650 Lurker +2 +2 — 11 198 2 +2 +10 18 5 3 Stealth 4 1,650 Skirmisher +2 +2 +5 13 198 3 +2 +10 14 5 3 Perception 4 1,650 Striker +2 +2 — 15 264 3 +2 +10 14 5 3 — 4 1,650 Supporter +2 +4 — 15 330 3 +2 +10 11 5 3 — 4 1,650 Controller +2 +4 — 17 308 3 +2 +10 11 6 3 — 5 1,925 Defender +2 +2 −5 19 231 4 +2 +10 11 6 3 — 5 1,925 Lurker +2 +2 — 11 231 2 +2 +10 18 6 3 Stealth 5 1,925 Skirmisher +2 +2 +5 13 231 3 +2 +10 14 6 3 Perception 5 1,925 Striker +2 +2 — 15 308 3 +2 +10 14 6 3 — 5 1,925 Supporter +2 +4 — 15 385 3 +2 +10 11 6 3 — 5 1,925 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 4 ABILITY MODIFIERS: +4, +4, +1, +1, −1, −1 THREAT: 0.25 GRUNT LEVEL 4 ABILITY MODIFIERS: +4, +4, +1, +1, −1, −1 THREAT: 1 ELITE LEVEL 4 ABILITY MODIFIERS: +5, +5, +2, +2, +0, +0 THREAT: 2 PARAGON T3 LEVEL 4 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 3 PARAGON T4 LEVEL 4 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 4 PARAGON T5 LEVEL 4 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 5 PARAGON T6 LEVEL 4 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 6 PARAGON T7 LEVEL 4 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 7 GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH SCALER TEMPLATES
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +3 +3 — 15 10 1 +3 +11 8 — — — 1/2 112 Defender +3 — −5 17 8 2 +3 +11 8 — — — 1/2 112 Lurker +3 — — 9 8 0 +3 +11 14 — — Stealth 1/2 112 Skirmisher +3 — +5 11 8 1 +3 +11 11 — — Perception 1/2 112 Striker +3 — — 13 10 1 +3 +11 11 — — — 1/2 112 Supporter +3 +3 — 13 13 1 +3 +11 8 — — — 1/2 112 Controller +3 +3 — 15 51 2 +3 +11 11 — — — 2 450 Defender +3 — −5 17 38 3 +3 +11 11 — — — 2 450 Lurker +3 — — 9 38 1 +3 +11 19 — — Stealth 2 450 Skirmisher +3 — +5 11 38 2 +3 +11 15 — — Perception 2 450 Striker +3 — — 13 51 2 +3 +11 15 — — — 2 450 Supporter +3 +3 — 13 64 2 +3 +11 11 — — — 2 450 Controller +3 +4 — 16 102 3 +3 +11 12 1 — — 3 900 Defender +3 +1 −5 18 77 4 +3 +11 12 1 — — 3 900 Lurker +3 +1 — 10 77 2 +3 +11 21 1 — Stealth 3 900 Skirmisher +3 +1 +5 12 77 3 +3 +11 17 1 — Perception 3 900 Striker +3 +1 — 14 102 3 +3 +11 17 1 — — 3 900 Supporter +3 +4 — 14 128 3 +3 +11 12 1 — — 3 900 Controller +3 +6 — 17 153 3 +3 +11 14 2 1 — 4 1,350 Defender +3 +3 −5 19 115 4 +3 +11 14 2 1 — 4 1,350 Lurker +3 +3 — 11 115 2 +3 +11 23 2 1 Stealth 4 1,350 Skirmisher +3 +3 +5 13 115 3 +3 +11 18 2 1 Perception 4 1,350 Striker +3 +3 — 15 153 3 +3 +11 18 2 1 — 4 1,350 Supporter +3 +6 — 15 191 3 +3 +11 14 2 1 — 4 1,350 Controller +3 +6 — 17 204 3 +3 +11 14 3 2 — 5 1,800 Defender +3 +3 −5 19 153 4 +3 +11 14 3 2 — 5 1,800 Lurker +3 +3 — 11 153 2 +3 +11 23 3 2 Stealth 5 1,800 Skirmisher +3 +3 +5 13 153 3 +3 +11 18 3 2 Perception 5 1,800 Striker +3 +3 — 15 204 3 +3 +11 18 3 2 — 5 1,800 Supporter +3 +6 — 15 255 3 +3 +11 14 3 2 — 5 1,800 Controller +3 +6 — 17 255 3 +3 +11 14 4 2 — 5 2,250 Defender +3 +3 −5 19 191 4 +3 +11 14 4 2 — 5 2,250 Lurker +3 +3 — 11 191 2 +3 +11 23 4 2 Stealth 5 2,250 Skirmisher +3 +3 +5 13 191 3 +3 +11 18 4 2 Perception 5 2,250 Striker +3 +3 — 15 255 3 +3 +11 18 4 2 — 5 2,250 Supporter +3 +6 — 15 319 3 +3 +11 14 4 2 — 5 2,250 Controller +3 +6 — 17 306 3 +3 +11 14 5 3 — 6 2,700 Defender +3 +3 −5 19 230 4 +3 +11 14 5 3 — 6 2,700 Lurker +3 +3 — 11 230 2 +3 +11 23 5 3 Stealth 6 2,700 Skirmisher +3 +3 +5 13 230 3 +3 +11 18 5 3 Perception 6 2,700 Striker +3 +3 — 15 306 3 +3 +11 18 5 3 — 6 2,700 Supporter +3 +6 — 15 383 3 +3 +11 14 5 3 — 6 2,700 Controller +3 +6 — 17 357 3 +3 +11 14 6 3 — 7 3,150 Defender +3 +3 −5 19 268 4 +3 +11 14 6 3 — 7 3,150 Lurker +3 +3 — 11 268 2 +3 +11 23 6 3 Stealth 7 3,150 Skirmisher +3 +3 +5 13 268 3 +3 +11 18 6 3 Perception 7 3,150 Striker +3 +3 — 15 357 3 +3 +11 18 6 3 — 7 3,150 Supporter +3 +6 — 15 446 3 +3 +11 14 6 3 — 7 3,150 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 5 ABILITY MODIFIERS: +4, +4, +1, +1, −1, −1 THREAT: 0.25 GRUNT LEVEL 5 ABILITY MODIFIERS: +4, +4, +1, +1, −1, −1 THREAT: 1 ELITE LEVEL 5 ABILITY MODIFIERS: +5, +5, +2, +2, +0, +0 THREAT: 2 PARAGON T3 LEVEL 5 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 3 PARAGON T4 LEVEL 5 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 4 PARAGON T5 LEVEL 5 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 5 PARAGON T6 LEVEL 5 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 6 PARAGON T7 LEVEL 5 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 7 GIFFYGLYPH'S MONSTER MAKER SCALER TEMPLATES PATREON.COM/GIFFYGLYPH
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +3 +3 — 15 12 1 +3 +11 10 — — — 1/2 143 Defender +3 — −5 17 9 2 +3 +11 10 — — — 1/2 143 Lurker +3 — — 9 9 0 +3 +11 17 — — Stealth 1/2 143 Skirmisher +3 — +5 11 9 1 +3 +11 14 — — Perception 1/2 143 Striker +3 — — 13 12 1 +3 +11 14 — — — 1/2 143 Supporter +3 +3 — 13 15 1 +3 +11 10 — — — 1/2 143 Controller +3 +3 — 15 58 2 +3 +11 14 — — — 2 575 Defender +3 — −5 17 44 3 +3 +11 14 — — — 2 575 Lurker +3 — — 9 44 1 +3 +11 23 — — Stealth 2 575 Skirmisher +3 — +5 11 44 2 +3 +11 18 — — Perception 2 575 Striker +3 — — 13 58 2 +3 +11 18 — — — 2 575 Supporter +3 +3 — 13 73 2 +3 +11 14 — — — 2 575 Controller +3 +4 — 16 116 3 +3 +11 15 1 — — 4 1,150 Defender +3 +1 −5 18 87 4 +3 +11 15 1 — — 4 1,150 Lurker +3 +1 — 10 87 2 +3 +11 25 1 — Stealth 4 1,150 Skirmisher +3 +1 +5 12 87 3 +3 +11 20 1 — Perception 4 1,150 Striker +3 +1 — 14 116 3 +3 +11 20 1 — — 4 1,150 Supporter +3 +4 — 14 145 3 +3 +11 15 1 — — 4 1,150 Controller +3 +6 — 17 174 3 +3 +11 16 2 1 — 4 1,725 Defender +3 +3 −5 19 131 4 +3 +11 16 2 1 — 4 1,725 Lurker +3 +3 — 11 131 2 +3 +11 27 2 1 Stealth 4 1,725 Skirmisher +3 +3 +5 13 131 3 +3 +11 22 2 1 Perception 4 1,725 Striker +3 +3 — 15 174 3 +3 +11 22 2 1 — 4 1,725 Supporter +3 +6 — 15 218 3 +3 +11 16 2 1 — 4 1,725 Controller +3 +6 — 17 232 3 +3 +11 16 3 2 — 6 2,300 Defender +3 +3 −5 19 174 4 +3 +11 16 3 2 — 6 2,300 Lurker +3 +3 — 11 174 2 +3 +11 27 3 2 Stealth 6 2,300 Skirmisher +3 +3 +5 13 174 3 +3 +11 22 3 2 Perception 6 2,300 Striker +3 +3 — 15 232 3 +3 +11 22 3 2 — 6 2,300 Supporter +3 +6 — 15 290 3 +3 +11 16 3 2 — 6 2,300 Controller +3 +6 — 17 290 3 +3 +11 16 4 2 — 6 2,875 Defender +3 +3 −5 19 218 4 +3 +11 16 4 2 — 6 2,875 Lurker +3 +3 — 11 218 2 +3 +11 27 4 2 Stealth 6 2,875 Skirmisher +3 +3 +5 13 218 3 +3 +11 22 4 2 Perception 6 2,875 Striker +3 +3 — 15 290 3 +3 +11 22 4 2 — 6 2,875 Supporter +3 +6 — 15 363 3 +3 +11 16 4 2 — 6 2,875 Controller +3 +6 — 17 348 3 +3 +11 16 5 3 — 7 3,450 Defender +3 +3 −5 19 261 4 +3 +11 16 5 3 — 7 3,450 Lurker +3 +3 — 11 261 2 +3 +11 27 5 3 Stealth 7 3,450 Skirmisher +3 +3 +5 13 261 3 +3 +11 22 5 3 Perception 7 3,450 Striker +3 +3 — 15 348 3 +3 +11 22 5 3 — 7 3,450 Supporter +3 +6 — 15 435 3 +3 +11 16 5 3 — 7 3,450 Controller +3 +6 — 17 406 3 +3 +11 16 6 3 — 8 4,025 Defender +3 +3 −5 19 305 4 +3 +11 16 6 3 — 8 4,025 Lurker +3 +3 — 11 305 2 +3 +11 27 6 3 Stealth 8 4,025 Skirmisher +3 +3 +5 13 305 3 +3 +11 22 6 3 Perception 8 4,025 Striker +3 +3 — 15 406 3 +3 +11 22 6 3 — 8 4,025 Supporter +3 +6 — 15 508 3 +3 +11 16 6 3 — 8 4,025 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 6 ABILITY MODIFIERS: +4, +4, +1, +1, −1, −1 THREAT: 0.25 GRUNT LEVEL 6 ABILITY MODIFIERS: +4, +4, +1, +1, −1, −1 THREAT: 1 ELITE LEVEL 6 ABILITY MODIFIERS: +5, +5, +2, +2, +0, +0 THREAT: 2 PARAGON T3 LEVEL 6 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 3 PARAGON T4 LEVEL 6 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 4 PARAGON T5 LEVEL 6 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 5 PARAGON T6 LEVEL 6 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 6 PARAGON T7 LEVEL 6 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 7 GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH SCALER TEMPLATES
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +3 +3 — 15 13 1 +3 +11 12 — — — 1/2 181 Defender +3 — −5 17 10 2 +3 +11 12 — — — 1/2 181 Lurker +3 — — 9 10 0 +3 +11 20 — — Stealth 1/2 181 Skirmisher +3 — +5 11 10 1 +3 +11 16 — — Perception 1/2 181 Striker +3 — — 13 13 1 +3 +11 16 — — — 1/2 181 Supporter +3 +3 — 13 16 1 +3 +11 12 — — — 1/2 181 Controller +3 +3 — 15 65 2 +3 +11 16 — — — 3 725 Defender +3 — −5 17 49 3 +3 +11 16 — — — 3 725 Lurker +3 — — 9 49 1 +3 +11 26 — — Stealth 3 725 Skirmisher +3 — +5 11 49 2 +3 +11 21 — — Perception 3 725 Striker +3 — — 13 65 2 +3 +11 21 — — — 3 725 Supporter +3 +3 — 13 81 2 +3 +11 16 — — — 3 725 Controller +3 +4 — 16 130 3 +3 +11 17 1 — — 4 1,450 Defender +3 +1 −5 18 98 4 +3 +11 17 1 — — 4 1,450 Lurker +3 +1 — 10 98 2 +3 +11 29 1 — Stealth 4 1,450 Skirmisher +3 +1 +5 12 98 3 +3 +11 23 1 — Perception 4 1,450 Striker +3 +1 — 14 130 3 +3 +11 23 1 — — 4 1,450 Supporter +3 +4 — 14 163 3 +3 +11 17 1 — — 4 1,450 Controller +3 +6 — 17 195 3 +3 +11 19 2 1 — 5 2,175 Defender +3 +3 −5 19 146 4 +3 +11 19 2 1 — 5 2,175 Lurker +3 +3 — 11 146 2 +3 +11 32 2 1 Stealth 5 2,175 Skirmisher +3 +3 +5 13 146 3 +3 +11 25 2 1 Perception 5 2,175 Striker +3 +3 — 15 195 3 +3 +11 25 2 1 — 5 2,175 Supporter +3 +6 — 15 244 3 +3 +11 19 2 1 — 5 2,175 Controller +3 +6 — 17 260 3 +3 +11 19 3 2 — 7 2,900 Defender +3 +3 −5 19 195 4 +3 +11 19 3 2 — 7 2,900 Lurker +3 +3 — 11 195 2 +3 +11 32 3 2 Stealth 7 2,900 Skirmisher +3 +3 +5 13 195 3 +3 +11 25 3 2 Perception 7 2,900 Striker +3 +3 — 15 260 3 +3 +11 25 3 2 — 7 2,900 Supporter +3 +6 — 15 325 3 +3 +11 19 3 2 — 7 2,900 Controller +3 +6 — 17 325 3 +3 +11 19 4 2 — 7 3,625 Defender +3 +3 −5 19 244 4 +3 +11 19 4 2 — 7 3,625 Lurker +3 +3 — 11 244 2 +3 +11 32 4 2 Stealth 7 3,625 Skirmisher +3 +3 +5 13 244 3 +3 +11 25 4 2 Perception 7 3,625 Striker +3 +3 — 15 325 3 +3 +11 25 4 2 — 7 3,625 Supporter +3 +6 — 15 406 3 +3 +11 19 4 2 — 7 3,625 Controller +3 +6 — 17 390 3 +3 +11 19 5 3 — 8 4,350 Defender +3 +3 −5 19 293 4 +3 +11 19 5 3 — 8 4,350 Lurker +3 +3 — 11 293 2 +3 +11 32 5 3 Stealth 8 4,350 Skirmisher +3 +3 +5 13 293 3 +3 +11 25 5 3 Perception 8 4,350 Striker +3 +3 — 15 390 3 +3 +11 25 5 3 — 8 4,350 Supporter +3 +6 — 15 488 3 +3 +11 19 5 3 — 8 4,350 Controller +3 +6 — 17 455 3 +3 +11 19 6 3 — 9 5,075 Defender +3 +3 −5 19 341 4 +3 +11 19 6 3 — 9 5,075 Lurker +3 +3 — 11 341 2 +3 +11 32 6 3 Stealth 9 5,075 Skirmisher +3 +3 +5 13 341 3 +3 +11 25 6 3 Perception 9 5,075 Striker +3 +3 — 15 455 3 +3 +11 25 6 3 — 9 5,075 Supporter +3 +6 — 15 569 3 +3 +11 19 6 3 — 9 5,075 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 7 ABILITY MODIFIERS: +4, +4, +1, +1, −1, −1 THREAT: 0.25 GRUNT LEVEL 7 ABILITY MODIFIERS: +4, +4, +1, +1, −1, −1 THREAT: 1 ELITE LEVEL 7 ABILITY MODIFIERS: +5, +5, +2, +2, +0, +0 THREAT: 2 PARAGON T3 LEVEL 7 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 3 PARAGON T4 LEVEL 7 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 4 PARAGON T5 LEVEL 7 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 5 PARAGON T6 LEVEL 7 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 6 PARAGON T7 LEVEL 7 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 7 GIFFYGLYPH'S MONSTER MAKER SCALER TEMPLATES PATREON.COM/GIFFYGLYPH
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +3 +3 — 16 14 1 +3 +11 14 — — — 1 243 Defender +3 — −5 18 11 2 +3 +11 14 — — — 1 243 Lurker +3 — — 10 11 0 +3 +11 23 — — Stealth 1 243 Skirmisher +3 — +5 12 11 1 +3 +11 18 — — Perception 1 243 Striker +3 — — 14 14 1 +3 +11 18 — — — 1 243 Supporter +3 +3 — 14 18 1 +3 +11 14 — — — 1 243 Controller +3 +3 — 16 72 2 +3 +11 18 — — — 3 975 Defender +3 — −5 18 54 3 +3 +11 18 — — — 3 975 Lurker +3 — — 10 54 1 +3 +11 30 — — Stealth 3 975 Skirmisher +3 — +5 12 54 2 +3 +11 24 — — Perception 3 975 Striker +3 — — 14 72 2 +3 +11 24 — — — 3 975 Supporter +3 +3 — 14 90 2 +3 +11 18 — — — 3 975 Controller +3 +4 — 17 144 3 +3 +11 20 1 — — 5 1,950 Defender +3 +1 −5 19 108 4 +3 +11 20 1 — — 5 1,950 Lurker +3 +1 — 11 108 2 +3 +11 33 1 — Stealth 5 1,950 Skirmisher +3 +1 +5 13 108 3 +3 +11 26 1 — Perception 5 1,950 Striker +3 +1 — 15 144 3 +3 +11 26 1 — — 5 1,950 Supporter +3 +4 — 15 180 3 +3 +11 20 1 — — 5 1,950 Controller +3 +6 — 18 216 3 +3 +11 22 2 1 — 7 2,925 Defender +3 +3 −5 20 162 4 +3 +11 22 2 1 — 7 2,925 Lurker +3 +3 — 12 162 2 +3 +11 36 2 1 Stealth 7 2,925 Skirmisher +3 +3 +5 14 162 3 +3 +11 29 2 1 Perception 7 2,925 Striker +3 +3 — 16 216 3 +3 +11 29 2 1 — 7 2,925 Supporter +3 +6 — 16 270 3 +3 +11 22 2 1 — 7 2,925 Controller +3 +6 — 18 288 3 +3 +11 22 3 2 — 8 3,900 Defender +3 +3 −5 20 216 4 +3 +11 22 3 2 — 8 3,900 Lurker +3 +3 — 12 216 2 +3 +11 36 3 2 Stealth 8 3,900 Skirmisher +3 +3 +5 14 216 3 +3 +11 29 3 2 Perception 8 3,900 Striker +3 +3 — 16 288 3 +3 +11 29 3 2 — 8 3,900 Supporter +3 +6 — 16 360 3 +3 +11 22 3 2 — 8 3,900 Controller +3 +6 — 18 360 3 +3 +11 22 4 2 — 8 4,875 Defender +3 +3 −5 20 270 4 +3 +11 22 4 2 — 8 4,875 Lurker +3 +3 — 12 270 2 +3 +11 36 4 2 Stealth 8 4,875 Skirmisher +3 +3 +5 14 270 3 +3 +11 29 4 2 Perception 8 4,875 Striker +3 +3 — 16 360 3 +3 +11 29 4 2 — 8 4,875 Supporter +3 +6 — 16 450 3 +3 +11 22 4 2 — 8 4,875 Controller +3 +6 — 18 432 3 +3 +11 22 5 3 — 9 5,850 Defender +3 +3 −5 20 324 4 +3 +11 22 5 3 — 9 5,850 Lurker +3 +3 — 12 324 2 +3 +11 36 5 3 Stealth 9 5,850 Skirmisher +3 +3 +5 14 324 3 +3 +11 29 5 3 Perception 9 5,850 Striker +3 +3 — 16 432 3 +3 +11 29 5 3 — 9 5,850 Supporter +3 +6 — 16 540 3 +3 +11 22 5 3 — 9 5,850 Controller +3 +6 — 18 504 3 +3 +11 22 6 3 — 10 6,825 Defender +3 +3 −5 20 378 4 +3 +11 22 6 3 — 10 6,825 Lurker +3 +3 — 12 378 2 +3 +11 36 6 3 Stealth 10 6,825 Skirmisher +3 +3 +5 14 378 3 +3 +11 29 6 3 Perception 10 6,825 Striker +3 +3 — 16 504 3 +3 +11 29 6 3 — 10 6,825 Supporter +3 +6 — 16 630 3 +3 +11 22 6 3 — 10 6,825 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 8 ABILITY MODIFIERS: +5, +5, +2, +2, −1, −1 THREAT: 0.25 GRUNT LEVEL 8 ABILITY MODIFIERS: +5, +5, +2, +2, −1, −1 THREAT: 1 ELITE LEVEL 8 ABILITY MODIFIERS: +6, +6, +3, +3, +0, +0 THREAT: 2 PARAGON T3 LEVEL 8 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 3 PARAGON T4 LEVEL 8 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 4 PARAGON T5 LEVEL 8 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 5 PARAGON T6 LEVEL 8 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 6 PARAGON T7 LEVEL 8 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 7 GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH SCALER TEMPLATES
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +4 +4 — 16 16 1 +4 +12 15 — — — 1 312 Defender +4 — −5 18 12 2 +4 +12 15 — — — 1 312 Lurker +4 — — 10 12 0 +4 +12 25 — — Stealth 1 312 Skirmisher +4 — +5 12 12 1 +4 +12 20 — — Perception 1 312 Striker +4 — — 14 16 1 +4 +12 20 — — — 1 312 Supporter +4 +4 — 14 20 1 +4 +12 15 — — — 1 312 Controller +4 +4 — 16 79 2 +4 +12 20 — — — 4 1,250 Defender +4 — −5 18 59 3 +4 +12 20 — — — 4 1,250 Lurker +4 — — 10 59 1 +4 +12 34 — — Stealth 4 1,250 Skirmisher +4 — +5 12 59 2 +4 +12 27 — — Perception 4 1,250 Striker +4 — — 14 79 2 +4 +12 27 — — — 4 1,250 Supporter +4 +4 — 14 99 2 +4 +12 20 — — — 4 1,250 Controller +4 +6 — 17 158 3 +4 +12 22 1 — — 6 2,500 Defender +4 +2 −5 19 119 4 +4 +12 22 1 — — 6 2,500 Lurker +4 +2 — 11 119 2 +4 +12 37 1 — Stealth 6 2,500 Skirmisher +4 +2 +5 13 119 3 +4 +12 30 1 — Perception 6 2,500 Striker +4 +2 — 15 158 3 +4 +12 30 1 — — 6 2,500 Supporter +4 +6 — 15 198 3 +4 +12 22 1 — — 6 2,500 Controller +4 +8 — 18 237 3 +4 +12 24 2 1 — 7 3,750 Defender +4 +4 −5 20 178 4 +4 +12 24 2 1 — 7 3,750 Lurker +4 +4 — 12 178 2 +4 +12 41 2 1 Stealth 7 3,750 Skirmisher +4 +4 +5 14 178 3 +4 +12 32 2 1 Perception 7 3,750 Striker +4 +4 — 16 237 3 +4 +12 32 2 1 — 7 3,750 Supporter +4 +8 — 16 296 3 +4 +12 24 2 1 — 7 3,750 Controller +4 +8 — 18 316 3 +4 +12 24 3 2 — 9 5,000 Defender +4 +4 −5 20 237 4 +4 +12 24 3 2 — 9 5,000 Lurker +4 +4 — 12 237 2 +4 +12 41 3 2 Stealth 9 5,000 Skirmisher +4 +4 +5 14 237 3 +4 +12 32 3 2 Perception 9 5,000 Striker +4 +4 — 16 316 3 +4 +12 32 3 2 — 9 5,000 Supporter +4 +8 — 16 395 3 +4 +12 24 3 2 — 9 5,000 Controller +4 +8 — 18 395 3 +4 +12 24 4 2 — 10 6,250 Defender +4 +4 −5 20 296 4 +4 +12 24 4 2 — 10 6,250 Lurker +4 +4 — 12 296 2 +4 +12 41 4 2 Stealth 10 6,250 Skirmisher +4 +4 +5 14 296 3 +4 +12 32 4 2 Perception 10 6,250 Striker +4 +4 — 16 395 3 +4 +12 32 4 2 — 10 6,250 Supporter +4 +8 — 16 494 3 +4 +12 24 4 2 — 10 6,250 Controller +4 +8 — 18 474 3 +4 +12 24 5 3 — 11 7,500 Defender +4 +4 −5 20 356 4 +4 +12 24 5 3 — 11 7,500 Lurker +4 +4 — 12 356 2 +4 +12 41 5 3 Stealth 11 7,500 Skirmisher +4 +4 +5 14 356 3 +4 +12 32 5 3 Perception 11 7,500 Striker +4 +4 — 16 474 3 +4 +12 32 5 3 — 11 7,500 Supporter +4 +8 — 16 593 3 +4 +12 24 5 3 — 11 7,500 Controller +4 +8 — 18 553 3 +4 +12 24 6 3 — 12 8,750 Defender +4 +4 −5 20 415 4 +4 +12 24 6 3 — 12 8,750 Lurker +4 +4 — 12 415 2 +4 +12 41 6 3 Stealth 12 8,750 Skirmisher +4 +4 +5 14 415 3 +4 +12 32 6 3 Perception 12 8,750 Striker +4 +4 — 16 553 3 +4 +12 32 6 3 — 12 8,750 Supporter +4 +8 — 16 691 3 +4 +12 24 6 3 — 12 8,750 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 9 ABILITY MODIFIERS: +5, +5, +2, +2, −1, −1 THREAT: 0.25 GRUNT LEVEL 9 ABILITY MODIFIERS: +5, +5, +2, +2, −1, −1 THREAT: 1 ELITE LEVEL 9 ABILITY MODIFIERS: +6, +6, +3, +3, +0, +0 THREAT: 2 PARAGON T3 LEVEL 9 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 3 PARAGON T4 LEVEL 9 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 4 PARAGON T5 LEVEL 9 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 5 PARAGON T6 LEVEL 9 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 6 PARAGON T7 LEVEL 9 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 7 GIFFYGLYPH'S MONSTER MAKER SCALER TEMPLATES PATREON.COM/GIFFYGLYPH
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +4 +4 — 16 17 1 +4 +12 17 — — — 1 368 Defender +4 — −5 18 13 2 +4 +12 17 — — — 1 368 Lurker +4 — — 10 13 0 +4 +12 28 — — Stealth 1 368 Skirmisher +4 — +5 12 13 1 +4 +12 23 — — Perception 1 368 Striker +4 — — 14 17 1 +4 +12 23 — — — 1 368 Supporter +4 +4 — 14 22 1 +4 +12 17 — — — 1 368 Controller +4 +4 — 16 86 2 +4 +12 23 — — — 4 1,475 Defender +4 — −5 18 65 3 +4 +12 23 — — — 4 1,475 Lurker +4 — — 10 65 1 +4 +12 38 — — Stealth 4 1,475 Skirmisher +4 — +5 12 65 2 +4 +12 30 — — Perception 4 1,475 Striker +4 — — 14 86 2 +4 +12 30 — — — 4 1,475 Supporter +4 +4 — 14 108 2 +4 +12 23 — — — 4 1,475 Controller +4 +6 — 17 172 3 +4 +12 25 1 — — 7 2,950 Defender +4 +2 −5 19 129 4 +4 +12 25 1 — — 7 2,950 Lurker +4 +2 — 11 129 2 +4 +12 41 1 — Stealth 7 2,950 Skirmisher +4 +2 +5 13 129 3 +4 +12 33 1 — Perception 7 2,950 Striker +4 +2 — 15 172 3 +4 +12 33 1 — — 7 2,950 Supporter +4 +6 — 15 215 3 +4 +12 25 1 — — 7 2,950 Controller +4 +8 — 18 258 3 +4 +12 27 2 1 — 8 4,425 Defender +4 +4 −5 20 194 4 +4 +12 27 2 1 — 8 4,425 Lurker +4 +4 — 12 194 2 +4 +12 45 2 1 Stealth 8 4,425 Skirmisher +4 +4 +5 14 194 3 +4 +12 36 2 1 Perception 8 4,425 Striker +4 +4 — 16 258 3 +4 +12 36 2 1 — 8 4,425 Supporter +4 +8 — 16 323 3 +4 +12 27 2 1 — 8 4,425 Controller +4 +8 — 18 344 3 +4 +12 27 3 2 — 10 5,900 Defender +4 +4 −5 20 258 4 +4 +12 27 3 2 — 10 5,900 Lurker +4 +4 — 12 258 2 +4 +12 45 3 2 Stealth 10 5,900 Skirmisher +4 +4 +5 14 258 3 +4 +12 36 3 2 Perception 10 5,900 Striker +4 +4 — 16 344 3 +4 +12 36 3 2 — 10 5,900 Supporter +4 +8 — 16 430 3 +4 +12 27 3 2 — 10 5,900 Controller +4 +8 — 18 430 3 +4 +12 27 4 2 — 11 7,375 Defender +4 +4 −5 20 323 4 +4 +12 27 4 2 — 11 7,375 Lurker +4 +4 — 12 323 2 +4 +12 45 4 2 Stealth 11 7,375 Skirmisher +4 +4 +5 14 323 3 +4 +12 36 4 2 Perception 11 7,375 Striker +4 +4 — 16 430 3 +4 +12 36 4 2 — 11 7,375 Supporter +4 +8 — 16 538 3 +4 +12 27 4 2 — 11 7,375 Controller +4 +8 — 18 516 3 +4 +12 27 5 3 — 12 8,850 Defender +4 +4 −5 20 387 4 +4 +12 27 5 3 — 12 8,850 Lurker +4 +4 — 12 387 2 +4 +12 45 5 3 Stealth 12 8,850 Skirmisher +4 +4 +5 14 387 3 +4 +12 36 5 3 Perception 12 8,850 Striker +4 +4 — 16 516 3 +4 +12 36 5 3 — 12 8,850 Supporter +4 +8 — 16 645 3 +4 +12 27 5 3 — 12 8,850 Controller +4 +8 — 18 602 3 +4 +12 27 6 3 — 13 10,325 Defender +4 +4 −5 20 452 4 +4 +12 27 6 3 — 13 10,325 Lurker +4 +4 — 12 452 2 +4 +12 45 6 3 Stealth 13 10,325 Skirmisher +4 +4 +5 14 452 3 +4 +12 36 6 3 Perception 13 10,325 Striker +4 +4 — 16 602 3 +4 +12 36 6 3 — 13 10,325 Supporter +4 +8 — 16 753 3 +4 +12 27 6 3 — 13 10,325 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 10 ABILITY MODIFIERS: +5, +5, +2, +2, −1, −1 THREAT: 0.25 GRUNT LEVEL 10 ABILITY MODIFIERS: +5, +5, +2, +2, −1, −1 THREAT: 1 ELITE LEVEL 10 ABILITY MODIFIERS: +6, +6, +3, +3, +0, +0 THREAT: 2 PARAGON T3 LEVEL 10 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 3 PARAGON T4 LEVEL 10 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 4 PARAGON T5 LEVEL 10 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 5 PARAGON T6 LEVEL 10 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 6 PARAGON T7 LEVEL 10 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 7 GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH SCALER TEMPLATES
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +4 +4 — 16 19 1 +4 +12 19 — — — 2 450 Defender +4 — −5 18 14 2 +4 +12 19 — — — 2 450 Lurker +4 — — 10 14 0 +4 +12 31 — — Stealth 2 450 Skirmisher +4 — +5 12 14 1 +4 +12 25 — — Perception 2 450 Striker +4 — — 14 19 1 +4 +12 25 — — — 2 450 Supporter +4 +4 — 14 23 1 +4 +12 19 — — — 2 450 Controller +4 +4 — 16 93 2 +4 +12 25 — — — 5 1,800 Defender +4 — −5 18 70 3 +4 +12 25 — — — 5 1,800 Lurker +4 — — 10 70 1 +4 +12 41 — — Stealth 5 1,800 Skirmisher +4 — +5 12 70 2 +4 +12 33 — — Perception 5 1,800 Striker +4 — — 14 93 2 +4 +12 33 — — — 5 1,800 Supporter +4 +4 — 14 116 2 +4 +12 25 — — — 5 1,800 Controller +4 +6 — 17 186 3 +4 +12 27 1 — — 7 3,600 Defender +4 +2 −5 19 140 4 +4 +12 27 1 — — 7 3,600 Lurker +4 +2 — 11 140 2 +4 +12 45 1 — Stealth 7 3,600 Skirmisher +4 +2 +5 13 140 3 +4 +12 36 1 — Perception 7 3,600 Striker +4 +2 — 15 186 3 +4 +12 36 1 — — 7 3,600 Supporter +4 +6 — 15 233 3 +4 +12 27 1 — — 7 3,600 Controller +4 +8 — 18 279 3 +4 +12 30 2 1 — 9 5,400 Defender +4 +4 −5 20 209 4 +4 +12 30 2 1 — 9 5,400 Lurker +4 +4 — 12 209 2 +4 +12 50 2 1 Stealth 9 5,400 Skirmisher +4 +4 +5 14 209 3 +4 +12 40 2 1 Perception 9 5,400 Striker +4 +4 — 16 279 3 +4 +12 40 2 1 — 9 5,400 Supporter +4 +8 — 16 349 3 +4 +12 30 2 1 — 9 5,400 Controller +4 +8 — 18 372 3 +4 +12 30 3 2 — 11 7,200 Defender +4 +4 −5 20 279 4 +4 +12 30 3 2 — 11 7,200 Lurker +4 +4 — 12 279 2 +4 +12 50 3 2 Stealth 11 7,200 Skirmisher +4 +4 +5 14 279 3 +4 +12 40 3 2 Perception 11 7,200 Striker +4 +4 — 16 372 3 +4 +12 40 3 2 — 11 7,200 Supporter +4 +8 — 16 465 3 +4 +12 30 3 2 — 11 7,200 Controller +4 +8 — 18 465 3 +4 +12 30 4 2 — 12 9,000 Defender +4 +4 −5 20 349 4 +4 +12 30 4 2 — 12 9,000 Lurker +4 +4 — 12 349 2 +4 +12 50 4 2 Stealth 12 9,000 Skirmisher +4 +4 +5 14 349 3 +4 +12 40 4 2 Perception 12 9,000 Striker +4 +4 — 16 465 3 +4 +12 40 4 2 — 12 9,000 Supporter +4 +8 — 16 581 3 +4 +12 30 4 2 — 12 9,000 Controller +4 +8 — 18 558 3 +4 +12 30 5 3 — 13 10,800 Defender +4 +4 −5 20 419 4 +4 +12 30 5 3 — 13 10,800 Lurker +4 +4 — 12 419 2 +4 +12 50 5 3 Stealth 13 10,800 Skirmisher +4 +4 +5 14 419 3 +4 +12 40 5 3 Perception 13 10,800 Striker +4 +4 — 16 558 3 +4 +12 40 5 3 — 13 10,800 Supporter +4 +8 — 16 698 3 +4 +12 30 5 3 — 13 10,800 Controller +4 +8 — 18 651 3 +4 +12 30 6 3 — 14 12,600 Defender +4 +4 −5 20 488 4 +4 +12 30 6 3 — 14 12,600 Lurker +4 +4 — 12 488 2 +4 +12 50 6 3 Stealth 14 12,600 Skirmisher +4 +4 +5 14 488 3 +4 +12 40 6 3 Perception 14 12,600 Striker +4 +4 — 16 651 3 +4 +12 40 6 3 — 14 12,600 Supporter +4 +8 — 16 814 3 +4 +12 30 6 3 — 14 12,600 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 11 ABILITY MODIFIERS: +5, +5, +2, +2, −1, −1 THREAT: 0.25 GRUNT LEVEL 11 ABILITY MODIFIERS: +5, +5, +2, +2, −1, −1 THREAT: 1 ELITE LEVEL 11 ABILITY MODIFIERS: +6, +6, +3, +3, +0, +0 THREAT: 2 PARAGON T3 LEVEL 11 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 3 PARAGON T4 LEVEL 11 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 4 PARAGON T5 LEVEL 11 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 5 PARAGON T6 LEVEL 11 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 6 PARAGON T7 LEVEL 11 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 7 GIFFYGLYPH'S MONSTER MAKER SCALER TEMPLATES PATREON.COM/GIFFYGLYPH
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +4 +4 — 17 20 1 +4 +12 20 — — — 2 525 Defender +4 — −5 19 15 2 +4 +12 20 — — — 2 525 Lurker +4 — — 11 15 0 +4 +12 34 — — Stealth 2 525 Skirmisher +4 — +5 13 15 1 +4 +12 27 — — Perception 2 525 Striker +4 — — 15 20 1 +4 +12 27 — — — 2 525 Supporter +4 +4 — 15 25 1 +4 +12 20 — — — 2 525 Controller +4 +4 — 17 100 2 +4 +12 27 — — — 5 2,100 Defender +4 — −5 19 75 3 +4 +12 27 — — — 5 2,100 Lurker +4 — — 11 75 1 +4 +12 45 — — Stealth 5 2,100 Skirmisher +4 — +5 13 75 2 +4 +12 36 — — Perception 5 2,100 Striker +4 — — 15 100 2 +4 +12 36 — — — 5 2,100 Supporter +4 +4 — 15 125 2 +4 +12 27 — — — 5 2,100 Controller +4 +6 — 18 200 3 +4 +12 30 1 — — 8 4,200 Defender +4 +2 −5 20 150 4 +4 +12 30 1 — — 8 4,200 Lurker +4 +2 — 12 150 2 +4 +12 50 1 — Stealth 8 4,200 Skirmisher +4 +2 +5 14 150 3 +4 +12 40 1 — Perception 8 4,200 Striker +4 +2 — 16 200 3 +4 +12 40 1 — — 8 4,200 Supporter +4 +6 — 16 250 3 +4 +12 30 1 — — 8 4,200 Controller +4 +8 — 19 300 3 +4 +12 32 2 1 — 10 6,300 Defender +4 +4 −5 21 225 4 +4 +12 32 2 1 — 10 6,300 Lurker +4 +4 — 13 225 2 +4 +12 54 2 1 Stealth 10 6,300 Skirmisher +4 +4 +5 15 225 3 +4 +12 43 2 1 Perception 10 6,300 Striker +4 +4 — 17 300 3 +4 +12 43 2 1 — 10 6,300 Supporter +4 +8 — 17 375 3 +4 +12 32 2 1 — 10 6,300 Controller +4 +8 — 19 400 3 +4 +12 32 3 2 — 12 8,400 Defender +4 +4 −5 21 300 4 +4 +12 32 3 2 — 12 8,400 Lurker +4 +4 — 13 300 2 +4 +12 54 3 2 Stealth 12 8,400 Skirmisher +4 +4 +5 15 300 3 +4 +12 43 3 2 Perception 12 8,400 Striker +4 +4 — 17 400 3 +4 +12 43 3 2 — 12 8,400 Supporter +4 +8 — 17 500 3 +4 +12 32 3 2 — 12 8,400 Controller +4 +8 — 19 500 3 +4 +12 32 4 2 — 13 10,500 Defender +4 +4 −5 21 375 4 +4 +12 32 4 2 — 13 10,500 Lurker +4 +4 — 13 375 2 +4 +12 54 4 2 Stealth 13 10,500 Skirmisher +4 +4 +5 15 375 3 +4 +12 43 4 2 Perception 13 10,500 Striker +4 +4 — 17 500 3 +4 +12 43 4 2 — 13 10,500 Supporter +4 +8 — 17 625 3 +4 +12 32 4 2 — 13 10,500 Controller +4 +8 — 19 600 3 +4 +12 32 5 3 — 14 12,600 Defender +4 +4 −5 21 450 4 +4 +12 32 5 3 — 14 12,600 Lurker +4 +4 — 13 450 2 +4 +12 54 5 3 Stealth 14 12,600 Skirmisher +4 +4 +5 15 450 3 +4 +12 43 5 3 Perception 14 12,600 Striker +4 +4 — 17 600 3 +4 +12 43 5 3 — 14 12,600 Supporter +4 +8 — 17 750 3 +4 +12 32 5 3 — 14 12,600 Controller +4 +8 — 19 700 3 +4 +12 32 6 3 — 15 14,700 Defender +4 +4 −5 21 525 4 +4 +12 32 6 3 — 15 14,700 Lurker +4 +4 — 13 525 2 +4 +12 54 6 3 Stealth 15 14,700 Skirmisher +4 +4 +5 15 525 3 +4 +12 43 6 3 Perception 15 14,700 Striker +4 +4 — 17 700 3 +4 +12 43 6 3 — 15 14,700 Supporter +4 +8 — 17 875 3 +4 +12 32 6 3 — 15 14,700 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 12 ABILITY MODIFIERS: +5, +5, +2, +2, +0, +0 THREAT: 0.25 GRUNT LEVEL 12 ABILITY MODIFIERS: +5, +5, +2, +2, +0, +0 THREAT: 1 ELITE LEVEL 12 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 2 PARAGON T3 LEVEL 12 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 3 PARAGON T4 LEVEL 12 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 4 PARAGON T5 LEVEL 12 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 5 PARAGON T6 LEVEL 12 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 6 PARAGON T7 LEVEL 12 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 7 GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH SCALER TEMPLATES
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +5 +5 — 17 21 1 +5 +13 22 — — — 2 625 Defender +5 — −5 19 16 2 +5 +13 22 — — — 2 625 Lurker +5 — — 11 16 0 +5 +13 37 — — Stealth 2 625 Skirmisher +5 — +5 13 16 1 +5 +13 29 — — Perception 2 625 Striker +5 — — 15 21 1 +5 +13 29 — — — 2 625 Supporter +5 +5 — 15 27 1 +5 +13 22 — — — 2 625 Controller +5 +5 — 17 107 2 +5 +13 29 — — — 6 2,500 Defender +5 — −5 19 80 3 +5 +13 29 — — — 6 2,500 Lurker +5 — — 11 80 1 +5 +13 49 — — Stealth 6 2,500 Skirmisher +5 — +5 13 80 2 +5 +13 39 — — Perception 6 2,500 Striker +5 — — 15 107 2 +5 +13 39 — — — 6 2,500 Supporter +5 +5 — 15 134 2 +5 +13 29 — — — 6 2,500 Controller +5 +7 — 18 214 3 +5 +13 32 1 — — 9 5,000 Defender +5 +2 −5 20 161 4 +5 +13 32 1 — — 9 5,000 Lurker +5 +2 — 12 161 2 +5 +13 54 1 — Stealth 9 5,000 Skirmisher +5 +2 +5 14 161 3 +5 +13 43 1 — Perception 9 5,000 Striker +5 +2 — 16 214 3 +5 +13 43 1 — — 9 5,000 Supporter +5 +7 — 16 268 3 +5 +13 32 1 — — 9 5,000 Controller +5 +10 — 19 321 3 +5 +13 35 2 1 — 11 7,500 Defender +5 +5 −5 21 241 4 +5 +13 35 2 1 — 11 7,500 Lurker +5 +5 — 13 241 2 +5 +13 59 2 1 Stealth 11 7,500 Skirmisher +5 +5 +5 15 241 3 +5 +13 47 2 1 Perception 11 7,500 Striker +5 +5 — 17 321 3 +5 +13 47 2 1 — 11 7,500 Supporter +5 +10 — 17 401 3 +5 +13 35 2 1 — 11 7,500 Controller +5 +10 — 19 428 3 +5 +13 35 3 2 — 13 10,000 Defender +5 +5 −5 21 321 4 +5 +13 35 3 2 — 13 10,000 Lurker +5 +5 — 13 321 2 +5 +13 59 3 2 Stealth 13 10,000 Skirmisher +5 +5 +5 15 321 3 +5 +13 47 3 2 Perception 13 10,000 Striker +5 +5 — 17 428 3 +5 +13 47 3 2 — 13 10,000 Supporter +5 +10 — 17 535 3 +5 +13 35 3 2 — 13 10,000 Controller +5 +10 — 19 535 3 +5 +13 35 4 2 — 14 12,500 Defender +5 +5 −5 21 401 4 +5 +13 35 4 2 — 14 12,500 Lurker +5 +5 — 13 401 2 +5 +13 59 4 2 Stealth 14 12,500 Skirmisher +5 +5 +5 15 401 3 +5 +13 47 4 2 Perception 14 12,500 Striker +5 +5 — 17 535 3 +5 +13 47 4 2 — 14 12,500 Supporter +5 +10 — 17 669 3 +5 +13 35 4 2 — 14 12,500 Controller +5 +10 — 19 642 3 +5 +13 35 5 3 — 16 15,000 Defender +5 +5 −5 21 482 4 +5 +13 35 5 3 — 16 15,000 Lurker +5 +5 — 13 482 2 +5 +13 59 5 3 Stealth 16 15,000 Skirmisher +5 +5 +5 15 482 3 +5 +13 47 5 3 Perception 16 15,000 Striker +5 +5 — 17 642 3 +5 +13 47 5 3 — 16 15,000 Supporter +5 +10 — 17 803 3 +5 +13 35 5 3 — 16 15,000 Controller +5 +10 — 19 749 3 +5 +13 35 6 3 — 16 17,500 Defender +5 +5 −5 21 562 4 +5 +13 35 6 3 — 16 17,500 Lurker +5 +5 — 13 562 2 +5 +13 59 6 3 Stealth 16 17,500 Skirmisher +5 +5 +5 15 562 3 +5 +13 47 6 3 Perception 16 17,500 Striker +5 +5 — 17 749 3 +5 +13 47 6 3 — 16 17,500 Supporter +5 +10 — 17 936 3 +5 +13 35 6 3 — 16 17,500 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 13 ABILITY MODIFIERS: +5, +5, +2, +2, +0, +0 THREAT: 0.25 GRUNT LEVEL 13 ABILITY MODIFIERS: +5, +5, +2, +2, +0, +0 THREAT: 1 ELITE LEVEL 13 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 2 PARAGON T3 LEVEL 13 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 3 PARAGON T4 LEVEL 13 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 4 PARAGON T5 LEVEL 13 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 5 PARAGON T6 LEVEL 13 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 6 PARAGON T7 LEVEL 13 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 7 GIFFYGLYPH'S MONSTER MAKER SCALER TEMPLATES PATREON.COM/GIFFYGLYPH
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +5 +5 — 17 23 1 +5 +13 24 — — — 3 718 Defender +5 — −5 19 17 2 +5 +13 24 — — — 3 718 Lurker +5 — — 11 17 0 +5 +13 39 — — Stealth 3 718 Skirmisher +5 — +5 13 17 1 +5 +13 32 — — Perception 3 718 Striker +5 — — 15 23 1 +5 +13 32 — — — 3 718 Supporter +5 +5 — 15 29 1 +5 +13 24 — — — 3 718 Controller +5 +5 — 17 114 2 +5 +13 32 — — — 6 2,875 Defender +5 — −5 19 86 3 +5 +13 32 — — — 6 2,875 Lurker +5 — — 11 86 1 +5 +13 53 — — Stealth 6 2,875 Skirmisher +5 — +5 13 86 2 +5 +13 42 — — Perception 6 2,875 Striker +5 — — 15 114 2 +5 +13 42 — — — 6 2,875 Supporter +5 +5 — 15 143 2 +5 +13 32 — — — 6 2,875 Controller +5 +7 — 18 228 3 +5 +13 35 1 — — 9 5,750 Defender +5 +2 −5 20 171 4 +5 +13 35 1 — — 9 5,750 Lurker +5 +2 — 12 171 2 +5 +13 58 1 — Stealth 9 5,750 Skirmisher +5 +2 +5 14 171 3 +5 +13 46 1 — Perception 9 5,750 Striker +5 +2 — 16 228 3 +5 +13 46 1 — — 9 5,750 Supporter +5 +7 — 16 285 3 +5 +13 35 1 — — 9 5,750 Controller +5 +10 — 19 342 3 +5 +13 38 2 1 — 12 8,625 Defender +5 +5 −5 21 257 4 +5 +13 38 2 1 — 12 8,625 Lurker +5 +5 — 13 257 2 +5 +13 63 2 1 Stealth 12 8,625 Skirmisher +5 +5 +5 15 257 3 +5 +13 50 2 1 Perception 12 8,625 Striker +5 +5 — 17 342 3 +5 +13 50 2 1 — 12 8,625 Supporter +5 +10 — 17 428 3 +5 +13 38 2 1 — 12 8,625 Controller +5 +10 — 19 456 3 +5 +13 38 3 2 — 14 11,500 Defender +5 +5 −5 21 342 4 +5 +13 38 3 2 — 14 11,500 Lurker +5 +5 — 13 342 2 +5 +13 63 3 2 Stealth 14 11,500 Skirmisher +5 +5 +5 15 342 3 +5 +13 50 3 2 Perception 14 11,500 Striker +5 +5 — 17 456 3 +5 +13 50 3 2 — 14 11,500 Supporter +5 +10 — 17 570 3 +5 +13 38 3 2 — 14 11,500 Controller +5 +10 — 19 570 3 +5 +13 38 4 2 — 15 14,375 Defender +5 +5 −5 21 428 4 +5 +13 38 4 2 — 15 14,375 Lurker +5 +5 — 13 428 2 +5 +13 63 4 2 Stealth 15 14,375 Skirmisher +5 +5 +5 15 428 3 +5 +13 50 4 2 Perception 15 14,375 Striker +5 +5 — 17 570 3 +5 +13 50 4 2 — 15 14,375 Supporter +5 +10 — 17 713 3 +5 +13 38 4 2 — 15 14,375 Controller +5 +10 — 19 684 3 +5 +13 38 5 3 — 16 17,250 Defender +5 +5 −5 21 513 4 +5 +13 38 5 3 — 16 17,250 Lurker +5 +5 — 13 513 2 +5 +13 63 5 3 Stealth 16 17,250 Skirmisher +5 +5 +5 15 513 3 +5 +13 50 5 3 Perception 16 17,250 Striker +5 +5 — 17 684 3 +5 +13 50 5 3 — 16 17,250 Supporter +5 +10 — 17 855 3 +5 +13 38 5 3 — 16 17,250 Controller +5 +10 — 19 798 3 +5 +13 38 6 3 — 18 20,125 Defender +5 +5 −5 21 599 4 +5 +13 38 6 3 — 18 20,125 Lurker +5 +5 — 13 599 2 +5 +13 63 6 3 Stealth 18 20,125 Skirmisher +5 +5 +5 15 599 3 +5 +13 50 6 3 Perception 18 20,125 Striker +5 +5 — 17 798 3 +5 +13 50 6 3 — 18 20,125 Supporter +5 +10 — 17 998 3 +5 +13 38 6 3 — 18 20,125 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 14 ABILITY MODIFIERS: +5, +5, +2, +2, +0, +0 THREAT: 0.25 GRUNT LEVEL 14 ABILITY MODIFIERS: +5, +5, +2, +2, +0, +0 THREAT: 1 ELITE LEVEL 14 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 2 PARAGON T3 LEVEL 14 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 3 PARAGON T4 LEVEL 14 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 4 PARAGON T5 LEVEL 14 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 5 PARAGON T6 LEVEL 14 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 6 PARAGON T7 LEVEL 14 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 7 GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH SCALER TEMPLATES
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +5 +5 — 17 24 1 +5 +13 25 — — — 3 812 Defender +5 — −5 19 18 2 +5 +13 25 — — — 3 812 Lurker +5 — — 11 18 0 +5 +13 42 — — Stealth 3 812 Skirmisher +5 — +5 13 18 1 +5 +13 34 — — Perception 3 812 Striker +5 — — 15 24 1 +5 +13 34 — — — 3 812 Supporter +5 +5 — 15 30 1 +5 +13 25 — — — 3 812 Controller +5 +5 — 17 121 2 +5 +13 34 — — — 7 3,250 Defender +5 — −5 19 91 3 +5 +13 34 — — — 7 3,250 Lurker +5 — — 11 91 1 +5 +13 56 — — Stealth 7 3,250 Skirmisher +5 — +5 13 91 2 +5 +13 45 — — Perception 7 3,250 Striker +5 — — 15 121 2 +5 +13 45 — — — 7 3,250 Supporter +5 +5 — 15 151 2 +5 +13 34 — — — 7 3,250 Controller +5 +7 — 18 242 3 +5 +13 37 1 — — 10 6,500 Defender +5 +2 −5 20 182 4 +5 +13 37 1 — — 10 6,500 Lurker +5 +2 — 12 182 2 +5 +13 62 1 — Stealth 10 6,500 Skirmisher +5 +2 +5 14 182 3 +5 +13 50 1 — Perception 10 6,500 Striker +5 +2 — 16 242 3 +5 +13 50 1 — — 10 6,500 Supporter +5 +7 — 16 303 3 +5 +13 37 1 — — 10 6,500 Controller +5 +10 — 19 363 3 +5 +13 41 2 1 — 12 9,750 Defender +5 +5 −5 21 272 4 +5 +13 41 2 1 — 12 9,750 Lurker +5 +5 — 13 272 2 +5 +13 68 2 1 Stealth 12 9,750 Skirmisher +5 +5 +5 15 272 3 +5 +13 54 2 1 Perception 12 9,750 Striker +5 +5 — 17 363 3 +5 +13 54 2 1 — 12 9,750 Supporter +5 +10 — 17 454 3 +5 +13 41 2 1 — 12 9,750 Controller +5 +10 — 19 484 3 +5 +13 41 3 2 — 15 13,000 Defender +5 +5 −5 21 363 4 +5 +13 41 3 2 — 15 13,000 Lurker +5 +5 — 13 363 2 +5 +13 68 3 2 Stealth 15 13,000 Skirmisher +5 +5 +5 15 363 3 +5 +13 54 3 2 Perception 15 13,000 Striker +5 +5 — 17 484 3 +5 +13 54 3 2 — 15 13,000 Supporter +5 +10 — 17 605 3 +5 +13 41 3 2 — 15 13,000 Controller +5 +10 — 19 605 3 +5 +13 41 4 2 — 16 16,250 Defender +5 +5 −5 21 454 4 +5 +13 41 4 2 — 16 16,250 Lurker +5 +5 — 13 454 2 +5 +13 68 4 2 Stealth 16 16,250 Skirmisher +5 +5 +5 15 454 3 +5 +13 54 4 2 Perception 16 16,250 Striker +5 +5 — 17 605 3 +5 +13 54 4 2 — 16 16,250 Supporter +5 +10 — 17 756 3 +5 +13 41 4 2 — 16 16,250 Controller +5 +10 — 19 726 3 +5 +13 41 5 3 — 17 19,500 Defender +5 +5 −5 21 545 4 +5 +13 41 5 3 — 17 19,500 Lurker +5 +5 — 13 545 2 +5 +13 68 5 3 Stealth 17 19,500 Skirmisher +5 +5 +5 15 545 3 +5 +13 54 5 3 Perception 17 19,500 Striker +5 +5 — 17 726 3 +5 +13 54 5 3 — 17 19,500 Supporter +5 +10 — 17 908 3 +5 +13 41 5 3 — 17 19,500 Controller +5 +10 — 19 847 3 +5 +13 41 6 3 — 19 22,750 Defender +5 +5 −5 21 635 4 +5 +13 41 6 3 — 19 22,750 Lurker +5 +5 — 13 635 2 +5 +13 68 6 3 Stealth 19 22,750 Skirmisher +5 +5 +5 15 635 3 +5 +13 54 6 3 Perception 19 22,750 Striker +5 +5 — 17 847 3 +5 +13 54 6 3 — 19 22,750 Supporter +5 +10 — 17 1,059 3 +5 +13 41 6 3 — 19 22,750 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 15 ABILITY MODIFIERS: +5, +5, +2, +2, +0, +0 THREAT: 0.25 GRUNT LEVEL 15 ABILITY MODIFIERS: +5, +5, +2, +2, +0, +0 THREAT: 1 ELITE LEVEL 15 ABILITY MODIFIERS: +6, +6, +3, +3, +1, +1 THREAT: 2 PARAGON T3 LEVEL 15 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 3 PARAGON T4 LEVEL 15 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 4 PARAGON T5 LEVEL 15 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 5 PARAGON T6 LEVEL 15 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 6 PARAGON T7 LEVEL 15 ABILITY MODIFIERS: +7, +7, +4, +4, +2, +2 THREAT: 7 GIFFYGLYPH'S MONSTER MAKER SCALER TEMPLATES PATREON.COM/GIFFYGLYPH
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +5 +5 — 18 26 1 +5 +13 27 — — — 3 937 Defender +5 — −5 20 19 2 +5 +13 27 — — — 3 937 Lurker +5 — — 12 19 0 +5 +13 45 — — Stealth 3 937 Skirmisher +5 — +5 14 19 1 +5 +13 36 — — Perception 3 937 Striker +5 — — 16 26 1 +5 +13 36 — — — 3 937 Supporter +5 +5 — 16 32 1 +5 +13 27 — — — 3 937 Controller +5 +5 — 18 128 2 +5 +13 36 — — — 7 3,750 Defender +5 — −5 20 96 3 +5 +13 36 — — — 7 3,750 Lurker +5 — — 12 96 1 +5 +13 60 — — Stealth 7 3,750 Skirmisher +5 — +5 14 96 2 +5 +13 48 — — Perception 7 3,750 Striker +5 — — 16 128 2 +5 +13 48 — — — 7 3,750 Supporter +5 +5 — 16 160 2 +5 +13 36 — — — 7 3,750 Controller +5 +7 — 19 256 3 +5 +13 40 1 — — 11 7,500 Defender +5 +2 −5 21 192 4 +5 +13 40 1 — — 11 7,500 Lurker +5 +2 — 13 192 2 +5 +13 66 1 — Stealth 11 7,500 Skirmisher +5 +2 +5 15 192 3 +5 +13 53 1 — Perception 11 7,500 Striker +5 +2 — 17 256 3 +5 +13 53 1 — — 11 7,500 Supporter +5 +7 — 17 320 3 +5 +13 40 1 — — 11 7,500 Controller +5 +10 — 20 384 3 +5 +13 43 2 1 — 13 11,250 Defender +5 +5 −5 22 288 4 +5 +13 43 2 1 — 13 11,250 Lurker +5 +5 — 14 288 2 +5 +13 72 2 1 Stealth 13 11,250 Skirmisher +5 +5 +5 16 288 3 +5 +13 58 2 1 Perception 13 11,250 Striker +5 +5 — 18 384 3 +5 +13 58 2 1 — 13 11,250 Supporter +5 +10 — 18 480 3 +5 +13 43 2 1 — 13 11,250 Controller +5 +10 — 20 512 3 +5 +13 43 3 2 — 16 15,000 Defender +5 +5 −5 22 384 4 +5 +13 43 3 2 — 16 15,000 Lurker +5 +5 — 14 384 2 +5 +13 72 3 2 Stealth 16 15,000 Skirmisher +5 +5 +5 16 384 3 +5 +13 58 3 2 Perception 16 15,000 Striker +5 +5 — 18 512 3 +5 +13 58 3 2 — 16 15,000 Supporter +5 +10 — 18 640 3 +5 +13 43 3 2 — 16 15,000 Controller +5 +10 — 20 640 3 +5 +13 43 4 2 — 17 18,750 Defender +5 +5 −5 22 480 4 +5 +13 43 4 2 — 17 18,750 Lurker +5 +5 — 14 480 2 +5 +13 72 4 2 Stealth 17 18,750 Skirmisher +5 +5 +5 16 480 3 +5 +13 58 4 2 Perception 17 18,750 Striker +5 +5 — 18 640 3 +5 +13 58 4 2 — 17 18,750 Supporter +5 +10 — 18 800 3 +5 +13 43 4 2 — 17 18,750 Controller +5 +10 — 20 768 3 +5 +13 43 5 3 — 19 22,500 Defender +5 +5 −5 22 576 4 +5 +13 43 5 3 — 19 22,500 Lurker +5 +5 — 14 576 2 +5 +13 72 5 3 Stealth 19 22,500 Skirmisher +5 +5 +5 16 576 3 +5 +13 58 5 3 Perception 19 22,500 Striker +5 +5 — 18 768 3 +5 +13 58 5 3 — 19 22,500 Supporter +5 +10 — 18 960 3 +5 +13 43 5 3 — 19 22,500 Controller +5 +10 — 20 896 3 +5 +13 43 6 3 — 20 26,250 Defender +5 +5 −5 22 672 4 +5 +13 43 6 3 — 20 26,250 Lurker +5 +5 — 14 672 2 +5 +13 72 6 3 Stealth 20 26,250 Skirmisher +5 +5 +5 16 672 3 +5 +13 58 6 3 Perception 20 26,250 Striker +5 +5 — 18 896 3 +5 +13 58 6 3 — 20 26,250 Supporter +5 +10 — 18 1,120 3 +5 +13 43 6 3 — 20 26,250 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 16 ABILITY MODIFIERS: +6, +6, +3, +3, +0, +0 THREAT: 0.25 GRUNT LEVEL 16 ABILITY MODIFIERS: +6, +6, +3, +3, +0, +0 THREAT: 1 ELITE LEVEL 16 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 2 PARAGON T3 LEVEL 16 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 3 PARAGON T4 LEVEL 16 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 4 PARAGON T5 LEVEL 16 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 5 PARAGON T6 LEVEL 16 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 6 PARAGON T7 LEVEL 16 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 7 GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH SCALER TEMPLATES
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +6 +6 — 18 27 1 +6 +14 29 — — — 4 1,125 Defender +6 — −5 20 20 2 +6 +14 29 — — — 4 1,125 Lurker +6 — — 12 20 0 +6 +14 48 — — Stealth 4 1,125 Skirmisher +6 — +5 14 20 1 +6 +14 38 — — Perception 4 1,125 Striker +6 — — 16 27 1 +6 +14 38 — — — 4 1,125 Supporter +6 +6 — 16 34 1 +6 +14 29 — — — 4 1,125 Controller +6 +6 — 18 135 2 +6 +14 38 — — — 8 4,500 Defender +6 — −5 20 101 3 +6 +14 38 — — — 8 4,500 Lurker +6 — — 12 101 1 +6 +14 64 — — Stealth 8 4,500 Skirmisher +6 — +5 14 101 2 +6 +14 51 — — Perception 8 4,500 Striker +6 — — 16 135 2 +6 +14 51 — — — 8 4,500 Supporter +6 +6 — 16 169 2 +6 +14 38 — — — 8 4,500 Controller +6 +9 — 19 270 3 +6 +14 42 1 — — 12 9,000 Defender +6 +3 −5 21 203 4 +6 +14 42 1 — — 12 9,000 Lurker +6 +3 — 13 203 2 +6 +14 70 1 — Stealth 12 9,000 Skirmisher +6 +3 +5 15 203 3 +6 +14 56 1 — Perception 12 9,000 Striker +6 +3 — 17 270 3 +6 +14 56 1 — — 12 9,000 Supporter +6 +9 — 17 338 3 +6 +14 42 1 — — 12 9,000 Controller +6 +12 — 20 405 3 +6 +14 46 2 1 — 15 13,500 Defender +6 +6 −5 22 304 4 +6 +14 46 2 1 — 15 13,500 Lurker +6 +6 — 14 304 2 +6 +14 77 2 1 Stealth 15 13,500 Skirmisher +6 +6 +5 16 304 3 +6 +14 61 2 1 Perception 15 13,500 Striker +6 +6 — 18 405 3 +6 +14 61 2 1 — 15 13,500 Supporter +6 +12 — 18 506 3 +6 +14 46 2 1 — 15 13,500 Controller +6 +12 — 20 540 3 +6 +14 46 3 2 — 17 18,000 Defender +6 +6 −5 22 405 4 +6 +14 46 3 2 — 17 18,000 Lurker +6 +6 — 14 405 2 +6 +14 77 3 2 Stealth 17 18,000 Skirmisher +6 +6 +5 16 405 3 +6 +14 61 3 2 Perception 17 18,000 Striker +6 +6 — 18 540 3 +6 +14 61 3 2 — 17 18,000 Supporter +6 +12 — 18 675 3 +6 +14 46 3 2 — 17 18,000 Controller +6 +12 — 20 675 3 +6 +14 46 4 2 — 19 22,500 Defender +6 +6 −5 22 506 4 +6 +14 46 4 2 — 19 22,500 Lurker +6 +6 — 14 506 2 +6 +14 77 4 2 Stealth 19 22,500 Skirmisher +6 +6 +5 16 506 3 +6 +14 61 4 2 Perception 19 22,500 Striker +6 +6 — 18 675 3 +6 +14 61 4 2 — 19 22,500 Supporter +6 +12 — 18 844 3 +6 +14 46 4 2 — 19 22,500 Controller +6 +12 — 20 810 3 +6 +14 46 5 3 — 20 27,000 Defender +6 +6 −5 22 608 4 +6 +14 46 5 3 — 20 27,000 Lurker +6 +6 — 14 608 2 +6 +14 77 5 3 Stealth 20 27,000 Skirmisher +6 +6 +5 16 608 3 +6 +14 61 5 3 Perception 20 27,000 Striker +6 +6 — 18 810 3 +6 +14 61 5 3 — 20 27,000 Supporter +6 +12 — 18 1,013 3 +6 +14 46 5 3 — 20 27,000 Controller +6 +12 — 20 945 3 +6 +14 46 6 3 — 20 31,500 Defender +6 +6 −5 22 709 4 +6 +14 46 6 3 — 20 31,500 Lurker +6 +6 — 14 709 2 +6 +14 77 6 3 Stealth 20 31,500 Skirmisher +6 +6 +5 16 709 3 +6 +14 61 6 3 Perception 20 31,500 Striker +6 +6 — 18 945 3 +6 +14 61 6 3 — 20 31,500 Supporter +6 +12 — 18 1,181 3 +6 +14 46 6 3 — 20 31,500 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 17 ABILITY MODIFIERS: +6, +6, +3, +3, +0, +0 THREAT: 0.25 GRUNT LEVEL 17 ABILITY MODIFIERS: +6, +6, +3, +3, +0, +0 THREAT: 1 ELITE LEVEL 17 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 2 PARAGON T3 LEVEL 17 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 3 PARAGON T4 LEVEL 17 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 4 PARAGON T5 LEVEL 17 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 5 PARAGON T6 LEVEL 17 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 6 PARAGON T7 LEVEL 17 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 7 GIFFYGLYPH'S MONSTER MAKER SCALER TEMPLATES PATREON.COM/GIFFYGLYPH
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +6 +6 — 18 28 1 +6 +14 30 — — — 4 1,250 Defender +6 — −5 20 21 2 +6 +14 30 — — — 4 1,250 Lurker +6 — — 12 21 0 +6 +14 51 — — Stealth 4 1,250 Skirmisher +6 — +5 14 21 1 +6 +14 41 — — Perception 4 1,250 Striker +6 — — 16 28 1 +6 +14 41 — — — 4 1,250 Supporter +6 +6 — 16 36 1 +6 +14 30 — — — 4 1,250 Controller +6 +6 — 18 142 2 +6 +14 41 — — — 9 5,000 Defender +6 — −5 20 107 3 +6 +14 41 — — — 9 5,000 Lurker +6 — — 12 107 1 +6 +14 68 — — Stealth 9 5,000 Skirmisher +6 — +5 14 107 2 +6 +14 54 — — Perception 9 5,000 Striker +6 — — 16 142 2 +6 +14 54 — — — 9 5,000 Supporter +6 +6 — 16 178 2 +6 +14 41 — — — 9 5,000 Controller +6 +9 — 19 284 3 +6 +14 45 1 — — 13 10,000 Defender +6 +3 −5 21 213 4 +6 +14 45 1 — — 13 10,000 Lurker +6 +3 — 13 213 2 +6 +14 74 1 — Stealth 13 10,000 Skirmisher +6 +3 +5 15 213 3 +6 +14 59 1 — Perception 13 10,000 Striker +6 +3 — 17 284 3 +6 +14 59 1 — — 13 10,000 Supporter +6 +9 — 17 355 3 +6 +14 45 1 — — 13 10,000 Controller +6 +12 — 20 426 3 +6 +14 49 2 1 — 16 15,000 Defender +6 +6 −5 22 320 4 +6 +14 49 2 1 — 16 15,000 Lurker +6 +6 — 14 320 2 +6 +14 81 2 1 Stealth 16 15,000 Skirmisher +6 +6 +5 16 320 3 +6 +14 65 2 1 Perception 16 15,000 Striker +6 +6 — 18 426 3 +6 +14 65 2 1 — 16 15,000 Supporter +6 +12 — 18 533 3 +6 +14 49 2 1 — 16 15,000 Controller +6 +12 — 20 568 3 +6 +14 49 3 2 — 18 20,000 Defender +6 +6 −5 22 426 4 +6 +14 49 3 2 — 18 20,000 Lurker +6 +6 — 14 426 2 +6 +14 81 3 2 Stealth 18 20,000 Skirmisher +6 +6 +5 16 426 3 +6 +14 65 3 2 Perception 18 20,000 Striker +6 +6 — 18 568 3 +6 +14 65 3 2 — 18 20,000 Supporter +6 +12 — 18 710 3 +6 +14 49 3 2 — 18 20,000 Controller +6 +12 — 20 710 3 +6 +14 49 4 2 — 20 25,000 Defender +6 +6 −5 22 533 4 +6 +14 49 4 2 — 20 25,000 Lurker +6 +6 — 14 533 2 +6 +14 81 4 2 Stealth 20 25,000 Skirmisher +6 +6 +5 16 533 3 +6 +14 65 4 2 Perception 20 25,000 Striker +6 +6 — 18 710 3 +6 +14 65 4 2 — 20 25,000 Supporter +6 +12 — 18 888 3 +6 +14 49 4 2 — 20 25,000 Controller +6 +12 — 20 852 3 +6 +14 49 5 3 — 20 30,000 Defender +6 +6 −5 22 639 4 +6 +14 49 5 3 — 20 30,000 Lurker +6 +6 — 14 639 2 +6 +14 81 5 3 Stealth 20 30,000 Skirmisher +6 +6 +5 16 639 3 +6 +14 65 5 3 Perception 20 30,000 Striker +6 +6 — 18 852 3 +6 +14 65 5 3 — 20 30,000 Supporter +6 +12 — 18 1,065 3 +6 +14 49 5 3 — 20 30,000 Controller +6 +12 — 20 994 3 +6 +14 49 6 3 — 21 35,000 Defender +6 +6 −5 22 746 4 +6 +14 49 6 3 — 21 35,000 Lurker +6 +6 — 14 746 2 +6 +14 81 6 3 Stealth 21 35,000 Skirmisher +6 +6 +5 16 746 3 +6 +14 65 6 3 Perception 21 35,000 Striker +6 +6 — 18 994 3 +6 +14 65 6 3 — 21 35,000 Supporter +6 +12 — 18 1,243 3 +6 +14 49 6 3 — 21 35,000 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 18 ABILITY MODIFIERS: +6, +6, +3, +3, +0, +0 THREAT: 0.25 GRUNT LEVEL 18 ABILITY MODIFIERS: +6, +6, +3, +3, +0, +0 THREAT: 1 ELITE LEVEL 18 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 2 PARAGON T3 LEVEL 18 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 3 PARAGON T4 LEVEL 18 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 4 PARAGON T5 LEVEL 18 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 5 PARAGON T6 LEVEL 18 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 6 PARAGON T7 LEVEL 18 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 7 GIFFYGLYPH.COM PATREON.COM/GIFFYGLYPH SCALER TEMPLATES
Scaler Templates(CL ) Role Skill PB INIT SPD AC HP TST ATK DC DMG POW DEF CR XP Controller +6 +6 — 18 30 1 +6 +14 32 — — — 4 1,375 Defender +6 — −5 20 22 2 +6 +14 32 — — — 4 1,375 Lurker +6 — — 12 22 0 +6 +14 53 — — Stealth 4 1,375 Skirmisher +6 — +5 14 22 1 +6 +14 43 — — Perception 4 1,375 Striker +6 — — 16 30 1 +6 +14 43 — — — 4 1,375 Supporter +6 +6 — 16 37 1 +6 +14 32 — — — 4 1,375 Controller +6 +6 — 18 149 2 +6 +14 43 — — — 9 5,500 Defender +6 — −5 20 112 3 +6 +14 43 — — — 9 5,500 Lurker +6 — — 12 112 1 +6 +14 71 — — Stealth 9 5,500 Skirmisher +6 — +5 14 112 2 +6 +14 57 — — Perception 9 5,500 Striker +6 — — 16 149 2 +6 +14 57 — — — 9 5,500 Supporter +6 +6 — 16 186 2 +6 +14 43 — — — 9 5,500 Controller +6 +9 — 19 298 3 +6 +14 47 1 — — 13 11,000 Defender +6 +3 −5 21 224 4 +6 +14 47 1 — — 13 11,000 Lurker +6 +3 — 13 224 2 +6 +14 78 1 — Stealth 13 11,000 Skirmisher +6 +3 +5 15 224 3 +6 +14 63 1 — Perception 13 11,000 Striker +6 +3 — 17 298 3 +6 +14 63 1 — — 13 11,000 Supporter +6 +9 — 17 373 3 +6 +14 47 1 — — 13 11,000 Controller +6 +12 — 20 447 3 +6 +14 51 2 1 — 16 16,500 Defender +6 +6 −5 22 335 4 +6 +14 51 2 1 — 16 16,500 Lurker +6 +6 — 14 335 2 +6 +14 85 2 1 Stealth 16 16,500 Skirmisher +6 +6 +5 16 335 3 +6 +14 68 2 1 Perception 16 16,500 Striker +6 +6 — 18 447 3 +6 +14 68 2 1 — 16 16,500 Supporter +6 +12 — 18 559 3 +6 +14 51 2 1 — 16 16,500 Controller +6 +12 — 20 596 3 +6 +14 51 3 2 — 19 22,000 Defender +6 +6 −5 22 447 4 +6 +14 51 3 2 — 19 22,000 Lurker +6 +6 — 14 447 2 +6 +14 85 3 2 Stealth 19 22,000 Skirmisher +6 +6 +5 16 447 3 +6 +14 68 3 2 Perception 19 22,000 Striker +6 +6 — 18 596 3 +6 +14 68 3 2 — 19 22,000 Supporter +6 +12 — 18 745 3 +6 +14 51 3 2 — 19 22,000 Controller +6 +12 — 20 745 3 +6 +14 51 4 2 — 20 27,500 Defender +6 +6 −5 22 559 4 +6 +14 51 4 2 — 20 27,500 Lurker +6 +6 — 14 559 2 +6 +14 85 4 2 Stealth 20 27,500 Skirmisher +6 +6 +5 16 559 3 +6 +14 68 4 2 Perception 20 27,500 Striker +6 +6 — 18 745 3 +6 +14 68 4 2 — 20 27,500 Supporter +6 +12 — 18 931 3 +6 +14 51 4 2 — 20 27,500 Controller +6 +12 — 20 894 3 +6 +14 51 5 3 — 21 33,000 Defender +6 +6 −5 22 671 4 +6 +14 51 5 3 — 21 33,000 Lurker +6 +6 — 14 671 2 +6 +14 85 5 3 Stealth 21 33,000 Skirmisher +6 +6 +5 16 671 3 +6 +14 68 5 3 Perception 21 33,000 Striker +6 +6 — 18 894 3 +6 +14 68 5 3 — 21 33,000 Supporter +6 +12 — 18 1,118 3 +6 +14 51 5 3 — 21 33,000 Controller +6 +12 — 20 1,043 3 +6 +14 51 6 3 — 21 38,500 Defender +6 +6 −5 22 782 4 +6 +14 51 6 3 — 21 38,500 Lurker +6 +6 — 14 782 2 +6 +14 85 6 3 Stealth 21 38,500 Skirmisher +6 +6 +5 16 782 3 +6 +14 68 6 3 Perception 21 38,500 Striker +6 +6 — 18 1,043 3 +6 +14 68 6 3 — 21 38,500 Supporter +6 +12 — 18 1,304 3 +6 +14 51 6 3 — 21 38,500 ATTRIBUTES DEFENCE OFFENSE PARAGON RATINGS MINION LEVEL 19 ABILITY MODIFIERS: +6, +6, +3, +3, +0, +0 THREAT: 0.25 GRUNT LEVEL 19 ABILITY MODIFIERS: +6, +6, +3, +3, +0, +0 THREAT: 1 ELITE LEVEL 19 ABILITY MODIFIERS: +7, +7, +4, +4, +1, +1 THREAT: 2 PARAGON T3 LEVEL 19 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 3 PARAGON T4 LEVEL 19 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 4 PARAGON T5 LEVEL 19 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 5 PARAGON T6 LEVEL 19 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 6 PARAGON T7 LEVEL 19 ABILITY MODIFIERS: +8, +8, +5, +5, +2, +2 THREAT: 7 GIFFYGLYPH'S MONSTER MAKER SCALER TEMPLATES PATREON.COM/GIFFYGLYPH