8

Randomizing Damage

Monster Maker v2.1.1

The monster tables and stat blocks listed in this supplement use static damage values by default for simplicity's sake.

But if you want to add some variety to your monster damage, this chapter will help you to convert your static damage values into randomized damage.

Static to Random

Once you have a monster—be it minion, standard, elite, or solo—it's easy to convert your static damage into randomized damage. Simply follow these three steps:

  1. Get the static damage: Find your monster's base static damage value from their profile.
  2. Choose an attack type: Decide just how accurate or unpredictable the attack's damage should be—the wilder the attack, the bigger the die you roll.
  3. Randomize the damage: Replace the static damage with a dice roll from the Randomized Damage table.

Step 1. Get the Static Damage

First, find your monster's normal static damage for their attacks—this is typically listed as part of the monster profile or in the monster template tables.

The GM is creating Gannimor Strax, a ferocious orc pit-fighter who, in battle, dual-wields a battle axe and dagger. As a 5th-level elite striker, the orc deals 14 static damage on a successful hit.

For variety, and to emphasis the different weaponry, the GM wants to use two randomized damage values—one for an axe attack, and one for a dagger attack.

Step 2. Choose an Attack Type

Next, decide how unpredictable you want the damage to be—the more careless the attack, the bigger the damage die and the wider the range of possible damage.

There are 7 categories of damage: accurate (d4), predictable (d6), reliable (d8), irregular (d10), volatile (d12), wild (d20), and chaotic (d100). Choose the type that best suits your particular attack.

Gannimor is reckless with his axe and precise with his dagger. To reflect this, the GM chooses to use volatile (d12) axe damage and accurate (d4) dagger damage.

Step 3. Randomize the Damage

Finally, look through the Randomized Damage table to find a suitable value based on your chosen damage types.

The GM finds two randomized damage options that are a good fit. Gannimor's profile is updated to replace the static 14 damage with two attack options:

  • Attack (Axe): 2d12 + 1 (14 - 13)
  • Attack (Dagger): 4d4 + 4 (14 - 10)

Randomized Damage

Dice Min/Max Mean Deviation Common Range Randomized Damage
Accurate (d4)
1d4 1-4 2.5 1.12 1-4 1d4 + [static damage − 2]
2d4 2-8 5 1.58 3-7 2d4 + [static damage − 5]
3d4 3-12 7.5 1.94 5-10 3d4 + [static damage − 7]
4d4 4-16 10 2.24 7-13 4d4 + [static damage − 10]
5d4 5-20 12.5 2.5 10-15 5d4 + [static damage − 12]
6d4 6-24 15 2.74 12-18 6d4 + [static damage − 15]
Predictable (d6)
1d6 1-6 3.5 1.71 1-6 1d6 + [static damage − 3]
2d6 2-12 7 2.42 4-10 2d6 + [static damage − 7]
3d6 3-18 10.5 2.96 7-14 3d6 + [static damage − 10]
4d6 4-24 14 3.42 10-18 4d6 + [static damage − 14]
5d6 5-30 17.5 3.82 13-22 5d6 + [static damage − 17]
6d6 6-36 21 4.18 16-26 6d6 + [static damage − 21]
Reliable (d8)
1d8 1-8 4.5 2.29 2-7 1d8 + [static damage − 4]
2d8 2-16 9 3.24 5-13 2d8 + [static damage − 9]
3d8 3-24 13.5 3.97 9-18 3d8 + [static damage − 13]
4d8 4-32 18 4.58 13-23 4d8 + [static damage − 18]
5d8 5-40 22.5 5.12 17-28 5d8 + [static damage − 22]
6d8 6-48 27 5.61 21-33 6d8 + [static damage − 27]
Irregular (d10)
1d10 1-10 5.5 2.87 2-9 1d10 + [static damage − 5]
2d10 2-20 11 4.06 6-16 2d10 + [static damage − 11]
3d10 3-30 16.5 4.97 11-22 3d10 + [static damage − 16]
4d10 4-40 22 5.74 16-28 4d10 + [static damage − 22]
5d10 5-50 27.5 6.42 21-34 5d10 + [static damage − 27]
6d10 6-60 33 7.04 25-41 6d10 + [static damage − 33]
Volatile (d12)
1d12 1-12 6.5 3.45 3-10 1d12 + [static damage − 6]
2d12 2-24 13 4.88 8-18 2d12 + [static damage − 13]
3d12 3-36 19.5 5.98 13-26 3d12 + [static damage − 19]
4d12 4-48 26 6.9 19-33 4d12 + [static damage − 26]
5d12 5-60 32.5 7.72 24-41 5d12 + [static damage − 32]
6d12 6-72 39 8.46 30-48 6d12 + [static damage − 39]
Wild (d20)
1d20 1-20 10.5 5.77 4-17 1d20 + [static damage − 10]
2d20 2-40 21 8.15 12-30 2d20 + [static damage − 21]
3d20 3-60 31.5 9.99 21-42 3d20 + [static damage − 31]
4d20 4-80 42 11.53 30-54 4d20 + [static damage − 42]
5d20 5-100 52.5 12.89 39-66 5d20 + [static damage − 52]
6d20 6-120 63 14.12 48-78 6d20 + [static damage − 63]
Chaotic (d100)
1d100 1-100 50.5 28.87 21-80 1d100 + [static damage − 50]
2d100 2-200 101 40.82 60-142 2d100 + [static damage − 101]
3d100 3-300 151.5 50 101-202 3d100 + [static damage − 151]
4d100 4-400 202 57.73 144-260 4d100 + [static damage − 202]
5d100 5-500 252.5 64.55 187-318 5d100 + [static damage − 252]
6d100 6-600 303 70.71 232-374 6d100 + [static damage − 303]
Dice Min/Max Mean Deviation Common Range Randomized Damage

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