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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

CRHPDefenseAttackDPRXP
02011+2525
14012+31050
26013+315100
38014+425200
410015+430400
512015+540700
614016+5501,100
716016+5601,800
818017+5702,900
920017+5854,200
1022018+51006,000

DPR = Damage Per Round

Creature Types

TypeExamplesTypical Traits
HumanoidGoblins, orcs, banditsTool use, social structure
BeastWolves, bears, eaglesNatural weapons, instincts
UndeadSkeletons, zombiesImmunity to poison/charm
FiendDemons, devilsFire resistance, fearsome
ElementalFire elementalTied to element
AberrationMind flayersAlien, psychic
DragonDragons, wyvernsBreath weapons, flight
ConstructGolemsImmunity to many conditions
FeyPixies, dryadsCharm, illusion
GiantOgres, trollsLarge, strong
MonstrosityOwlbears, griffinsHybrid creatures
PlantTreantsUnusual vulnerabilities
OozeGelatinous cubeMindless, corrosive
CelestialAngelsRadiant damage, good

Creature Tiers

TierHP MultReactionsLegendaryXP MultUse
Minion0.5×100.25×Groups of weak enemies
Standard10Normal encounters
Elite1.5×201.5×Mini-bosses
Boss23/roundMajor 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:

LevelEasyMediumHardDeadly
1255075100
250100150200
375150225400
4125250375500
52505007501,100
63006009001,400
73507501,1001,700
84509001,4002,100
95501,1001,6002,400
106001,2001,9002,800

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 CountMultiplier
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 LevelDaily Budget (4 PCs)
1350
31,050
53,500
75,250
108,400

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:

RollDispositionBehavior
2-3HostileAttacks immediately
4-5UnfriendlyThreatens, demands
6-8NeutralWary, open to negotiation
9-10FriendlyHelpful, talkative
11-12HelpfulActively aids party

Situation Modifiers

ModifierValue
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

TypeDCExamples
MindlessN/AUndead, constructs, oozes
Fanatical15Fiends, dragons, zealots
Trained10Soldiers, professionals
Untrained8Bandits, beasts
Cowardly5Goblins, kobolds

Morale Check: d20 + Insight vs DC

ResultOutcome
Beat DC by 5+Stands firm
Beat DC by 0-4Shaken (Frightened)
Failed, can escapeFlees
Failed, can’t escapeSurrenders

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

CRTypical Loot
0-11-6 sp, 10% chance common item
2-41-16 gp, 25% uncommon item
5-68-30 gp, 50% uncommon, 10% rare
7-815-60 gp, uncommon + 20% rare
9-1030-120 gp, rare + 10% very rare

Treasure Hoards (Boss Loot)

TierCRCurrencyMagic Items
Low0-410-60 gp0-1 uncommon
Mid5-750-300 gp1 rare
High8-10200-1200 gp2 rare + 1 very rare

GM Intrusions

GM intrusions are complications you introduce for narrative tension. When you invoke one:

  1. Describe the complication
  2. Offer the player a Resolve token to accept
  3. 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