Main [? Encounter Name: Encounter Notes: You need to log in first to save encounters.
Select your party level and size under Main. If this is a shared encounter you may first need to click the Reset Encounter button, under the Main section above. Then add creatures to the encounter by selecting the monster level and its type standard, minion, elite, or solo and click the add button. Monster levels highlighted in green are likely too easy for your party, while monster levels highlighted in red are likely too hard. You can also use the DDI compendium to build encounters.
You'll get the creature's name and a link to the creature's statblock in the compendium for referencing. Click on the creature's name and then click add to add it to the encounter with its name and statblock link. You can adjust the amount of monsters or remove them in the Qty row in Current Encounter. If you use the Compendium Builder there will also be a clickable name that will take you to that creature's statblock.
Clicking the [e] in the Names column allows you to edit the names of creatures in the encounter. If you register or log in an account on the left you can store the encounter on the site and access it again from anywhere; if you choose to make the encounter public when saving to your account you can also share the URL to it with others, allowing them to view and use your encounter.
Be sure to include some notes on how the encounter should be played and the general monster strategy. This website exists thanks to the contribution of patrons on Patreon.
If you find these tools helpful, please consider supporting this site. Even just disabling your adblocker will help it's only text and plain image ads I promise. Becoming a patron will upgrade your account to premiumgiving you no ads and more features.
Shout outs: Stacey, Justin Kitchur, and Denise. Their contribution stands as a beacon of hope for all adventurers! Username: Password: Forgot? Looking for 5th Edition? It's right here.
Compendium [? Your browser can't do iframes. Follow Me. One step! Subscribe to updates! Get Premium. MM3 Stats Only.The Monster Advancer toolset continues to grow. You now can choose between the robust Core Monster Advancer and the Quickened Advancer for monster and npc creation and customization. If random encounter generators are more your speed you get the speed and power of the Monster Advancer system to do that as well.
With the encounter generator you don't end up with just stale monsters. Instead the system upgrades monsters, adds templates, classes and more all automatically.
The traditional monster generator will allow you to advance creatures your players know well into creatures with twists they never saw coming. Want a Fiendish Colossal Kraken? Instead of up to an hour of number crunching, you could have one in a few seconds. Speed up your Dungeons and Dragons planning session now.
This application allows you adjust creatures' stats, set feat progressions, add templates, magical items and most importantly, advance its hit dice or add class levels to make it more powerful. The quickened version is straight forward and lightning fast. Just select a creature, advance its hit dice or add class levels and print. Create Random Encounters that include advanced creatures and various templates. There are now an amazing number of possible creatures for any given CR. Create Random Encounter Charts.
Not just one creature but a whole table that can be customized by Encounter level, environment, creature types and more. Generate treasure by total value or number of items. Select item categories, min and max values and more. Clever Orc Games has arrived! After a long hiatus I have begun the process of modernizing Monster Advancer and making it easier to give you all the awesome tools I created over the years.
Monster Advancer isn't going anywhere but the landing page for all new works and newer versions of these awesome tools will be found here at: Clever Orc Games. I continue to be humbled by the continuous usage and support this site has received over the past 9 years.
In my effort to help divide my means of communication from the hosting of the site itself, I now have a blog.Mutation: a change in the lineup of DNA instructions. Sometimes, if the DNA changes, then the instructions for what to build will change, or mutate. If you wanted to build a monster, a plant, or an animal, where would you start?
Where do architects start when they are building a house? The best place to start if you are building a house, or any living thing, is with instructions. For a house, this usually comes in the form of a large blueprint that maps out all the rooms, their location, and how much space they each have.
For plants, animals, and even monsters, there are teeny, tiny instructions that we call our genetic code that act as our blueprint. These instructions are held in each cell of every living organism.
Cells are the compartments that make up all of the tissues in our body like skin and bones, and most are so small they cannot be seen without a magnifying glass or microscope. If you unravel the DNA in each of these cells, the genetic code can be stretched out to over 6 feet long! Within this strand is all the information required to build and keep an organism alive.
These instructions are made of various combinations of only 4 different molecules. Molecules are tiny compounds of smaller atoms, which are the smallest units of matter that still act as an element, such as oxygen or carbon.
DNA strands are made of long connections of different combinations of 4 molecules, which we can think of as letters or colors. We will use the letters Y and R to stand for these colors. So all together, using yellow and red, we already have 8 different combinations we could make. If we had 4 colors, we could make 64 combinations. Each of these combinations gives a unique instruction to the cell. This table shows how many different orders of combinations you can make with different string lengths and different numbers of colors:.
A chart showing how many combinations you can make with up to 4 colors and 4 beads. If we put some of these 3-color combinations together, as if we were putting different letters together to make words, we could make even more combinations. These colors could join together like colored beads in a long necklace or strandhundreds or thousands of beads long.
One more thing to think about when you are imagining these necklaces is that DNA actually has two strands of colors, or molecules, that are connected, with certain colors almost always sticking together.
For example, red would go with yellow, and blue would go with green. Monster DNA might decide if they have polka-dots on their body, or if they have one or two eyes or horns.
In the game, you will see lines of 3 colors of dots, which you will match to sets in the decoding section. Using computers that can search through the long, long instruction set, or code, that make up human DNA, scientists try to find patterns in the instructions. Most of the time, scientists expect humans to have the same code as each other. However, even for important traits like the structure of your cells, sometimes a single DNA molecule will be different than it should be, or there can be missing or extra molecules.
By finding these mistakes in the pattern, scientists may learn what part of the code may be causing problems, such as different diseases, or which instructions may help a person to avoid disease. Now that you understand how the same 4 molecules can code for so many different combinations of instructions, where do you think the instructions come from? The two parents of a child or a monster each make special types of cells.
Females make what are called eggs, and males make what we call sperm. When the egg joins with sperm, the egg is activated, or fertilized. This joins together the instructions of both the egg and the sperm, to make the new set of DNA for a child. As your first cells grew and split into more and more cells to form your body, the instructions from this activated egg were passed along to each new cell.
The instructions would be copied within a cell, and then as that one cell breaks into two different cells, each cell only takes one copy of the instructions. These instructions are so long, that each cell only ends up using part of them, and this allows us to grow different types of tissue, such as skin, bone, and blood.
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Set Menu. Save Set. URL Link. My Decos. Gear Search. Set Search. My Damage. My Buffs. Close Range. Long Range. Recoil Mod.
Reload Mod. Health HP lifesteal. No jewel. Fire vs. Water vs. Thunder vs. Ice vs. Dragon x1. Attack Up M. Attack Up L. Defense Food Defense Up S.
Defense Up M. Defense Up L. Attack Consumables Might Seed. Might Pill. Demon Potion. Mega Demon Potion. Demon Powder. Defense Consumables Armor Seed.You are viewing the legacy Pathfinder Reference Document website. Paizo Inc. Learn more. Creating a monster is part science and part art. While most monsters follow a general pattern of their overall power and abilities as related to their Challenge Rating CRthere are many exceptions.
Some monsters, for example, have significantly more hit points or a higher AC than the average for their CR, but make up for this advantage by being weak in other areas. Other monsters have significantly higher average damage, but have a lower attack bonus. The following guidelines are provided to assist in monster creation and to help balance a creation for its CR. The first step in creating a new monster is to define its concept and role in the game.
Generally, this involves picking the monster's CR, type, physical appearance, and manner of fighting. Once you have these basic pieces of information, you should find a number of similar monsters of the same type and roughly the same CR for comparison purposes. These values are a rough guideline only. You will notice that many of the existing monsters in this book do not follow these guidelines exactly.
Most monsters excel in one of these areas, usually in the amount of damage dealt, but lag in one or two other areas to help balance them out. CR : This is the approximate CR of the monster. This number might change as design progresses. Hit Points : This is the approximate hit point total for the monster.
Note that creatures with particularly high Armor Classes or saving throws, or a number of resistances, might have a lower number. Outsiders and constructs typically have lower hit point totals. When it comes time to design the creature's protections, keep this number in mind. Creatures with hit points above the average often have lower Armor Class values to compensate.Monster Builder: Craft, Defend Android Gameplay (HD)
High Attack : This is the average total attack bonus for a creature of this CR. This value is for creatures that are primarily melee or ranged combatants. Creatures with a higher than normal average damage typically have a lower attack value to compensate.Creating a monster is part science and part art. While most monsters follow a general pattern of their overall power and abilities as related to their Challenge Rating CRthere are many exceptions.
Some monsters, for example, have significantly more hit points or a higher AC than the average for their CR, but make up for this advantage by being weak in other areas.
Other monsters have significantly higher average damage, but have a lower attack bonus. The following guidelines are provided to assist in monster creation and to help balance a creation for its CR. The first step in creating a new monster is to define its concept and role in the game. Once you have these basic pieces of information, you should find a number of similar monsters of the same type and roughly the same CR for comparison purposes.
These values are a rough guideline only. You will notice that many of the existing monsters do not follow these guidelines exactly. Most monsters excel in one of these areas, usually in the amount of damage dealt, but lag in one or two other areas to help balance them out. CR : This is the approximate CR of the monster. This number might change as design progresses. Hit Points : This is the approximate hit point total for the monster. Note that creatures with particularly high armor classes or saving throw s, or a number of resistances, might have a lower number.
Outsiders and constructs typically have lower hit point totals. Armor Class : This is the average armor class for a creature of this CR. Creatures with Hit Points above the average often have lower armor class values to compensate. High Attack : This is the average total attack bonus for a creature of this CR. This value is for creatures that are primarily melee or ranged combatants. Creatures with a higher than normal average damage typically have a lower attack value to compensate.
For example, treat the average of 1d4 as 2, and the average of 2d4 as 5. Low Attack : This is the average total attack bonus for a creature of this CR that does not rely upon melee or ranged attacks to deal damage. This includes most creatures that rely on spells and spell-like abilities in combat. Average Damage : This is the average amount of damage dealt by a creature of this CR if all of its attacks are successful.
A creature that relies on melee or ranged weapons in combat should have average damage within the range of high and low damage. A creature with higher than normal attack bonuses will often deal lower damage, while a creature with lower than normal attack bonuses will often deal higher damage. Primary Ability DC : This is the average difficulty class DC for any spells, spell-like abilitiesand special abilities such as breath weapon s possessed by a creature of this CR that relies on such attacks in combat.
If an ability is particularly powerful, it might have a lower DC to compensate. Secondary Ability DC : This is the average DC for spells and special abilities for a creature that does not rely on such attacks in combat.
Generally, a DC should not be lower than this number. The next step in creating a monster is to determine the approximate number of Hit Dice it has. While many of the monsters are close to these values, some are not. This is because they have higher or lower average Hit Points to balance out their armor class or resistances. Most creatures range in size from Small to Huge, but other sizes are not uncommon.
See Table: Size for more information on creature sizes and expected scores.