Elite (Monster)
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.
Elite Template -- Basics
When creating an elite monster, make the following adjustments. Those noted with (CR) factor into possible changes in CR.
- Hit Points (CR): Use the maximum hit points for the normal monster's hit die.
- Ability Scores: Increase one of the monster'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't generally increase Dexterity unless the monster has natural armor instead of using a Dexterity-based armor calculation.
- 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.
- Attacks (CR): Increase the monster's damage output by doing one of the following
- Add one more attack (giving them Multiattack if they didn'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.
- 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.
- Increase the die size or number of dice. This is really most appropriate for spell-attack monsters.
Elite Template -- CR Calculation
For monsters with starting CR < 19, do the following. Round down at the end. Units here are steps, so 1/4 -> 1/2 is a change of +1.
- Determine how much extra health the monster got.
- If it is less than 15, CR increases by 0.
- If it is between 15 and 30, the CR increases by 0.5.
- If it is greater than 30, the CR increases by 1 + 0.5 for every 15 extra HP above 30.
- Determine the extra damage per round (assuming everything hits, averaged over 3 rounds):
- If it is less than 6, CR increases by 0.
- If it is between 6 and 12, the CR increases by 0.5.
- If it is greater than 12, the CR increases by 1 + 0.5 for every 6 extra damage above 12.
- Add the contributions from HP and damage and round down.
Example 1: Elite Wolf
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.
Elite Wolf:
HP: 18 (+7)
Ability Scores: 12/15/12/3/14/6 (+4 CON save modifier)
Attacks: Multiattack (2 bites). Extra damage: 7.
Changes to CR: 0 from HP ( 7 < 15). +0.5 from offense = +0.5 total. Rounded down means no change in CR.