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21 - Monster Templates

The following monster templates can help you customize existing monsters into new unique variants that can fit a variety of locations and circumstances. With just a few templates in hand, your core monster books can become much more useful.

Challenge Rating Increase?

The challenge ratings described in these templates are loose guides, so use your best judgment with them. Apply these templates only when you have a good handle on your characters' capabilities, and be prepared to tune your new monsters accordingly.

Elemental Monsters

Apply this template to any monster to make an elemental version of that monster. Choose from or roll on the following table to determine the type of elemental template you want to apply:

Roll on the table below to determine the elemental template:

d8 Elemental Template
1 Fire
2 Cold
3 Lighting
4 Acid
5 Poison
6 Necrotic
7 Radiant
8 Thunder

Then choose one or more of the following traits to customize your monster, making use of the damage type determined by the elemental template:

The amount of damage and the size of a templated creature's elemental aura is determined by the base creature's challenge rating. The damage noted is the same for both attacks and the creature's aura.

CR Damage Aura Size
0-1 3 (1d6) 5 feet
2-5 7 (2d6) 10 feet
6-10 10 (3d6) 15 feet
11-15 14 (4d6) 20 feet
16+ 21 (6d6) 25 feet

This elemental template increases a monster's challenge rating by 1 or 2.

Dire Monsters

Dire monsters are particularly large and dangerous versions of typical monsters, and can be created using the following guidelines:

Fiendish Monsters

Infernal or abyssal variants of existing monsters are endlessly spawned across the Lower Planes. This template can turn any monster into a fiendish variant:

Spell-Infused Monsters

Some monsters can innately cast magical spells. Spell-infused monsters typically have a spell attack bonus of 3 + one-half the monster's challenge rating, and a spell save DC of 12 + one-half the monster's challenge rating (rounded down in both cases).

Spell-infused creatures do not require components to cast their spells. They typically use each of their spells once, recovering the ability to do so when they finish a long rest. Roll for or choose from the table to determine which spells a creature can use. Spells that deal high damage can affect a creature's challenge rating.

Roll on the table below to determine the spell:

d20 Spell
1 Burning hands
2 Magic missile
3 Disguise self
4 Fog cloud
5 Shield
6 Inflict wounds
7 Faerie fire
8 Thunderwave
9 Blur
10 Darkness
11 Invisibility
12 Misty step
13 Scorching ray
14 Shatter
15 Spirit guardians
16 Dispel magic
17 Fly
18 Gaseous form
19 Lightning bolt
20 Fireball