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Page 1: 5e shit

Crabman*+2 Con, +1 Str*Add Con to AC when unarmored. (Minimum 1)*Can use a bonus action to grapple*Swim speed 30*Breath underwater*Speaks Common and Scuttletongue

Half Orc/Half Elf*+2 Str, +1 Any*Gain proficiency in any two skills of your choice OR swap for a half elf specialty*Dark Vision out to 60 feet*Savage Attack as an Orc

To increase a monster's CR, for each CR between 1 and 30, you:- increase their HP by 14*, or 44 for CRs 20 and up- increase their damage-per-round by 5, or 17 for CRs 20 and up- increase their AC by 1 at CRs 4, 5, 8, 10, 13, and 17- increase their to-hit and save DCs by 1 at CRs 3, 4, 5, 8, 11, 16, 17, 21, 24, 27, and 30

* Resistances and immunities can change effective HP if you want to keep with the CR guidelines. If they have a ton of resistances, especially to non-magical DPS, change their actual HP instead by:- 7 for expected CRs 1-4 (the same for immunities)- 9 for expected CRs 5-10 (or 7 for immunities)- 11 for expected CRs 11-16 (or 9 for immunities)- 11 for immunities at expected CRs 17-19- 35 for immunities at expected CRs 20 and up