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Monster Creation
Step 1: Concept
Step 2: Target Statistics
Step 3: Hit Dice
Step 4: Size
Step 5: Abilities
Step 6: Skills and Feats
Step 7: Other Statistics
Step 8: Special Abilities and Qualities
Step 9: Treasure
Step 10: Details
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An entry marked with this has additional sections within it.
Step 5: Abilities
Source
Pathfinder RPG Bestiary pg. 291
Once you have determined a creature’s size, type, and Hit Dice, it’s time to move on to its ability scores. The bonuses granted from these ability scores should increase a creature’s hit points, attack bonuses, and saving throws to the approximate values presented on
Table 1–1
.
A creature’s physical ability scores (Strength, Dexterity, and Constitution) should be relatively close to the base values presented on
Table 1–3
, depending on its size. Creatures with a few Hit Dice but a high average hit point total should have a higher than normal Constitution.
A creature’s mental ability scores (Intelligence, Wisdom, and Charisma) are largely defined by the creature’s concept. The base for all of these abilities is 10. Creatures that rely on spells and spell-like abilities in combat should have one mental ability score that stands out (usually Charisma). Creatures incapable of speech have an Intelligence score of 2 or lower. Unintelligent undead, constructs, oozes, plants, and vermin rarely have an Intelligence score.