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Archives of Nethys
Rules Index
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GM Screen
Bestiary
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Monster Creation
Step 7: Other Statistics
Source
Pathfinder RPG Bestiary pg. 292
Using Tables
1–1
,
1–4
, and 1–6, you can now determine many of the creature's other statistics.
When building a creature's Armor Class, start by adding armor, shield, and natural armor bonuses to its Dexterity modifier. If a creature does not wear armor, give it a tougher hide to get it near its average AC. Remember that creatures with higher hit point totals might have a lower Armor Class, whereas creatures with fewer hit points might have a higher Armor Class. If a creature's Armor Class deviates from the average by more than 5 points, it might not be the right CR.
When determining a creature's attack bonuses, refer to the guidelines from Table 1–1 based on the creature's CR. If the bonus is too low, consider increasing the creature's Strength or Dexterity, or increasing the amount of damage it deals to above the average. If the bonus is too high, consider decreasing the creature's Strength or Dexterity, or decrease the amount of damage it deals. If this value is significantly different, and the creature is intended to rely on melee or ranged attacks, consider adjusting the creature's CR.
Use Table 1–5 to determine the number of damage dice, combined with damage bonuses, that the creature needs to reach the average damage for its CR. The creature might need additional or more damaging attacks to approach the average. Remember that creatures that primarily deal damage with other abilities, such as spells, do not need to meet the average damage for their attacks. You can also use Table 1–5 to determine a creature's average hit points. Remember that PC class levels provide the maximum number of hit points at 1st level.
Repeat this process for a creature's saving throws. If the saving throws are too high, consider altering the ability scores on which they are based.
When determining a creature's speed, first decide if it has any alternative modes of movement, such as burrow, climb, fly, or swim. Most Medium creatures have a base speed of 30 feet. Quadrupeds and Large creatures increase this by 10 feet each. Smaller creatures decrease this base speed by 10 feet. If a creature is particularly fast or slow, modify the base speed by 10 feet. Burrow and climb speeds are usually half a creature's base speed, while flying speeds are roughly double. Remember to give a creature the appropriate skills for any unusual movement methods.
Table 1-5: Average Die Results
Die Type
Average Result*
d4
2.5
d6
3.5
d8
4.5
d10
5.5
d12
6.5
d20
10.5
Table 1-6: Statistics Summary
HD
Fast BAB
Medium BAB
Slow BAB
Good Save
Bad Save
Feats
1
+1
+0
+0
+2
+0
1
2
+2
+1
+1
+3
+0
1
3
+3
+2
+1
+3
+1
2
4
+4
+3
+2
+4
+1
2
5
+5
+3
+2
+4
+1
3
6
+6
+4
+3
+5
+2
3
7
+7
+5
+3
+5
+2
4
8
+8
+6
+4
+6
+2
4
9
+9
+6
+4
+6
+3
5
10
+10
+7
+5
+7
+3
5
11
+11
+8
+5
+7
+3
6
12
+12
+9
+6
+8
+4
6
13
+13
+9
+6
+8
+4
7
14
+14
+10
+7
+9
+4
7
15
+15
+11
+7
+9
+5
8
16
+16
+12
+8
+10
+5
8
17
+17
+12
+8
+10
+5
9
18
+18
+13
+9
+11
+6
9
19
+19
+14
+9
+11
+6
10
20
+20
+15
+10
+12
+6
10
21
+21
+15
+10
+12
+7
11
22
+22
+16
+11
+13
+7
11
23
+23
+17
+11
+13
+7
12
24
+24
+18
+12
+14
+8
12
25
+25
+18
+12
+14
+8
13
26
+26
+19
+13
+15
+8
13
27
+27
+19
+13
+15
+9
14
28
+28
+20
+14
+16
+9
14
29
+29
+21
+14
+16
+9
15
30
+30
+22
+15
+17
+10
15