<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.admiralbenbo.com/index.php?action=history&amp;feed=atom&amp;title=Elite_%28Monster%29</id>
	<title>Elite (Monster) - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.admiralbenbo.com/index.php?action=history&amp;feed=atom&amp;title=Elite_%28Monster%29"/>
	<link rel="alternate" type="text/html" href="https://wiki.admiralbenbo.com/index.php?title=Elite_(Monster)&amp;action=history"/>
	<updated>2026-05-06T19:58:10Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.42.3</generator>
	<entry>
		<id>https://wiki.admiralbenbo.com/index.php?title=Elite_(Monster)&amp;diff=2811&amp;oldid=prev</id>
		<title>Admiralbenbo: Created page with &quot;&#039;&#039;Note: This is mechanical homebrew, designed to provide some variety and verisimilitude to monster groups while not requiring tons of custom work or figuring out new niches....&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.admiralbenbo.com/index.php?title=Elite_(Monster)&amp;diff=2811&amp;oldid=prev"/>
		<updated>2024-06-25T15:41:18Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;#039;&amp;#039;Note: This is mechanical homebrew, designed to provide some variety and verisimilitude to monster groups while not requiring tons of custom work or figuring out new niches....&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;Note: This is mechanical homebrew, designed to provide some variety and verisimilitude to monster groups while not requiring tons of custom work or figuring out new niches. An elite monster is a tougher, more resilient, meaner version of a regular monster, but without special traits or features that would define a new stat block.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Elite Template -- Basics ==&lt;br /&gt;
When creating an elite monster, make the following adjustments. Those noted with &amp;#039;&amp;#039;&amp;#039;(CR)&amp;#039;&amp;#039;&amp;#039; factor into possible changes in CR.&lt;br /&gt;
&lt;br /&gt;
* Hit Points &amp;#039;&amp;#039;&amp;#039;(CR)&amp;#039;&amp;#039;&amp;#039;: Use the maximum hit points for the normal monster&amp;#039;s hit die.&lt;br /&gt;
* Ability Scores: Increase one of the monster&amp;#039;s non-primary abilities by one, prioritizing Wisdom. Primary abilities are either Strength or Dexterity (for weapon or natural-attack using monsters) or a spell-casting ability for spell-attack/spell-casting monsters. Don&amp;#039;t generally increase Dexterity unless the monster has natural armor instead of using a Dexterity-based armor calculation.&lt;br /&gt;
* Saving Throws: If the monster does not have proficiency in any saving throws, give them proficiency in any of Dexterity, Constitution, or Wisdom saving throws.&lt;br /&gt;
* Attacks (&amp;#039;&amp;#039;&amp;#039;CR)&amp;#039;&amp;#039;&amp;#039;: Increase the monster&amp;#039;s damage output by doing one of the following&lt;br /&gt;
** Add one more attack (giving them Multiattack if they didn&amp;#039;t have it already). This is generally the easiest thing for most monsters, especially weapon-using ones, but less appropriate for monsters that do one big hit.&lt;br /&gt;
** Add some (possibly more) non-physical damage to their existing attacks. The damage type should match the theme of the monster--snakes get more poison, fire elementals get more fire. Or whatever.&lt;br /&gt;
** Increase the die size or number of dice. This is really most appropriate for spell-attack monsters.&lt;br /&gt;
&lt;br /&gt;
== Elite Template -- CR Calculation ==&lt;br /&gt;
For monsters with starting CR &amp;lt; 19, do the following. Round down at the end. Units here are &amp;#039;&amp;#039;steps&amp;#039;&amp;#039;, so 1/4 -&amp;gt; 1/2 is a change of +1.&lt;br /&gt;
&lt;br /&gt;
* Determine how much extra health the monster got.&lt;br /&gt;
** If it is less than 15, CR increases by 0.&lt;br /&gt;
** If it is between 15 and 30, the CR increases by 0.5. &lt;br /&gt;
** If it is greater than 30, the CR increases by 1 + 0.5 for every 15 extra HP above 30.&lt;br /&gt;
* Determine the extra damage per round (assuming everything hits, averaged over 3 rounds):&lt;br /&gt;
** If it is less than 6, CR increases by 0.&lt;br /&gt;
** If it is between 6 and 12, the CR increases by 0.5.&lt;br /&gt;
** If it is greater than 12, the CR increases by 1 + 0.5 for every 6 extra damage above 12.&lt;br /&gt;
* Add the contributions from HP and damage and round down.&lt;br /&gt;
&lt;br /&gt;
== Example 1: Elite Wolf ==&lt;br /&gt;
The basic wolf has 11 (2d8+2) HP, no saving throw proficiencies, and a primary ability score of DEX. It has a single bite attack, dealing 7 (2d4+2) damage and knocking prone on a failed save. Ability scores are 12/15/12/3/12/6.&lt;br /&gt;
&lt;br /&gt;
Elite Wolf:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;HP&amp;#039;&amp;#039;&amp;#039;: 18 (+7)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ability Scores&amp;#039;&amp;#039;&amp;#039;: 12/15/12/3/14/6 (+4 CON save modifier)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attacks&amp;#039;&amp;#039;&amp;#039;: Multiattack (2 bites). Extra damage: 7.&lt;br /&gt;
&lt;br /&gt;
Changes to CR: 0 from HP ( 7 &amp;lt; 15). +0.5 from offense = +0.5 total. Rounded down means no change in CR.&lt;br /&gt;
[[Category:Homebrew]]&lt;br /&gt;
[[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>Admiralbenbo</name></author>
	</entry>
</feed>