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1 | Instructions | |||||||||||
2 | Step 1: | Notes: | ||||||||||
3 | Open the Editor page and input all your values: Target CR, Armor Class Bonuses, Hit Dice, Ability Scores, Attack Damage, and Save DCs. | Stat Calculations Explained | https://commons.mtholyoke.edu/theforgesystem/creature-analysis/ | |||||||||
4 | Target CR | This is the Challenge Rating you want for the stats you are creating. | External Source (drawn from D&D 5E system): https://theangrygm.com/monster-building-201-the-dd-monster-dissection-lab/ | |||||||||
5 | Armor Class Bonuses | These are all the different types of bonuses that can be applied to AC. Only fill those in that have a number other than zero. | Color Coding | Black: Spacers | ||||||||
6 | Hit Dice | The first box is for how many hit die a creature has and the second is for the die size (d6, d8, d10, d12). Only write the value of the die size – DO NOT write any letters. | Blue: Results of your inputs; these are the actual values that go on the stats block (except for DPR). | |||||||||
7 | Ability Scores | These boxes are for the six ability scores. This document calculates the modifiers elsewhere. | Gray: Headers | |||||||||
8 | Attack Damage | The first cell in each roll here is for the number of damage dice and the second is for the die size. Like with Hit Dice, only include the numbers, no letters. This calculator assumes a creature hits for two attacks per round. | Green: Input areas | |||||||||
9 | If a creature has ONE ATTACK, enter it in all six attack slots. | Purple: Effective values based off all your inputs, including check boxes; this is given as a way to make sure your effective values are within or close to the lower and upper bounds for your Target CR ranges. | ||||||||||
10 | If a creature has MORE THAN ONE, enter those that it will likely use on the first, second, and third rounds. | Red: Over values based off your Target CR; if an effective value is equal to or higher than the over value, that value is dragging your CR higher. However, this might not change your Results CR. This is given as a warning so you can see how your inputs are changing the effective values. | ||||||||||
11 | If a creature has an AREA OF EFFECT attack, enter the values in the correct row. IF this area of effect (like a Breath Weapon) takes actions, remove one or more other attacks (if it does not take actions, leave the other attacks as is). Only input the damage for hitting one creature. | Yellow: Set minimum values based off your Target CR; if an effective value is less than the minimum value, that value is dragging your CR lower. However, this might not change your Results CR. This is given as a warning so you can see how your inputs are changing the effective values. | ||||||||||
12 | If there is any EXTRA damage the creature is able to do that does not take actions (such as burn) enter it here. This last section does not account for multiple rounds so if it is applied across all three rounds, make sure to multiply. | Ability Tags | If an ability is marked with a *, damage from this ability should be added to Damage Per Round under the Area of Effect entry. | |||||||||
13 | Make sure to include damage from abilities marked with any of these: *, º, or †. NEVER include damage from abilities marked with: -. | If an ability is marked with a º, damage from this ability should be added to Damage Per Round and treated as hitting ONE opponent ONCE PER ROUND. | ||||||||||
14 | If the creature does not use physical attacks, look at common damage spells listed, damaging abilities, or leave blank if it only uses saves. | If an ability is marked with a †, damage from this ability should be added to Damage Per Round and treated as hitting TWO oppenents ONCE! | ||||||||||
15 | Step 2: | If an ability is marked with a %, calculate how many times it can be used out of three rounds on average. Only add damage to Damage Per Round based on how much it deals per three rounds. | ||||||||||
16 | Check any necessary boxes. | NEVER count damage from abilities marked with -. | ||||||||||
17 | Save DC? | Not all creatures have Save DCs. If a creature has a Save DC, select if the DC is based on STR/DEX/CON or INT/WIS/CHA. To adjust the Save DC, add any necessary multipliers to the listed cell. This multiplies the Ability Score Modifiers by the listed amount. | Input Impact: | |||||||||
18 | Saves | Normally a creature is proficient in one save. Select the necessary box (none, 2, or 3) if this is not true. | Armor Class | General | Proficiency Score (based off Target CR) | |||||||
19 | Legendary | Normally a creature does not have legendary actions. Select the necessary box (1, 2, or 3) if this is not true. | Input Values (controllable amount) | Armor Class Bonuses (all), Dex Score (resulting modifier) | ||||||||
20 | Abilities | Select the box if the creature has any of the abilities listed. Example, select Ability Drain if the creature deals damage that includes Ability Drain. Make sure to check for any Ability Tags. | Abilities (mixed) | All-Around Vision (+), Amphibious (+), Burrow (+), Climb (+), Earth Glide (+), Flight (+), Frightful Presence (+), Greensight (+) Hold Breath (+) Incorporeal (+), Light Blindness (–), Light Sensitivity (–), Rock Catching (+), Slow (–), Swarm Traits (+), Swim, (+) and Water Breathing (+). | ||||||||
21 | Inflicted Conditions | Select the box if the creature inflicts the listed condition to opponents through any common attacks (spells that it are unlikely to cast in comparison to others should not be counted), or, for positive conditions, as an ability to give the condition to itself. | Inflicted Conditions (all positive) | Accelerated, Concealed, Dazzled, Invisible, Quick, Sensed | ||||||||
22 | Step 3: | Other (mixed) | Saves (all boxes) | |||||||||
23 | Check your Target CR against the Results CR. If it equals (i.e. is green) then use the stats generated in the Results column along with all inputted information to build the stats block and you are done. If it is not equal (i.e. is red) through being either lower or higher than your Target CR, move to Step 4. | Attack Bonus | General | Proficiency Score (based off Target CR) | ||||||||
24 | Step 4: | Input Values (controllable amount) | Str Score (resulting modifier) or Dex Score (resulting modifier), whichever is higher | |||||||||
25 | Check your Effective values (Comparison section, purple column) against the Minimum (yellow column) and Over Value (red column) and make changes to your Inputs as necessary | Abilities (mixed) | None | |||||||||
26 | Too High | If your Results CR is higher than your Target CR, check which Effective values are equal to or higher than the Over Values. These are the ones you will need to affect*. | Inflicted Conditions (all positive) | None | ||||||||
27 | Too Low | If your Results CR is lower than your Target CR, check which Effective values are less than the Minimum. These are the ones you will need to affect*. | Other (mixed) | None | ||||||||
28 | Editing | Edit your Inputs to affect the Effective values that you have identified (see Input Impact for how). | Damage Per Round | General | None | |||||||
29 | *Special | The Effective values are balanced against either other: Armor Class <--> Hit Points and Damage Per Round <--> Attack Bonus/Save DC. If the Effective value that is too far from the Minimum and Over Value bounds is one that you do not want to change, you can try to correct your Results CR by changing the stat point it is balanced against instead. Note: this might just continue to drag your Results CR farther from your Target CR given that the calculator averages several numbers. | Input Values (controllable amount) | Damage Per Round section, Str Score (resulting modifier) | ||||||||
30 | Abilities (all positive) | Ability Damage, Ability Drain, Blind Fighting, Blindsense, Blindsight, Burn, Capsize, Gaze, Incorporeal, Paralysis, Pounce, Powerful Charge, Pull, Push, Rake, Rend, Scent, Stench, Summon, Swallow Whole, Trample, Tremorsense, Trip, Web, or Whirlwind. | ||||||||||
31 | Inflicted Conditions (all positive) | Asleep, Blinded, Confused, Deafened, Drained, Enervated, Enfeebled, Entangled, Fascinated, Fatigued, Fleeing, Frightened, Grabbed, Hampered, Immobile, Paralyzed, Persistent Damage, Petrified, Prone, Sick, Slowed, Sluggish, Stunned, or Stupefied. | ||||||||||
32 | Other (all positive) | Legendary (all boxes) | ||||||||||
33 | Hit Points | General | None | |||||||||
34 | Input Values (controllable amount) | Hit Dice (all), Con Score (resulting modifier) | ||||||||||
35 | Abilities (mixed) | None | ||||||||||
36 | Inflicted Conditions (all positive) | None | ||||||||||
37 | Other (mixed) | None | ||||||||||
38 | Save DC | General | Proficiency Score (based off Target CR) | |||||||||
39 | Input Values (controllable amount) | The highest Ability Score modifier from either Str/Dex/Con or Int/Wis/Cha, and a multiplier | ||||||||||
40 | Abilities (mixed) | None | ||||||||||
41 | Inflicted Conditions (all positive) | None | ||||||||||
42 | Other (mixed) | None | ||||||||||
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