From cbe89da19702e83038042e57e6e221f456605235 Mon Sep 17 00:00:00 2001 From: default Date: Wed, 27 May 2026 05:29:48 +0000 Subject: [PATCH] Some quick edits --- content/posts/dnd-monsters/index.md | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/content/posts/dnd-monsters/index.md b/content/posts/dnd-monsters/index.md index 9fc2676..e292717 100644 --- a/content/posts/dnd-monsters/index.md +++ b/content/posts/dnd-monsters/index.md @@ -15,13 +15,13 @@ breakLines=false "Can I roll to attack the barrel?" — Random player {{< /typeit >}} -How does a dragon run **DnD**? Have you ever wondered how to build and come up with creatures on the fly? +How does a dragon run **DnD?** Have you ever wondered how to build and come up with creatures on the fly? I'll outline some of my tips and tricks below on how I run completely random encounters based on the situation and players. ## Coming up with a monster -There are lots of beasties available via the **Monster Manual** and a pleathora of other sources including homebrew and third party monsters. **So why bother**? +There are lots of beasties available via the **Monster Manual** and a pleathora of other sources including homebrew and third party monsters. **So why bother?** **I'm an insane person.** @@ -45,10 +45,10 @@ One of the tricks to homebrew monsters is how I run combat. I find combat in **D There are a few ways to quickly gauge a monster's difficulty. -- The Monster's AC, *how hard they are to hurt* -- The Monster's Attacks, *how hard they hit back* -- The Monster's HP, *how long they can fight* -- The Amount of Monsters, *how overwhelmed players will feel* +- **The Monster's AC,** *how hard they are to hurt* +- **The Monster's Attacks,** *how hard they hit back* +- **The Monster's HP,** *how long they can fight* +- **The Amount of Monsters,** *how overwhelmed players will feel* The first thing I usually decide is how hard do I want this fight. @@ -74,12 +74,12 @@ Do NOT go nuts with damage. If your average **player has `30` HP**, your monster For instance, I like to scale my damage off of existing weapons, or using a [dice calculator](https://dice.clockworkmod.com). -| Device | Damage Dice | Average Damage | -|------------|-------------|----------------| -| Flail | 1d8 + mod | 4.5 + mod | -| Glaive | 1d10 + mod | 5.5 + mod | -| Greataxe | 1d12 + mod | 6.5 + mod | -| Greatsword | 2d6 + mod | 7 + mod | +| Device | Damage Dice | Average Damage | +|------------|--------------|----------------| +| Flail | `1d8 + mod` | `4.5 + mod` | +| Glaive | `1d10 + mod` | `5.5 + mod` | +| Greataxe | `1d12 + mod` | `6.5 + mod` | +| Greatsword | `2d6 + mod` | `7 + mod` | I also use existing monster features a lot, if your monster only does an average of `8` damage a hit, but you need twice that, have your monster get **Multiattack** for instance on the [brown bear statblock](https://www.dndbeyond.com/monsters/16816-brown-bear).