Once you have a monster, it's time to unleash it on your players. All monsters need some form of attack for them to be a true threat—a sword to slash with, huge jaws to bite down with, dark magics to cast dangerous spells with.
This chapter describes how to use your quickstart monsters to attack the party in a variety of interesting ways, introducing freeform attacks and magic.
Quickstart monsters don't start with any specific attacks listed as part of their stat-block—instead, they can use freeform attacks for speed, simplicity, and flexibility.
When you are making an attack, describe an action that feels appropriate for the monster and it's weaponry:
Once you have described how the monster is attacking, make an attack roll using the monster's attack bonus and damage as normal.
Keep your attacks simple and straightforward, and try to avoid giving a monster more than 3 different methods of attacking—unless they are particularly notable, such as an elite leader or solo boss character. Whenever possible, use iconic and flavorsome attacks.
Once your monsters start dealing over 10 points of damage per round, consider splitting their single attack into a multiattack—this helps to prevent players being overwhelmed with massive damage from a single hit.
Multiattack (X): The monster makes X attacks against its enemies, dealing [damage / X] damage per attack.
The Monster Multiattacks table demonstrates how to create a multiattack based on a monster's damage per action—the higher the damage, the more attacks.
Total Damage per Action |
Attacks per Action |
Damage per Attack |
Damage (%) per Attack |
---|---|---|---|
0-9 | 1 | 0-9 | 100 |
10-29 | 2 | 5-15 | 50 |
30-59 | 3 | 10-20 | 33 |
60-99 | 4 | 10-25 | 25 |
Minions don't make multiattacks—they either hit hard with a single attack, or miss.
Attacks don't always have to deal direct damage to the enemy—instead, your monster can attempt to inflict a condition on its target, such as blinded, poisoned, or restrained. This is called a condition attack.
Before you make a condition attack, describe what your monster is trying to achieve and how:
Once you've described the condition attack, make an attack as normal using the attack bonus or spell DC. If successful, the monster deals no damage and inflicts the condition on the target.
When you use a condition attack, try to consider how a player will recover from it. There are three methods of condition recovery:
Pick the recovery type that makes the most sense for your particular attack, and be consistent with it.
If your monster has a multiattack, you can use one of the attacks to make a condition attack instead.
Whilst travelling through the Elsewood, Valiant is ambushed by a 7th-level orc. The orc has Multiattack (2) and, during a round of combat, uses one of the attacks to perform a condition attack on Valiant.
Some special condition attacks become increasingly more severe over time, often when a player fails to make a saving throw at the end of their turn—these are worsening condition attacks.
To make a worsening condition attack, pick three conditions of increasing severity—when the player fails a saving throw, the condition advances to the next stage.
If the player makes a successful recovery attempt, whether by a saving throw or other relevant action, the conditions end as per normal.
Use the Conditions table below to help create an interesting combination for your worsening attack.
Condition | Description |
---|---|
Blinded | You can't see anything. |
Charmed | You can't attack your charmer. |
Deafened | You can't hear anything. |
Frightened | You can't move towards your terror. |
Grappled | You can't move. |
Incapacitated | You can't take actions or reactions. |
Paralyzed | You can't move or speak. |
Petrified | You are turned to stone (or other material). |
Poisoned | You have disadvantage on attacks/checks. |
Prone | You are lying on the ground. |
Restrained | You can't move. |
Stunned | You can't move, act, or speak properly. |
Unconscious | You fall unconscious. |
Deep within the Sunken Temple, Viridian is fighting a dangerous 10th-level gorgon. The gorgon has Multiattack (2) and the Gorgon's Glare ability—a worsening condition that turns victims into stone.
Sometimes a monster's attack lingers, causing harm long after the initial hit—burning acid, a bleeding wound, painful frostbite. This is ongoing damage, and a monster can inflict this instead of dealing direct damage.
Before you make an ongoing damage attack, describe what your monster is trying to do:
Then make an attack as normal. If successful, the monster deals no direct damage but instead inflicts ongoing damage—the damage is equal to the monster's normal attack damage.
Clanda is hunting a 3rd-level giant lizard. The lizard has one attack per round, and deals 5 damage on a normal hit. During the battle, the lizard tries to spit acid and cause ongoing damage.
As with conditions, there are three primary ways in which player can attempt to recover from ongoing damage:
Take an action: The player can do something on their turn to end the effect—pour water on the fire, tear off the bloodsucking tentacle, patch up a wound.
Depending on the action taken and the nature of the effect, this may require an ability check of some kind.
When you create your ongoing damage attack, choose one or more recovery actions—whichever make the most sense for your particular type of damage.
If your monster has a multiattack action, you can use one of the attacks within that action to make an ongoing damage attack instead.
Some monster attacks affect everyone within a wide area—explosive ammunition, frenzied whirlwinds, clouds of poison. These are area attacks, and a monster can make these if they have the right tools or abilities.
Before you make an area attack, first describe what your monster is trying to do and how they're doing it:
Once you've described what the attack looks like, decide on it's point of origin—this is usually either the monster itself or the point where the attack lands.
Next, choose the size of the area affected by the attack. Pick an area template, and then decide its range. Try to keep the size of your area attacks within 5ft to 20ft—unless your monster is particularly large or dangerous.
Type | Description |
---|---|
Cone | A cone radiating out from the origin. |
Cube | A cube with one side on the origin |
Cylinder | A cylinder centered on the origin. |
Line | A straight line from the origin. |
Ring | Everything outside of a designated safe range. |
Sphere | A sphere centered on the origin. |
Zone | An arbitrary area of influence. |
Finally, decide on whether the attack will deal damage on a miss to determine the final damage value.
Type | Damage |
---|---|
No Damage on a Miss | Damage per Action x0.75 |
Half Damage on a Miss | Damage per Action x0.5 |
The GM is creating an area attack for a 4th-level artificer with a thunder cannon that deals 8 damage on a hit. The attack fires a blast of lightning energy—you can't dodge the lightning, but a resilient body might fend off some of the pain.
An area attack requires a measure of dedicated effort and attention—you can't use an area attack as part of a standard multiattack.
Some monsters use attacks to move you around the battlefield—pushing, pulling, or sliding you into disadvantageous positions. These are movement attacks, and a monster can make these in place of doing damage.
To perform a movement attack, first describe what your monster is trying to do:
Once you've described the attack, decide on the type of movement you want to happen to your target—is it a pull, push, slide, or direct movement?
Type | Description |
---|---|
Direct | The target is moved instantly to a spot (such as by a teleport or magical effect). |
Pull | The target is pulled towards you in a straight line (or as close as possible). |
Push | The target is pushed away from you in a straight line (or as close as possible). |
Slide | The target is moved in a general direction. |
Finally, decide on the distance your target should be moved if hit. Try to keep this within 10 ft to 30 ft—unless your monster is particularly large or dangerous.
Chansi is fighting a 6th-level giant who—in a drunken rage—is trying to destroy her forest home.
Although movement attacks can move players into or onto dangerous terrain—boiling lava, sharp spikes, cliff edges, etc—take care when doing so.
Avoid moving your player characters into obviously fatal situations if they don't have any reasonable means of defense, escape, or survival. When in doubt, grant them a saving throw to fall prone or grab hold of an edge.
If your monster has a multiattack action, you can use one of the attacks within that action to make an movement attack instead.
Some attacks don't seek to harm you directly, but instead try to leech precious resources from you—stamina, mana, gold, etc. These are called resource attacks, and they can be very dangerous to an unsuspecting party.
To make a resource attack, first decide what type of resource your monster is trying to drain. Pick one from the list below, or choose your own if no option fits.
Type | Description |
---|---|
Death Saves | The target gains a failed death save. |
Exhaustion | The target gains a level of exhaustion. |
Gold | The target is drained of some gold (or other form of wealth). |
Hit Dice | The target is drained of one (or more) of their unspent hit die. |
Spell Slots | The target is drained of one unspent spell slot (either their lowest or highest slot level). |
Once you've picked a resource, decide how much is drained per hit (1 exhaustion, 1 hit die, 50 gp, etc). Then describe how your monster is performing the attack:
Finally, roll an attack as normal. If successful, the monster deals no direct damage but instead drains their target of the desired resource.
Viridian is fighting Eldris Brune, a 4th-level warlock who has been commanded by her patron—for unknowable reasons—to destroy all gold in the region.
If your monster has a multiattack action, you can use one of the attacks within that action to make a resource attack instead.
To get you started with freeform attacks, here are some basic attack actions you might give your monster. Use these as a starting point to create your own attacks.
You slash at one target within reach.
You shoot at two targets within range of your weapon.
You throw a small jar of explosive gas, igniting everyone—friend or foe—within a small area.
You stab at your target with a poisoned dagger that—if not treated properly—quickly renders your target unconscious.
Hit The target is Poisoned, save ends (Constitution vs your spell DC). If the target fails their saving throw, their condition worsens.
You tear open a painful wound on one target.
You swing your blades in a whirlwind of destruction and attack everyone within reach of your weapons.
You distract your target with a sly flourish, then stab out with your weapon at an exposed weak spot.
You slash wildly at three targets within reach.
You create a vision of your targets deepest fears.
Hit The target is Frightened, save ends (Wisdom vs your spell DC). if the target fails their saving throw, their condition worsens.
You shoot a spell-draining arrow at a single target.
You speak mystic words to beguile the mind of your target and sway them to your cause.
Quickstart monsters don't use the same vancian magic system as characters—it requires too much time to set up. Instead of spell-slots and predefined spells, quickstart monsters use a simple freeform magic system.
Pick a narrow one-word theme for your monster—such as fire, water, shadow, decay, etc. Now your monster can make freeform attacks using that theme, just as they could if they were using any mundane weapon.
The GM creates a 3rd-level tiefling sorceress with a "fire" magic theme, leading a host of goblins. In a fierce battle against the party, the sorceress can do any simple magical action on her turn, such as:
Any significant and long-lasting magical effects that a monster might cast require some form of concentration—enchantments, ongoing effects, summons, etc. A monster can only maintain one concentration effect at a time, unless they are especially powerful creatures.
Monsters can end their concentration spells at will. Unlike player characters, monsters don't have to roll to maintain their concentration spells when they take damage—the spell automatically persists. Spells end naturally if the monster is killed or knocked unconscious.
When her goblin horde flees the battlefield, the enraged tiefling sorceress summons 8 fire elemental minions. This particular spell is a Concentration effect—she must drop her Flame Wall spell to do so.
Monsters rarely have access to healing magic—unless they are exceptional creatures with rare powers, items, or equipment. If your monster has access to any healing abilities or restorative powers, restrict their ability to just 3 uses per encounter.
A basic healing spell restores 30% of the target's maximum hit points per casting. This can be divided evenly across multiple targets to create an area healing spell—healing two people for 15%, three for 10%, etc.
Healing magic requires significant attention and can't be performed as part of a multiattack action unless your monster is specially trained to do so.
If you want a starting theme for your monster's magic, choose one from the table below. Use this theme to build flavorful attacks for your new creation.
Theme | Description |
---|---|
Restoration | Heal and mend. |
Decay | Erode, poison, and corrupt. |
Shadow | Create darkness and manipulate shadows. |
Light | Create light and illusions. |
Death | Sever souls from bodies, talk to the dead, animate dead. |
Life | Restore a soul to a body, tie souls to inanimate objects, modify spiritwebs. |
Destruction | Destroy and obliterate. |
Protection | Shield and defend. |
War | Incite emotions, and cause rage or passion. |
Peace | Dampen emotions, cause calm. |
Earth | Control over earth and rock. |
Air | Control over air and wind. |
Fire | Control over fire and heat. |
Water | Control over water and ice. |
Strength | Control physical power, muscle mass, and endurance. |
Knowledge | Divination, detect alignment, learn secrets. |
Body | Transmute flesh, change physical appearance, polymorph, and petrify. |
Mind | Telepathy, domination, read thoughts, and sense truth. |
Metal | Detect, shape, create, and move metal. |
Lightning | Create and channel lightning, electricity. |
Sound | Create sounds, silence, long range communication, change voice. |
Sight | Truesight, perception, alter vision, sight-beyond-sight, scrying. |
Plants | Control and communicate with plants. |
Beasts | Control and communicate with animals. |
Fear | Create fear and nightmares. |
Resolve | Reinforce willpower and create geas. |
Time | Alter the flow of time. |
Space | Teleportation, size, and pocket dimensions. |
Your monsters might face a party wielding Counterspell. This is easy to accommodate—any non-cantrip magic cast by your monster has a spell level equal to half their monster level, rounded up (to a maximum of 5th-level).
Spell Level: Monster Level / 2 (max. 5th-level)
For a particularly notable or signature magic spell cast by your monster, use a spell level of your choosing.
Atop the Hellfire Pinnacle, Clanda battles against a ferocious tiefling sorceress (a 5th-level monster).
Your monsters can also wield their own Counterspell magics in battle. Sorcerers, eldritch horrors, martial spellbreakers—whatever their form, they may have an option to disrupt spellcasting.
Use this sparingly—a standard monster should only be able to cast Counterspell once per encounter, if at all. Elite and Solo monsters may be able to use this power multiple times, depending on their nature.
The maximum spell level a monster can Counterspell—without needing to make a confirmation ability check—is equal to half their monster level, rounded up (to a maximum of 5th-level).
If your monster has multiple charges of Counterspell, you can combine them—you gain +1 maximum spell level for each additional charge of Counterspell you spend.
Some powerful spellcasters have the ability to summon new monsters into battle—conjured familiars, risen undead, planar elementals, etc. A single summoner can quickly turn the odds against an unsuspecting party.
To start adding summoners to your game, all you need is some Monster Points (MP) and a little freeform magic.
Monster Points (MP) reflect the amount of summoning power your monster has—more power means more MP to spend on summoning spells.
Each monster rank (minion, standard, elite, and solo) is worth a set amount of MP—the higher the rank, the higher the cost. Whenever you perform a summoning spell, simply subtract the total MP cost of your summoned monsters from your summoner.
Type | MP |
---|---|
4 x minion | 1 |
1 x standard | 1 |
1 x elite | 2 |
1 x solo | 1 per player |
To create a summoner, simply give them a budget of MP for the encounter. That's it—your summoner can now summon any combination of monsters so long as they have enough MP. Use this flexibility to surprise your players and keep your combat exciting.
The GM wants to create a low-level necromancer that can summon undead skeletons to fight the party. With freeform summoning, the necromancer is given a small budget of Monster Points—2 MP.
During combat, the necromancer can spend these MP in any combination it wishes. With 2 MP the necromancer can, for example:
Summoned creatures can act immediately after the end of their summoner's turn.
A summoned creature has (by default) the same monster level as its summoner. A 9th-level monster, for example, will summon 9th-level creatures.
But if you want to change the level of your summoned creatures, read Building an Encounter () for guidelines on how this will affect your MP costs.
Summoned creatures (by default) last for up to 1 hour—at which point the magic fueling them fades and they return to their previous state. In addition, summoned creatures will also fade/evaporate/collapse if their summoner is killed, stunned, or otherwise knocked unconscious.
Summoning requires significant attention and can't be performed as part of a multiattack action unless your monster is specially trained.
To get you started with freeform magic and spell actions, here are some basic spells you might give to your monster. Use these as a starting point and create your own monstrous spell attacks.
You cast a bolt of fire at a target.
You smear the target with sticky, burning acid that eats through their armor.
You create a burst of dazzling white light, blinding everyone within 10 ft of you.
You infect a target with a virulent corruption, transforming their flesh into black crystal.
You draw air out of the lungs of your target, causing them to suffocate for a few painful seconds.
You create a frozen orb that travels up to 30 ft before it explode and slices everyone within 15 ft of it.
You cast a bolt of lightning from your hands that strikes everyone in a 20 ft line.
You trap a target in a sliver of frozen time.
Hit The target is Grappled, save ends (Charisma vs your spell DC). If the target fails their saving throw, their condition worsens.
You fill the mind of one target with strange illusions and turn—in their eyes—foes into friends.
You summon a number of fire elementals into this plane to do your bidding.
Summon Choose one of the summoning options below. Your summoned creatures have the same level as you and can act immediately after your turn ends.