GM Tools
This chapter provides tools for Game Masters to create balanced encounters, manage NPCs, and run adventures.
Challenge Rating (CR)
Challenge Rating indicates a creature’s threat level. A CR X creature is a fair challenge for a party of four level X characters.
CR Quick Reference
| CR | HP | Defense | Attack | DPR | XP |
|---|---|---|---|---|---|
| 0 | 20 | 11 | +2 | 5 | 25 |
| 1 | 40 | 12 | +3 | 10 | 50 |
| 2 | 60 | 13 | +3 | 15 | 100 |
| 3 | 80 | 14 | +4 | 25 | 200 |
| 4 | 100 | 15 | +4 | 30 | 400 |
| 5 | 120 | 15 | +5 | 40 | 700 |
| 6 | 140 | 16 | +5 | 50 | 1,100 |
| 7 | 160 | 16 | +5 | 60 | 1,800 |
| 8 | 180 | 17 | +5 | 70 | 2,900 |
| 9 | 200 | 17 | +5 | 85 | 4,200 |
| 10 | 220 | 18 | +5 | 100 | 6,000 |
DPR = Damage Per Round
Creature Types
| Type | Examples | Typical Traits |
|---|---|---|
| Humanoid | Goblins, orcs, bandits | Tool use, social structure |
| Beast | Wolves, bears, eagles | Natural weapons, instincts |
| Undead | Skeletons, zombies | Immunity to poison/charm |
| Fiend | Demons, devils | Fire resistance, fearsome |
| Elemental | Fire elemental | Tied to element |
| Aberration | Mind flayers | Alien, psychic |
| Dragon | Dragons, wyverns | Breath weapons, flight |
| Construct | Golems | Immunity to many conditions |
| Fey | Pixies, dryads | Charm, illusion |
| Giant | Ogres, trolls | Large, strong |
| Monstrosity | Owlbears, griffins | Hybrid creatures |
| Plant | Treants | Unusual vulnerabilities |
| Ooze | Gelatinous cube | Mindless, corrosive |
| Celestial | Angels | Radiant damage, good |
Creature Tiers
| Tier | HP Mult | Reactions | Legendary | XP Mult | Use |
|---|---|---|---|---|---|
| Minion | 0.5× | 1 | 0 | 0.25× | Groups of weak enemies |
| Standard | 1× | 1 | 0 | 1× | Normal encounters |
| Elite | 1.5× | 2 | 0 | 1.5× | Mini-bosses |
| Boss | 2× | 2 | 3/round | 2× | Major encounters |
Minions die on any hit that deals damage (no HP tracking needed).
Boss creatures get 3 Legendary Actions per round, usable at the end of other creatures’ turns.
Encounter Building
Step 1: Determine XP Budget
Multiply the party’s threshold by party size:
| Level | Easy | Medium | Hard | Deadly |
|---|---|---|---|---|
| 1 | 25 | 50 | 75 | 100 |
| 2 | 50 | 100 | 150 | 200 |
| 3 | 75 | 150 | 225 | 400 |
| 4 | 125 | 250 | 375 | 500 |
| 5 | 250 | 500 | 750 | 1,100 |
| 6 | 300 | 600 | 900 | 1,400 |
| 7 | 350 | 750 | 1,100 | 1,700 |
| 8 | 450 | 900 | 1,400 | 2,100 |
| 9 | 550 | 1,100 | 1,600 | 2,400 |
| 10 | 600 | 1,200 | 1,900 | 2,800 |
Example: Party of 4 at level 3
- Easy: 300 XP
- Medium: 600 XP
- Hard: 900 XP
- Deadly: 1,600 XP
Step 2: Apply Enemy Count Multiplier
More enemies = harder encounter due to action economy.
| Enemy Count | Multiplier |
|---|---|
| 1 | ×1.0 |
| 2 | ×1.5 |
| 3-4 | ×2.0 |
| 5-6 | ×2.5 |
| 7-10 | ×3.0 |
| 11-14 | ×4.0 |
| 15+ | ×5.0 |
Step 3: Calculate Adjusted XP
Adjusted XP = (Sum of creature XP) × Enemy Count Multiplier
Compare adjusted XP to budget for difficulty.
Example Encounter
Party: 4 characters at level 5 (Medium budget: 2,000 XP)
Enemies: 1 Orc Leader (CR 3, 200 XP) + 4 Orc Warriors (CR 2, 100 XP each)
Calculation:
- Base XP: 200 + (4 × 100) = 600 XP
- Enemy count: 5 → ×2.5 multiplier
- Adjusted XP: 600 × 2.5 = 1,500 XP
- Difficulty: Medium (1,500 < 2,000)
Encounter Suggestions
Easy Encounters
- Single creature of party level CR
- 2-3 minions + 1 standard creature
Medium Encounters
- 1 elite creature
- 2 standard creatures
- 4-6 minions + 1 standard
Hard Encounters
- 1 elite + 2-3 standard
- 3-4 standard creatures
- 1 standard + 6-8 minions
Deadly Encounters
- 1 boss creature
- 2 elite creatures
- 1 elite + 4-5 standard
Daily XP Budget
A party can handle approximately 7 medium encounters worth of XP per day before needing a long rest.
| Party Level | Daily Budget (4 PCs) |
|---|---|
| 1 | 350 |
| 3 | 1,050 |
| 5 | 3,500 |
| 7 | 5,250 |
| 10 | 8,400 |
Sample Creatures
Goblin (CR 0, Minion)
- HP: 7 | Defense: 13 | Speed: 30 ft
- Stats: MIG -1, FIN +2, INS +0, CUN +0
- Attacks: Scimitar +4 (1d6+2) or Shortbow +4 (1d6+2)
- Abilities: Nimble Escape (disengage/hide as bonus)
- Morale: Cowardly (DC 5)
Wolf (CR 0, Standard)
- HP: 11 | Defense: 13 | Speed: 40 ft
- Stats: MIG +1, FIN +2, INS +1, CUN -3
- Attacks: Bite +4 (2d4+2) - target makes Might save or is knocked prone
- Abilities: Pack Tactics (advantage if ally within 5 ft)
- Morale: Trained (DC 10)
Skeleton (CR 1, Standard)
- HP: 13 | Defense: 13 | Speed: 30 ft
- Stats: MIG +0, FIN +2, INS -1, CUN -2
- Attacks: Shortsword +4 (1d6+2) or Shortbow +4 (1d6+2)
- Immunities: Poison
- Vulnerabilities: Bludgeoning
- Morale: Mindless (never flees)
Orc (CR 2, Standard)
- HP: 15 | Defense: 13 | Speed: 30 ft
- Stats: MIG +3, FIN +1, INS +0, CUN -1
- Attacks: Greataxe +5 (1d12+3)
- Abilities: Aggressive (move toward enemy as bonus action)
- Morale: Trained (DC 10)
Troll (CR 5, Elite)
- HP: 84 | Defense: 15 | Speed: 30 ft
- Stats: MIG +4, FIN +1, INS -1, CUN -2
- Attacks: Multiattack (2 claws +7, 2d6+4 each)
- Abilities: Regeneration (10 HP/round, stopped by fire/acid)
- Morale: Fanatical (DC 15)
Young Dragon (CR 7, Boss)
- HP: 178 | Defense: 18 | Speed: 40 ft, fly 80 ft
- Stats: MIG +4, FIN +0, INS +2, CUN +3
- Attacks: Multiattack (bite 2d10+4, 2 claws 2d6+4)
- Breath Weapon (Recharge 5-6): 30 ft cone, 10d6 fire, Finesse save half
- Legendary Actions: Tail attack, wing buffet, detect
- Morale: Fanatical
Reaction Rolls
When PCs encounter a creature whose disposition is uncertain, roll 2d6 + Cunning modifier:
| Roll | Disposition | Behavior |
|---|---|---|
| 2-3 | Hostile | Attacks immediately |
| 4-5 | Unfriendly | Threatens, demands |
| 6-8 | Neutral | Wary, open to negotiation |
| 9-10 | Friendly | Helpful, talkative |
| 11-12 | Helpful | Actively aids party |
Situation Modifiers
| Modifier | Value |
|---|---|
| Good reputation | +2 |
| Bad reputation | -2 |
| Offering tribute | +2 |
| Armed and armored | -1 |
| Peaceful approach | +1 |
| Language barrier | -2 |
| Shared enemy | +2 |
Morale Checks
When creatures face adversity, they may flee or surrender.
Morale Triggers
- First ally killed
- Half of group killed (-2 to check)
- Leader killed (-4 to check)
- Massive damage (>50% HP in one hit, -2)
- Outnumbered 2:1 (-2)
Morale Types
| Type | DC | Examples |
|---|---|---|
| Mindless | N/A | Undead, constructs, oozes |
| Fanatical | 15 | Fiends, dragons, zealots |
| Trained | 10 | Soldiers, professionals |
| Untrained | 8 | Bandits, beasts |
| Cowardly | 5 | Goblins, kobolds |
Morale Check: d20 + Insight vs DC
| Result | Outcome |
|---|---|
| Beat DC by 5+ | Stands firm |
| Beat DC by 0-4 | Shaken (Frightened) |
| Failed, can escape | Flees |
| Failed, can’t escape | Surrenders |
Progress Clocks
Use progress clocks to track ongoing situations:
[●●●○○○] Alarm Raised (3/6)
Clock Types
- Progress: PCs filling toward goal
- Danger: Threat filling toward consequence
- Racing: Two clocks competing
Segment Counts
- 4 segments: Quick, simple goals
- 6 segments: Standard challenges
- 8 segments: Complex endeavors
- 10 segments: Long-term projects
Loot and Treasure
Individual Loot by CR
| CR | Typical Loot |
|---|---|
| 0-1 | 1-6 sp, 10% chance common item |
| 2-4 | 1-16 gp, 25% uncommon item |
| 5-6 | 8-30 gp, 50% uncommon, 10% rare |
| 7-8 | 15-60 gp, uncommon + 20% rare |
| 9-10 | 30-120 gp, rare + 10% very rare |
Treasure Hoards (Boss Loot)
| Tier | CR | Currency | Magic Items |
|---|---|---|---|
| Low | 0-4 | 10-60 gp | 0-1 uncommon |
| Mid | 5-7 | 50-300 gp | 1 rare |
| High | 8-10 | 200-1200 gp | 2 rare + 1 very rare |
GM Intrusions
GM intrusions are complications you introduce for narrative tension. When you invoke one:
- Describe the complication
- Offer the player a Resolve token to accept
- Player can refuse by spending 1 Resolve (if available)
Sample Intrusions
Combat:
- Weapon becomes stuck
- Environmental hazard activates
- Reinforcements arrive
- Friendly fire risk
Social:
- Conversation overheard
- Witness appears
- Old enemy recognizes you
- Social faux pas
Exploration:
- Equipment breaks
- Weather turns dangerous
- Trap triggers
- Shortcut blocked
Resolve Tokens
A shared party resource (max = party size).
Using Resolve
- Reroll any die just rolled
- Reduce damage by character level
- Refuse intrusion
- Narrative declaration (minor story detail)
Gaining Resolve
- 1 token at session start
- Accept a GM intrusion
- Exceptional roleplay (GM discretion)
Quick NPC Generator
Disposition
Roll d6: 1-2 Hostile, 3-4 Neutral, 5-6 Friendly
Motivation
Roll d6: 1 Greed, 2 Fear, 3 Duty, 4 Love, 5 Power, 6 Knowledge
Quirk
Roll d6: 1 Nervous, 2 Boastful, 3 Quiet, 4 Suspicious, 5 Cheerful, 6 Mysterious