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Simple Monster Creation

Source Pathfinder Unchained pg. 194
Monsters can be truly memorable and entertaining, but they can also be a lot of work if the GM needs to customize them or create new ones. The standard methods for creating monsters and NPCs are similar to those for creating player characters, but striking the right power balance can be challenging.

The simple monster creation system presented here lets you create a monster and have it ready for your table quickly. This means bending the normal rules to cut out time-consuming steps, such as picking a ton of 1st-level spells a monster is unlikely to cast, selecting magic items according to an NPC’s budget, or recalculating statistics based on spell effects. Rather than making you build a monster from scratch, this system uses baselines derived from Table 1–1: Monster Statistics by CR on page 291 of the Pathfinder RPG Bestiary. This gives you the flexibility to start off with almost-final statistics and make a few adjustments as needed to create a formidable unchained monster.

Simple Monster Creation Overview

Source Pathfinder Unchained pg. 194
Monsters can be truly memorable and entertaining, but they can also be a lot of work if the GM needs to customize them or create new ones. The standard methods for creating monsters and NPCs are similar to those for creating player characters, but striking the right power balance can be challenging.

The simple monster creation system presented here lets you create a monster and have it ready for your table quickly. This means bending the normal rules to cut out time-consuming steps, such as picking a ton of 1st-level spells a monster is unlikely to cast, selecting magic items according to an NPC’s budget, or recalculating statistics based on spell effects. Rather than making you build a monster from scratch, this system uses baselines derived from Table 1–1: Monster Statistics by CR on page 291 of the Pathfinder RPG Bestiary. This gives you the flexibility to start off with almost-final statistics and make a few adjustments as needed to create a formidable unchained monster.

Step 1: Array

Source Pathfinder Unchained pg. 196
The arrays presented in this chapter allow you to quickly derive the statistics for three broad types of monsters. Each one allows for a fair amount of customization—especially through monster options—but the monster’s statistics stay close to the baselines set by PC progressions and Table 1–1 in the Bestiary. The options roughly correspond to the combat, skill, and spell roles used for monster advancement in the normal monster creation system. Therefore, if you were to recreate a monster with the combat role (such as an ogre or vrock), you would start with the combatant array. You can choose whichever array you prefer, unless the monster is meant to mimic an NPC created with a character class from Step 2 or a template from Step 4. The three arrays are as follows.

Combatant: Any monster that focuses primarily on its physical power uses the combatant array. High attack bonuses, hit points, and defenses are the defining traits of this array. A combatant’s skills are weak, and the majority of its options are in the combat category. Most creatures of low or no Intelligence should be combatants, as should intelligent monsters with combat training.

Expert: A monster uses the expert array if it’s focused on skills, interaction, or cunning tactics. This array provides moderate statistics in most areas, but strong skills and extensive monster options. The expert array is the ideal way to replicate skill-based NPCs such as rogues or bards. In many cases, expert monsters are more likely to attempt tricking or befriending the PCs than fight.

Spellcaster: If a monster relies primarily on spells, it uses the spellcaster array. Though the monster’s statistics are typically weak overall, it gains access to a sizable number of spells from the lists in Step 6. Because this system uses benchmark numbers instead of calculating individual statistics, a monster that uses its spells primarily to increase its own abilities (so that it can become a strong melee combatant, for instance) should use the array that best matches the way it will be used in the game rather than using the spellcaster array just because it can cast magic.

Step 2: Creature Type or Class Graft

Source Pathfinder Unchained pg. 204
With the normal monster creation system, foundational statistics such as base attack bonus, saving throw bonuses, and hit points are calculated from a monster’s creature type and class levels. In this system, a monster’s array sets its main statistics based on the broad role and CR it fits into. Creature types and classes then adjust those statistics to better resemble a particular monster concept.

Creature types and character classes are represented by “grafts”—groups of adjustments applied to an array’s statistics. A monster made with this system is primarily defined either by its creature type or a character class. For example, a ghoul that is a powerful cleric would most likely use the cleric class graft rather than being defined primarily as undead. A fire giant with 3 levels in bard, on the other hand, should use the humanoid creature type graft and later choose some monster options that grant bardlike abilities.

If the focus is on a creature type, choose the appropriate creature type graft and apply the adjustments in that graft as described in the next section. If the focus is on a class, still choose a creature type graft but only apply its “automatic traits” entry, then apply the class graft. Even if a dragon has 20 levels in rogue (thus using the rogue class graft), for example, it still gets a dragon’s normal vision types and immunities.

Step 3: Subtype Graft

Source Pathfinder Unchained pg. 214
Find the monster’s subtype (if any) in the list below and apply all abilities listed there. For monsters that replicate common PC races (such as humans or elves), the subtype includes the equivalent of their important racial traits as well. These entries don’t always include all the abilities a creature gains from the subtypes as they appear in Bestiary volumes; they omit rules that are only relevant for creating the creature, those that cover the monster’s noncombat abilities (such as whether it eats or sleeps), and abilities that aren’t as useful for NPCs as they would be for PCs (such as a dwarf’s stonecunning ability).

Subtype graft entries use a short format. After the name, each subtype entry has one to three sections listing its abilities, separated by category. Some grafts grant a monster additional senses, movement types, bonuses, or other statistic adjustments. Abilities listed under the options and skills sections are found on Step 7 and 8, respectively.

All subtype abilities are added automatically; none are optional. They’re meant to be included in addition to all the skills and options you can choose for the monster based on its CR and array. Likewise, subtype entries might tell you to add particular monster options or skills. These don’t count against the monster’s normal number of options or skills.

Step 4: Template Graft

Source Pathfinder Unchained pg. 216
These optional grafts replicate popular monster templates, and are applied on top of the creature type or class graft chosen for the monster. Template graft entries follow a format similar to creature type grafts.

Minimum or Maximum CR: This entry indicates what the lowest or highest possible CR for the monster can be. A header that says “CR 2+” indicates the monster’s CR must be 2 or higher, and “CR 9–” means its CR can’t be higher than 9.

Required Creature Type or Subtype: For templates that change a creature’s type or subtype in the normal monster creation system, this entry shows which creature type or subtype the monster must be in order to apply the template graft.

Suggested Array: This indicates the monster array the template is most closely associated with, if any. Liches, for example, are almost always spellcasters.

Automatic Traits: All creatures with this graft gain these abilities. The automatic traits might tell you to add particular monster options or skills. These count against the monster’s normal number of options, skills, and so forth, replacing them (unlike subtype grafts, which grant options and skills for free). However, even if the automatic traits would cause a monster to exceed its maximum number of options or skills, the monster still gains all of them. If the monster has a class graft, use your best judgment when replacing options to maintain the feeling of both the class and template.

Suggested Ability Modifiers: This section lists the recommended assignments for the monster’s high ability scores, in order from highest to lowest. For instance, the graveknight lists “Strength, Charisma, Wisdom,” meaning that when making a CR 10 graveknight, you would give it a +7 Strength modifier, a +5 Charisma modifier, and a +3 Wisdom modifier. Not all entries list modifiers for all abilities. A ghost, for example, lists only Charisma since the remaining statistics can vary, and a half-dragon doesn’t have an entry at all as half-dragons are so varied.

Ghost (CR 2+)

A soul unable to rest becomes a spectral undead creature.
Required Creature Type: Undead.
Required Subtype: Incorporeal.
Automatic Traits: Fly 30 ft. (perfect); Ability modifiers—set Strength modifier to —, increase Charisma modifier by 2; options—channel resistance, corrupting touch, rejuvenation (2d4 days); one of the following at CR 6 plus one for every 3 CR above 6: at-will magic (telekinesis), corrupting gaze, draining touch, frightful presence, malevolence; skills—gain Perception and Stealth as master skills.
Suggested Ability Modifiers: Charisma.

Graveknight (CR 5+)

This undead creature is heavily armed and armored, and can be rejuvenated if destroyed.
Required Creature Type: Undead.
Suggested Array: Combatant.
Automatic Traits: Increase AC by 2 and touch AC by 4, decrease flat-footed AC by 6; options—channel destruction, channel resistance, devastating blast (as the breath weapon option in a 30-foot cone dealing acid, cold, electricity, or fire damage), DR 10/magic, immunity (cold and electricity), phantom mount, rejuvenation (1d10 days), sacrilegious aura, spell resistance, undead mastery, one additional combat option; skills—gain Intimidate, Perception, and Ride as master skills. Suggested Ability Modifiers: Strength, Charisma.

Half-Celestial (CR 1+)

This creature was born of a good outsider and a mortal, or created by a major infusion of holy energy.
Required Creature Type: Outsider.
Automatic Traits: +4 bonus on saving throws against poison; gain a fly speed equal to twice base speed (good maneuverability); options—DR 5/magic (increases to DR 10/magic at CR 12), energy resistance 10 (acid, cold, and electricity), immunity (disease), secondary magic (good), smite (evil); skill—gain one additional master skill.

Half-Dragon (CR 3+)

This creature is born of a dragon and some other form of creature. It exhibits traits of both its parents.
Required Creature Type: Dragon.
Automatic Traits: Options—breath weapon (usable 1/day), immunity (sleep, paralysis, and one of acid, cold, electricity, or fire); skill—gain one additional master skill.

Half-Fiend (CR 1+)

This creature is heavily tainted with evil power, most likely demonic or infernal.
Required Creature Type: Outsider.
Automatic Traits: Gain a fly speed equal to twice the base speed (good maneuverability); options—DR 5/magic (increases to DR 10/magic at CR 12), energy resistance 10 (acid, cold, electricity, and fire), immunity (poison), secondary magic (evil), smite (good); skill—gain one additional master skill.

Lich (CR 2+)

This spellcaster retained its magical powers after it died and rose again in undeath.
Required Creature Type: Undead.
Suggested Array: Spellcaster.
Automatic Traits: Increase AC by 2; options—channel resistance, DR 15/bludgeoning and magic, fear aura, immunity (cold and electricity), paralyzing touch, rejuvenation (1d10); skills—gain Perception, Sense Motive, and Stealth as master skills.
Suggested Ability Modifiers: Intelligence, Wisdom, or Charisma should be highest ability modifier, depending on which of these the lich uses to cast its spells.

Lycanthrope (CR 1+)

This humanoid can turn into an animal or assume a hybrid form between its humanoid and animal natures.
Required Creature Type: Humanoid.
Required Subtype: Shapechanger.
Automatic Traits: Options—curse of lycanthropy.
Suggested Ability Modifiers: Constitution.

Skeleton (CR 8–)

The animated bones of the dead attack as a skeleton—a mindless soldier in an army of the dead.
Required Creature Type: Undead.
Suggested Array: Combatant.
Automatic Traits: Ability modifiers—set Intelligence modifier to —; options—DR 5/bludgeoning, immunity (cold), improved initiative.
Suggested Ability Modifiers: Strength, Dexterity.

Vampire (CR 5+)

This charismatic undead monster feasts on blood and has impressive supernatural powers.
Required Creature Type: Undead.
Suggested Array: Any— a vampire could fill any role and be built using any array. It is capable in combat even if it’s an expert or spellcaster.
Automatic Traits: Increase AC by 2 and flat-footed AC by 2, spider climb (constant), vampire weaknesses; options— at-will magic (dominate person), blood drain, change shape (dire bat or wolf, as beast shape II), channel resistance, children of the night, create spawn, DR 10/magic and silver, energy drain, energy resistance 10 (cold and electricity), fast healing 5, gaseous form; skills—gain Bluff, Perception, Sense Motive, and Stealth as master skills.
Suggested Ability Modifiers: Strength, Dexterity, Charisma.

Zombie(CR 9–)

A reanimated corpse can become a sluggish and unthinking zombie.
Required Creature Type: Undead.
Suggested Array: Combatant.
Automatic Traits: Staggered (can perform only a single move action or standard action each round); ability modifiers—set Intelligence modifier to —; options—DR 5/ slashing, extra hit points; skills—no master or good skills.
Suggested Ability Modifiers: Strength.

Step 5: Size Graft

Source Pathfinder Unchained pg. 217
If your monster isn’t Medium, apply a size graft. Because there are many other ways to alter a creature’s AC, hit points, attack bonuses, and damage, these grafts don’t adjust those values like size changes do in the core rules. Most headers list a minimum CR or maximum CR, as described in the previous step. Use caution if your monster is outside the minimum or maximum CR range. Touch and flat-footed AC never increase above the monster’s total AC, and never decrease below 1.

Fine (CR 2–)

Automatic Traits: Increase touch AC and flat-footed AC by 8; decrease CMB by 16; decrease CMD by 8; gain Fly and Stealth as additional master skills.

Diminutive (CR 4–)

Automatic Traits: Increase touch AC and flat-footed AC by 4; decrease CMB by 8; decrease CMD by 4; gain Fly and Stealth as additional master skills.

Tiny (CR 6–)

Automatic Traits: Increase touch AC and flat-footed AC by 2; decrease CMB by 4; decrease CMD by 2; gain Fly as an additional good skill (or increase good to master) and Stealth as an additional master skill.

Small

Automatic Traits: Increase touch AC and flat-footed AC by 1; decrease CMB by 2; decrease CMD by 1; gain Stealth as an additional good skill.

Large (CR 2+)

Automatic Traits: Decrease touch AC by 1, increase flatfooted AC by 1; increase CMB by 2; increase CMD by 1.

Huge (CR 4+)

Automatic Traits: Decrease touch AC by 2, increase flatfooted AC by 3; increase CMB by 4; increase CMD by 2; can’t have Stealth as a master skill.

Gargantuan (CR 6+)

Automatic Traits: Decrease touch AC by 4, increase flatfooted AC by 5; increase CMB by 8; increase CMD by 4; can’t have Fly as a master skill, can’t have Stealth as a good or master skill.

Colossal (CR 8+)

Automatic Traits: Decrease touch AC by 8, increase flatfooted AC by 6; increase CMB by 16; increase CMD by 8; can’t have Fly or Stealth as good or master skills.

Step 6: Spells

Source Pathfinder Unchained pg. 218
This step is only for monsters that use the spellcaster array. For monsters that know only a few spells (rather than being focused primarily on spellcasting), choose an array other than spellcaster and give the monster the secondary spellcasting universal option in Step 7.

The spell choices for a spellcaster monster are intentionally limited compared to those of a full NPC, since a monster created using the simple monster creation system is designed to have enough spells to last though a single battle or session. If a monster created this way ends up appearing in multiple sessions, you can swap out the spells each time, assuming that doing so fits the nature and theme of the monster.

The spells you choose for the monster during this step represent its total spellcasting arsenal for an encounter. If you want to treat some of the spells as being cast from scrolls, wands, or staves, implement them as such during play. Regardless of the source, additional spells still count against the total number the monster can cast.

You’ll also notice that some types of spells don’t appear on these lists—especially spells that solely increase statistics, such as bull’s strength, false life, and mage armor. That’s because such spells are often cast before combat, and the simple monster creation system assumes the effects of those spells are already in the monster’s base numbers.

Spell DCs: To determine the DC of a spell cast by a monster, add the spell’s level to the number listed in the spell DC column of the monster’s array. Use the spell’s cleric or sorcerer/wizard level if multiple classes can cast it. If neither of those classes has the spell, use the highest spell level listed in the spell’s description.

Step 7: Monster Options

Source Pathfinder Unchained pg. 228
Options are the main way to specialize your monster. They represent feats, universal monster rules, magic items, and all the other abilities a monster has at its disposal beyond its statistics. There are a large number of monster options to choose from, especially compared to the number of choices you make during the other steps of the simple monster creation process. Some are active abilities (such as those that give the monster a special attack), others adjust statistics (such as the power attack option, which has the same purpose as the Power Attack feat), and still others grant conditional modifiers (such as combat casting’s bonus to concentration checks). Unless specified otherwise, saving throw DCs in this section use the Ability DC from the monster’s array, modified by the monster’s grafts.

Step 8: Skills

Source Pathfinder Unchained pg. 240
Skill bonuses in simple monster creation are divided into two categories: good and master. A good skill is one the monster has a significant bonus in, representing what would normally come from a moderate ability modifier and a decent number of skill ranks. A master skill is one the monster is incredibly talented with, representing a high ability modifier, full skill ranks, and possibly a significant racial bonus.

Any skills that don’t have a good or master rating default to the monster’s appropriate ability modifier. Monsters automatically use the good modifier for Perception without needing to spend a good skill slot on it, though they can still increase this by taking Perception as a master skill.

Step 9: Damage

Source Pathfinder Unchained pg. 241
Each weapon and type of natural attack has a damage dice value associated with it. The values in the monster arrays from Step 1 give only the total amount of damage each attack deals. Assigning the right damage dice to each of a monster’s attacks helps make it fit more naturally with the rest of the game’s rules. For damage dice for natural attacks, reference Table 3–1: Natural Attacks by Size on page 302 of the Bestiary.

Monster Creation Examples

Source Pathfinder Unchained pg. 242
To show the end result of the simple monster creation process described in this chapter, this section shows existing Pathfinder RPG monsters recreated using this system.