Stat Blocks
A stat block is a collection of an NPC's statistics, and essential information needed to play that character. Objects can also have stat blocks in some cases, though these stat blocks are often much simpler, with fewer pieces of information.
There are two types of stat blocks, generic and unique stat blocks. A generic stat block is a representation of the average specimen of a particular species, profession or demographic, for example, if the player characters get into violent confrontation with a guard named Harold, the GM might pull up the generic stat block of a guard to best simulate Harold's abilities. A unique stat block is specific to a particular character, usually reserved for important characters, for example, Lorzub Winterbane is an orc chieftain, but has a unique stat block as opposed to the generic stat block of an orc chieftain.
In addition to a creature's type, a stat block includes the following information.
The alignment specified in a generic stat block is the norm, a representation of the alignment of the majority of that demographic, the GM may change the alignment of a creature at their discretion. Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don’t make moral or ethical choices, but rather act on instinct. These creatures are unaligned, which means they don’t have an alignment.
This hit point average and its accompanying variance in the Creature Compendium serves as a guide for GMs, but a creature may be more tough or frail at their discretion. When a creature stat block is used by players, whether it be through use of a spell, feature, or item, always use the average unless stated otherwise.
Some creatures have one or more additional special types of movement listed under their speed.
An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the levitate spell, but the spell has a "self only" restriction, which means that the spell affects only the drow mage.
A creature's innate spells can't be swapped out with other spells. If a creature's innate spells don't require attack rolls, no attack bonus is given for them.
The creature has a list of spells known or prepared from a particular class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The creature is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list.
A creature can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level lightning bolt spell can cast it as a 5th-level spell by using one of its 5th-level spell slots.
You can change the spells that a creature knows or has prepared, replacing any spell on a creature's spell list with a different spell of the same level and from the same class list. If you do so, you might cause the creature to be a greater or lesser threat than suggested by its challenge rating.
You can equip monsters with additional gear and trinkets however you like, using the equipment chapter of the Player's Handbook for inspiration, and you decide how much of a monster's equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance.
If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block.
The extend of an epic creature's special abilities aside from its epic fortitude depends on how epic of a creature they are, broken down into the following three categories.
There are two types of stat blocks, generic and unique stat blocks. A generic stat block is a representation of the average specimen of a particular species, profession or demographic, for example, if the player characters get into violent confrontation with a guard named Harold, the GM might pull up the generic stat block of a guard to best simulate Harold's abilities. A unique stat block is specific to a particular character, usually reserved for important characters, for example, Lorzub Winterbane is an orc chieftain, but has a unique stat block as opposed to the generic stat block of an orc chieftain.
In addition to a creature's type, a stat block includes the following information.
Size
A creature can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat.Alignment
A creature’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil character might be difficult to reason with and might attack characters on sight, whereas a neutral character might be willing to negotiate.The alignment specified in a generic stat block is the norm, a representation of the alignment of the majority of that demographic, the GM may change the alignment of a creature at their discretion. Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don’t make moral or ethical choices, but rather act on instinct. These creatures are unaligned, which means they don’t have an alignment.
Armor Class (AC)
A creature that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a creature’s AC is based on its Dexterity modifier and natural armor, if any. If a creature has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value.Hit Points
A creature's fate when it drops to 0 hit points is based on its significance. A monster usually dies or is destroyed when it drops to 0 hit points, while a mighty villain or important NPC may fall unconscious and follow the same rules as the PCs. A creature’s hit points are presented both as an average number, and a hit point variance noted in parenthesis next to the average.This hit point average and its accompanying variance in the Creature Compendium serves as a guide for GMs, but a creature may be more tough or frail at their discretion. When a creature stat block is used by players, whether it be through use of a spell, feature, or item, always use the average unless stated otherwise.
Speed
A creature's speed tells you how far it can move on its turn. All creatures have a walking speed, simply called the creature's speed. Creatures that have no form of groundbased locomotion have a walking speed of 0 feet.Some creatures have one or more additional special types of movement listed under their speed.
Ability Scores
Every NPC has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers just like a PC.Saving Throws
The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn't easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don't have special saving throw bonuses, in which case this section is absent.Skills
The Skills entry is reserved for creatures that are proficient in one or more skills. For example, a creature that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks.Vulnerabilities, Resistances, and Immunities
Some creatures have vulnerability, resistance, or immunity to certain types of damage. In addition, some creatures are immune to certain conditions.Senses
The Senses entry notes a creature's passive Wisdom (Perception) score, as well as any special senses the creature might have, such as Blindsight, Darkvision, Tremorsense, or Truesight.Languages
The languages that a creature can speak are listed in alphabetical order. Sometimes a creature can understand a language but can't speak it, and this is noted in its entry. A "—" indicates that a creature neither speaks nor understands any language. If a creature has the ability to communicate telepathically, that ability is listed under its languages along with the range of their telepathic communication.Challenge (CR)
A creature’s challenge rating (CR) tells you how great a threat they might be. An NPC's challenge rating is roughly comparable to a PC's level as a measure of total power, though NPCs of equivalent CR tend to be slightly weaker than their PC counterparts. An appropriately equipped and well-rested PC should be able to defeat a creature that has a challenge rating equal to its level. For example, a 3rd-level character should find a creature with a challenge rating of 3 to be a worthy but surmountable challenge, barring extenuating circumstances or terrible fortune.Special Traits
Special traits (which appear after a creature's challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation.Innate Spellcasting
A creature with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can't be cast at a higher level. If a creature has a cantrip where its level matters and no level is given, use the creature's challenge rating.An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the levitate spell, but the spell has a "self only" restriction, which means that the spell affects only the drow mage.
A creature's innate spells can't be swapped out with other spells. If a creature's innate spells don't require attack rolls, no attack bonus is given for them.
Spellcasting
A creature with the Spellcasting class feature has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the Player's Handbook). The spellcaster level is also used for any cantrips included in the feature.The creature has a list of spells known or prepared from a particular class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The creature is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list.
A creature can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level lightning bolt spell can cast it as a 5th-level spell by using one of its 5th-level spell slots.
You can change the spells that a creature knows or has prepared, replacing any spell on a creature's spell list with a different spell of the same level and from the same class list. If you do so, you might cause the creature to be a greater or lesser threat than suggested by its challenge rating.
Actions
When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide, action.Melee and Ranged Attacks
The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the "weapon" might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the Player's Handbook.- Creature vs. Target. The target of a melee or ranged attack is usually either one creature or one target, the difference being that a "target" can be a creature or an object.
- Hit. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the "Hit" notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.
- Miss. If an attack has an effect that occurs on a miss, that information is presented after the "Miss:" notation.
Multiattack
A creature that can make multiple attacks on its turn has the Multiattack ability. A creature can't use Multiattack when making an opportunity attack, which must be a single melee attack.Ammunition
Most creatures carry enough ammunition to make their ranged attacks. You can assume that a monster has 8 pieces of ammunition for a thrown weapon attack, and 20 pieces of ammunition for a projectile weapon such as a bow or crossbow. The GM may have a creature carry more or less ammunition depending on the circumstance.Reactions
If a creature can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent.Limited Usage
Some special abilities have restrictions on the number of times they can be used.X/Day
The notation "X/Day" means a special ability can be used X number of times and that a creature must finish a long rest to regain expended uses. For example, "1/Day" means a special ability can be used once and that the creature must finish a long rest to use it again.Recharge X-Y
The notation "Recharge X-Y" means a creature can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest. For example, "Recharge 5-6" means a monster can use the special ability once. Then, at the start of the monster's turn, it regains the use of that ability if it rolls a 5 or 6 on a d6.Recharges in X-Y Turns
The notation "Recharge X-Y" means a creature can use a special ability once and that the ability then takes a certain amount of time to recharge. Roll 2d4 when the ability is used, the result is the number of turns creature must take before it can use the ability again. At the start of each of the creature's turns, subtract 1 from the number rolled, when the result reaches 0, the creature can use the ability again.Recharge after a Short or Long Rest
This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again.Equipment
A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately.You can equip monsters with additional gear and trinkets however you like, using the equipment chapter of the Player's Handbook for inspiration, and you decide how much of a monster's equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance.
If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block.
Legendary Creatures
Legendary creatures can do things that ordinary creatures can't. While some creatures in the Creature Compendium are epic by default, the GM can also choose to make an epic variant of any creature. For example, a famous adventurer, a legendary warrior, or a particularly vicious tyrannosaurus rex could all be legendary variants of existing entries in the creature compendium.Legendary Fortitude
All legendary creatures have epic fortitude, allowing them to overcome debilitating effects. When an epic creature becomes bloodied, it immediately ends any spells, conditions, or debilitating effects that are currently being imposed on it by PCs and their allies.The extend of an epic creature's special abilities aside from its epic fortitude depends on how epic of a creature they are, broken down into the following three categories.
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