Quick 5e Stat Blocks

Quick 5e Stat Blocks
I like 5e quite a bit, but I think monsters are still too detailed. These are some of the stat blocks I used when I ran ASE using 5e:
Moktar - AC 13, HP 15, Spd. 30ft, greatclub +5, 1d8+3 dm, 100 xp
Aggressive - As a bonus action, a moktar can move its speed toward a hostile creature.
Sick rock poisoning - most moktars in the cave have 4 levels of exhaustion.
Spider - AC 13, HP 11, Spd. 40ft, stealth +7, bite +3, 1d6+1 dm+poison, 50 xp
Poison - DC 11 Con save, 2d6 dm if fail, ½ if save. If target reduced to 0 HP, the target is stable but poisoned and paralyzed for 1 hour, even if it regains HP.
Wolf - AC 13, HP 11, Spd. 40ft, bite +4, 2d4+2 dm+trip, 50 xp
Trip - DC 11 Str save or be knocked prone.

They’re missing the ability scores, any saving throw proficiencies, and skills. Thinking a single “bonus” entry might work. Bonus +5 that applies to any appropriate skill rolls or save. Or maybe Bonus +3/+5 one non-proficient and one proficient.

Comments

  1. You can do all the stat in a single line by just putting in the bonus and a * if proficient.
    S+1,D+2*,C0,W-1,I-2,Ch+1*.  That gives you all the info you need for initiative, save proficiency and skills.

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  2. I'm glad to see the monsters are from the ASE intro cave. Blocks look good - is there no save or morale in 5e?

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  3. Saves are tied to ability scores bonuses, which is my issue. Monsters needing all six abilities seems excessive.

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  4. There's no stat for morale or rules for it in Basic. Can't remember if there's anything in the DMG or MM.

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  5. Morale's a WIS save (DC 10?).  The leader (or closest thing to it) makes a save for the whole group.  Disadvantage or automatic failure if faced with overwhelming force.

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  6. Oh yeah I forgot, that's why I hate 5E's save system.  Making saves into stat checks just seems duplicative to me.

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  7. So, taking OUT an entire arbitrary sub-system feels like DUPLICATION to you?  My inner game designer weeps tears of blood.

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  8. Jeremy Murphy I like the eclectic nature of classic saves as a separate defense/attack mechanism that is entirely independent of AC, and Stats (always inflated in B/X and beyond - for god's sake just note them as +0 to +5 at that point) and instead based on level and class.

    Save as a subset of stats is basically just a way to make a stat roll more complex - which is fine, but instead of saying it's a saving throw, just call it a stat check.

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