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DM Encounter Builder,
A D&D 5th Edition Supplement
By Colin Votier
In Wizards' recent Unearthed Arcana where they re-presented tools for building encounters, I found the
presented material to be somewhat... lacking. What was particularly odd about this was that all the
information they were putting forward is already available in the dungeon masters guide, just spread
out. The idea of putting all this in one place was great, but the execution fell short.
What I have attempted to do is put all the raw data tools presented in the Dungeon Master's
Guide (DMG) in one place, expand on them where needed, and give concise and formulaic examples of
how to use them. Lastly, I give an example of building a dungeon using these tools and expounding on
my reasoning to give some context to all these numbers.
Encounter CR
The party should engage in a total Challenge Rating (CR) equal to the Total Party Level (TPL) each
day. This can be a single, difficult encounter, or many easy encounters, or a mixture of both. The
encounters can be combat or non-combat based. No single encounter should have a CR greater than the
party's average level.
The party's total level is the level of each player character added together. The total CR is the
combined CR of all encounters in an in-game day.
XP
CR
XP
0 or 10
14
11,500
1/8
25
15
13,000
1/4
50
16
15,000
1/2
100
17
18,000
200
18
20,000
450
19
22,000
700
20
25,000
1,100
21
33,000
1,800
22
41,000
2,300
23
50,000
2,900
24
62,000
3,900
25
75,000
5,000
26
90,000
10
5,900
27
105,000
CR
XP
CR
XP
11
7,200
28
120,000
12
8,400
29
135,000
13
10,000
30
155,000
Non-Combat Encounters
The CR for a non-combat encounter is represented in
terms of the average skill check difficulty. For skill
challenges and puzzles the number of checks does not
matter mechanically, but remember that too many checks
can becomes repetitive and tedious. Some examples of
encounters based on skill challenges could be: a jumping
puzzle, navigating an unfamiliar terrain, or a difficult
series of social interactions such as a war council of the
nobility. These checks might be skill checks, saving
throws, circumventing a barrier (ex.: a magic ward,
picking a lock, breaking down a door), or ability contests
(ex.: deception vs. insight). A skill based encounter gets
XP the same as a combat encounter. Award XP to each
player based on the XP Threshold by Character Level
table in the Combat Encounter section using the
equivalent difficulty from the Typical DCs table.
Typical DCs[3, +]
DC
Encounter
Difficulty
Very easy
Easy
Objects[2]
Objects are sometimes needed as props in a
non-combat encounter, and need to be stat-ed
similarly to a creature so the PCs can interact
with them.
AC
Substance
AC
Substance
AC
Cloth, paper,
rope
11
Iron, steel
19
Crystal,
glass, ice
13
Mithral
21
Wood, bone
15
Adamantine
23
Stone
17
HP
Size
Fragile
Resilient
Easy
10
Easy
10
Moderate
15
Medium
18
Hard
20
Hard
Medium (barrel,
chandelier)
Very hard
25
Hard
27
Nearly
impossible
30
Deadly
Task
Traps[4]
If your non-combat encounter includes traps, the DC from the Typical DCs table can be used, or use the
Trap Save DCs and Attack Bonuses as described below. Following a failed save or the hit of a trap
attack, use the damage from the Damage Severity by Level table. Often, traps have additional effects or
apply conditions such as slowing, poisoning, or burning. There are sample traps in the Dungeon
Master's Guide that can be used outright, or as examples to build your own.
Save DC
Attack Bonus
Setback
10 11
+3 to +5
Dangerous
12 15
+6 to +8
Deadly
16 20
+9 to +12
Setback
Dangerous
Deadly
1d10
2d10
4d10
2d10
4d10
10d10
11 14
4d10
10d10
18d10
15th 20th
10d10
18d10
24d10
1st 4th
th
th
5 10
th
th
Combat Encounters
The provided tables in the DMG describe the difficulty of an encounter with a combination of character
level, XP, and challenge rating.
Each combat encounter's CR is the combination of all the monsters in the encounter, times the
Encounter Multiplier. Alternately, a monster's CR is the encounter's target CR, divided by the
multiplier of the wanted number of monsters, divided by the specific number of monsters.
The XP Threshold table will give a sense of the danger of an encounter to a party member based
on the XP of the monsters in the encounter, rather than using the CR. It can also be used as a point of
reference for non-combat encounters.
Encounter Difficulty
Easy
Medium
Hard
Deadly
1st
25
50
75
100
2nd
50
100
150
200
3rd
75
150
225
400
4th
125
250
375
500
5th
250
500
750
1,100
6th
300
600
900
1,400
7th
350
750
1,100
1,700
8th
450
900
1,400
2,100
9th
550
1,100
1,600
2,400
10th
600
1,200
1,900
2,800
11th
800
1,600
2,400
3,600
Encounter Difficulty
Character
Level
Easy
Medium
Hard
Deadly
12th
1,000
2,000
3,000
4,500
13th
1,100
2,200
3,400
5,100
14th
1,250
2,500
3,800
5,700
15th
1,400
2,800
4,300
6,400
16th
1,600
3,200
4,800
7,200
17th
2,000
3,900
5,900
8,800
18th
2,100
4,200
6,300
9,500
19th
2,400
4,900
7,300
10,900
20th
2,800
5,700
8,500
12,700
Encounter Multipliers[1]
Number of
Monsters
Number of
Monsters
Multiplier
Multiplier
x1
710
x 2.5
x 1.5
1114
x3
15 or more
x4
36
x2
Offensive
CR
XP
Prof.
Bonus
Armor
Class
Hit
Points
Attack
Bonus
Damage/
Round
Save
DC
0 or 10
+2
13
16
+3
01
13
1/8
25
+2
13
735
+3
23
13
Defensive
Offensive
CR
XP
Prof.
Bonus
Armor
Class
Hit
Points
Attack
Bonus
Damage/
Round
Save
DC
1/4
50
+2
13
3649
+3
45
13
1/2
100
+2
13
5070
+3
68
13
200
+2
13
7185
+3
914
13
450
+2
13
86100
+3
1520
13
700
+2
13
101115
+4
2126
13
1,100
+2
14
116130
+5
2732
14
1,800
+3
15
131145
+6
3338
15
2,300
+3
15
146160
+6
3944
15
2,900
+3
15
161175
+6
4550
15
3,900
+3
16
176190
+7
5156
16
5,000
+4
16
191205
+7
5762
16
10
5,900
+4
17
206220
+7
6368
16
11
7,200
+4
17
221235
+8
6974
17
12
8,400
+4
17
236250
+8
7580
17
13
10,000
+5
18
251265
+8
8186
18
14
11,500
+5
18
266280
+8
8792
18
15
13,000
+5
18
281295
+8
9398
18
16
15,000
+5
18
296310
+9
99104
18
17
18,000
+6
19
311325
+10
105110
19
18
20,000
+6
19
326340
+10
111116
19
19
22,000
+6
19
341355
+10
117122
19
20
25,000
+6
19
356400
+10
123140
19
21
33,000
+7
19
401445
+11
141158
20
22
41,000
+7
19
446490
+11
159176
20
23
50,000
+7
19
491535
+11
177194
20
24
62,000
+7
19
536580
+12
195212
21
25
75,000
+8
19
581625
+12
213230
21
26
90,000
+8
19
626670
+12
231248
21
27
105,000
+8
19
671715
+13
249266
22
28
120,000
+8
19
716760
+13
267284
22
Defensive
Offensive
CR
XP
Prof.
Bonus
Armor
Class
Hit
Points
Attack
Bonus
Damage/
Round
Save
DC
29
135,000
+9
19
761805
+13
285302
22
30
155,000
+9
19
806850
+14
303320
23
'Skewing' HP to AC
+1 AC = -2CR of HP
Example 02: For a CR 10 creature that is heavily armored. It has an AC of 19, instead of 17 (+2). So,
it gets the HP of a CR 8 creature. As we have jumped several CRs to get to an AC of 19 (from 10 to 17),
go to the low end of the HP range for CR 8, 176 HP.
Solo/Legendary Enemies[+]
Legendary Creatures are ones that are able to stand alone against an entire party of player characters.
Their CR should be equal to that of the party's total level. Their power to stand against the party comes
not from a buff or de-buff to their stats, but from additional actions they get to take called Legendary
Actions. They take these actions with Legendary Action Points.
Number of
Players
Legendary Action
Points
Number of
Players
Legendary Action
Points
Most Legendary Actions require a single point, but not all. Each point should represent the threat a
player character poses to the creature, so an ability that uses two points should be equally powerful.
Most Legendary Creatures have either two or three Legendary Actions, but some might have
only one that they use repeatedly. More than four Legendary Actions tends to overcomplicate gameplay
but might be suitable for a particularly unpredictable creature.
Legendary Actions can be used at any time in the round but if used off-turn do consume the
creature's Reaction. Legendary Creatures get their Legendary Action Points back at the start of each
new round.
Some other creatures also have resistances or immunities. There is no hard and fast rule as to
how adding a resistance or immunity will affect a creature's difficulty, but we can make some
assumptions. On average, the effective CR will be increased by about 1 for each resistance, and by
about 2 for each immunity. This may be greater or less depending on the specific types of damage the
party tends to deal.
Environmental dangers are as much a part of a combat encounter as monsters. Especially in the
case of solo monsters, traps and terrain dangers can help level the playing field in terms of dangers to
PCs, without simply making the creature untouchably strong.
Point Cost
Spell Level
Point Cost
1st
6th
2nd
7th
10
3rd
8th
11
4th
9th
13
5th
Spell Points
Max Spell
Level
CR
Spell Points
Max Spell
Level
1st
16
94
8th
1st
17
107
9th
14
2nd
18
114
9th
17
2nd
19
123
9th
27
3rd
20
133
9th
32
3rd
21
147
9th
38
4th
22
157
9th
44
4th
23
167
9th
57
5th
24
177
9th
10
64
5th
25
192
9th
11
73
6th
26
203
9th
12
73
6th
27
214
9th
13
83
7th
28
225
9th
14
83
7th
29
241
9th
15
94
8th
30
252
9th
Spell Damage[10]
Spell Level
One Target
Multiple Targets
Cantrip
1d10
1d6
1st
2d10
2d6
2nd
3d10
3d6
3rd
5d10
6d6
4th
6d10
7d6
5th
8d10
8d6
6th
10d10
11d6
7th
11d10
12d6
8th
12d10
13d6
9th
15d10
14d6
Exercise 01:
Today the party has decided to tackle a dungeon and nothing else. They may take short rests but will
not take any extended rests. The Dungeon has three parts; a skill challenge, a group of monsters, and a
boss fight.
The party consists of a level 8 fighter, a level 8 wizard, and a level 7 rouge (he got hit by a trap
while scouting for the party one time). This makes the total party level (TPL) 23.
The dungeon should therefore have an equivalent total CR, 23. For each encounter, the average
CR would be 8. With all three encounters being a CR of 8, our total would be 24, so we'll bring the first
encounter, a skill challenge to get into the dungeon, down a bit to 7.
Encounter 1:
For simplicity's sake, let's say the dungeon is merely behind a large, locked door. We're only focusing
on mechanics here, but in practice be sure to make the moment of discovery descriptive and
compelling.
The door can be breeched by either breaking it down, an athletics check (strength), or by
picking the lock, a slight of hand check (dexterity). There should be a danger to the checks so that
failure has a consequence. So say that the door is covered in spikes so you take damage from breaking
it down, and the locks are enchanted so that failures cause damage. Both methods will require three
successes to open the door. After each failure they take a small amount of damage. For our level 7 and
8 characters, 1d6 is a good amount. Every 4 levels or so up the die size by one with a base 1 damage
for first level characters, to account for increased hit points as characters level.
Finally, add a trump card mechanic so that under no circumstances is the party totally shut out
of the dungeon. In this case, a handle that is clearly a blood-siphon with a short poetic description in
common (so the players don't try it unknowingly first). It takes of a character's HP.
Now that the functional mechanics are defined, adjust the difficulty. First looking at the
Experiences Points by Challenge Rating table, we know the total XP of our CR 7 challenge should be
2900. Divide that among the three characters to get 966 XP. On the XP Thresholds by Character Level
8
table, in the character level of 7 row (again, our average for this encounter), 966 falls about three
quarters of the way between medium and hard. Moving to the Typical DCs table, we see that a Medium
Difficulty Task is Moderate with a DC of 15 and that a Hard Difficulty Task is Hard with a DC of
20. So, again, being three quarters of the way between we could have 18 or 19 as the difficulty of the
checks. Since we're aiming for easier here, we'll go with the 18.
And just like that, we have our encounter. Three checks of 18 to open a door with either
strength or dexterity based skills. On a failure they take 1d6 damage and if all else fails, they can open
it automatically at the cost of of a single character's HP.
Encounter 2:
For our second encounter we will have a small group of enemies. In order to keep the upcoming boss
battle from becoming too complicated to track with both Legendary Actions and spells, let's put our
spell-using monster here.
Suppose these monsters are guarding the boss chamber and as such are balanced and equipped
to do so. They have a controller to keep the players at a distance, a ranged attacker to deal damage to
the players, and a healer to keep the other two alive. Notice these monsters are defined by their role, not
a class, so that they can be skinned to anything appropriate to the story or setting. Let's say the boss is a
wizard and necromancer and the guards are flesh golems. Where in a setting with a general and soldiers
the ranged attacker might shoot a bow and arrow, here it might vomit acid.
We now have our thematically appropriate ranged attacker, the acid vomiting monster.
Normally, a short description of the appearance of the creature and what gear it has on its person is
good to have for when the players inevitably pillage the corpse. In this case simply saying it is a mass
of flesh with the remnants of humanoid limbs holding it up would fit all three monsters, along with it
also has a sphincter like opening at the top that opens and closes occasionally would be suited to the
acid vomiter. For equipment, they might have the remnants of their former identity buried within them.
This is a convenient excuse for loading the players up with a few health potions before the boss fight.
Since we want the players to have them, make any Insight, Perception, Investigation, or Nature check
to notice them be more-or-less an automatic success (except a Natural 1). Follow that with an Easy
Nature check to cut them out of the corpses, once slain.
Magic is the simplest way to control the battlefield, but hardly the only way. For our flesh
monsters, let's say that one of them uses a slime to restrain creatures. It can vomit this slime at a short
distance, but still needs to move to apply it. Additionally, have it leave a trail of the slime so that it can
create a slowing zone with this movement. By making the slowing effect visible the players can plan
around it and a slime might be resisted with a strength saving throw. This way, the players retain
agency over the situation, but it can still be a hindrance. Lastly, give the slimmer a high initiative so it
has a chance to slow the players before it is killed.
A creature healing them for theses biological monstrosities would probably use necromantic
powers. A variant on healing touch/vampiric touch combined with tentacles would make for an
interesting healing mechanic that would also pose a threat to the players and be thematically
appropriate. An attack would be made against an enemy with one tentacle while it held an ally with
another. It could then channel HP from itself or a grappled enemy into the ally.
For the stat-blocks for each monster, we know that the total CR needs to be, again, about 1/3
TPL, so about 7 or 8. But, we need to leave room for the boss, which should be a bit harder. So, let's go
for 6, which divides more nicely among three monsters anyway. That gives each of them a CR of 2.
Then, using the Encounter Multipliers table we can see that with three monsters the encounter will be
about twice as difficult, so we'll halve the CR of the monsters, but keep the XP reward the same.
9
That gives us a CR of 1 with roughly the following stats from the Monster Stats by Challenge
Rating table:
Prof.
Armor
Hit
Attack
Damage/
Save
CR
XP
Bonus
Class
Points
Bonus
Round
DC
1
200
+2
13
7185
+3
914
13
We'll drop the AC by 1 to account for the fact that they
will be wearing little or no armor, then adjust the HP
All together these enemies create a dynamic
based on the 'Skewing' HP to AC section. For a -1 AC
encounter that will try the players ingenuity
of 12 and then taking the average HP of a CR 3
and combat skills. If they can come to
monster, being 108.
understand the monsters' behavior, either
For the damage of the acid, there would, like a through checks or meta knowledge, they will
spell, be no attack roll, rather, a Dexterity saving throw, be able to better maneuver and plan their
using the DC 13. The damage for all attacks in this will attack. As a GM, remember that the monsters
be about the same. They should each deal about 9-14
are the gate keepers to the boss, so they
damage, so the randomness of +/- 5 would be about
should be difficult to overcome, but that if
1d6, then add 9 to the result (9+1d6). For the tentacle
the party expends too much time, energy, or
attack, the attack roll would get the +3 Attack Bonus.
abilities to overcome them, they wont stand a
And we've already decided that the slime won't deal
chance against the boss. If this happens, I
damage, but rather restrain on a failed Strength save,
recommend adding an anti chamber with
again using the DC 13 difficulty from the table.
locking doors beyond the guards but before
And just like that, we have three thematic
the boss. This will give the characters a
enemies, with a variate of rolls and a stat-bloc for each. chance to rest. If described in sufficient
detail, the players are sure to catch on to
Encounter 3:
what you're hinting at.
The thing that is important in most boss fights is that it
feel like a genuine threat, that your players don't feel like your pulling your punches. That makes the
victory after feel so rewarding. A strong attack is one way to do this. By having a hit do or so of a
player characters HP the first time someone is hit, they immediately know Oh, ok, we have to be
careful with this one or it's all over. Just bear in mind that different classes will have different HP.
HP for a barbarian could well be most or all of the wizards HP. ...Though, to be sure, dropping a player
unconscious in round one will certainly make it feel like a threat.
So, strong, yes, but what else? This is the conclusion of a pit of the undead, a creature of flesh
and bone, of destructive necrotic forces. Drawing on the mechanics previously established will help to
thematically tie this boss to the rest of the dungeon and will help the players fight it. You can get away
with making a creature more dangerous if the players know how to strategize around it. So lets start
with the combat tools of the previous monsters: acid pools, life stealing tentacles, and slime restraint.
But before getting to offense, let's define our boss. The size and shape will help clue the party in
to its ability before it even attacks. We'll make it Huge (15'x15') to give a good weight to it in the
setting. Be sure to give a description of its 10' long tentacle arms. That will let the party know that even
at a distance it will be dangerous. This will be for its tentacle attack, but will also come into play with
its slime/acid ability.
Depending on how the party faired in the second encounter, they may or may not have rested,
so be ready to stat the boss both ways. You can use the same attacks and descriptions, just adjust the
numbers accordingly. Start with the assumption that they faired all right in the first bit of combat, and
that we should be stating the boss at the remaining 14 CR of the dungeon. Take a look at that stat block
first so we know what we're working with:
10
CR
XP
Prof.
Bonus
Armor
Class
Hit
Points
Attack
Bonus
Damage/
Round
Save
DC
14
11,500
+5
18
266280
+8
8792
18
Now, at this CR to the average player level, this would normally be too difficult. If we use the
baseline numbers each attack would be devastating, and the monster's HP would outlast the players'.
We could lower the damage it deals, which would likely draw the fight out into a tedious slugfest.
Instead, let's lower the boss's HP so that the players drop him in a reasonable amount of time.
Normally, we would then increase the AC to match. But, even the starting AC of 18 feels a bit high for
something so large with no dexterity or armor to speak of. So instead, lets use this as the first place we
give our monster one of its legendary actions, to scale it. Since it's a solo enemy, we'll give it 2
Legendary Action Points based on the Solo/Legendary Enemies table.
Legendary Resistance is a common ability that fits our needs. It comes in a few flavors, but here
we can use it to either take damage from an attack, or to have advantage on a saving throw. By
making this an activated ability it gives you as the GM the ability to use, or not use it, as needed to
keep the encounter difficult without being fatal. Later on we can come up with our second Legendary
Action.
Now, for the second method. Here we can assume the party has taken an extended rest. That
gives us a CR equal to the TPL, 23:
CR
XP
Prof.
Bonus
23
50,000
+7
Armor
Class
Hit
Points
Attack
Bonus
Damage/
Round
Save
DC
19
491535
+11
177194
20
All the basic stats for CR 23 fit well, but, again, the AC of 19 feels too high. So drop that a few
points and then scale accordingly. Let's give him a new AC of 16, tough, but still a big ol' target. Then
we'll go with the high end of the HP range to be on the safe side, 535.
Also, again, rather than increase the HP, we can use our Legendary Resistance. Since we
already have the ability we need and pumping its effect any would be either tedious or overpowered,
we'll instead increase our access to it, we'll give the boss a third Legendary Action Point.
Now that we have the base stats for either situation, lets go through our attacks. Start with the
tentacle grab attack. It will require a melee attack roll. This will be an attack like any, a d20 plus the
attack bonus (11), and then have it grab the target. The damage on the hit will need to be much less
than the presented range, so we'll break the damage up into multiple attacks per round. Make a rule that
only one creature can be grabbed at a time, but two tentacle attacks can be made.
Make the damage equal to the average TPL-CR (CR 8: 5156), that way if only one creature is
targeted, the damage per round wont be lethal. But as two attacks it will be totally reasonable. Broken
up into damage rolls we see a +/- 5 again, and we'll split the low end of the range in two, giving us:
25+1d6. We still need to have the boss hit the CR 23 damage though, so in addition to the tentacles, we
will have it make an acid spraying attack on its turn.
Again using the CR 8 attack and save DC we have a ranged attack. It will target an area of
15'x15' within 40'. Each creature in the area will need to make a DC 16 Dexterity save, otherwise they
take damage and are restrained. Additionally, we can make the area last until the start of the boss's next
turn. Each creature that starts their turn in it or enters it would also need to make a Dexterity save, or
11
suffer the zone's effects. Creatures restrained by the zone should also be able to make a Strength save
against it, as they did in the second encounter, at the same DC as the initial Dexterity save, 16.
We need about the same damage as before, but for it to have a difference in kind and to reflect
the less-direct nature we can have it deal 3d10 on a hit. This way it makes the battle dynamic, we make
up our missing damage, but we only need to track one zone at a time.
Finally, to make sure we are hitting our damage goal for each round, but keep it broken up, we
can build our second Legendary Action around an attack. Simply calling it Legendary Attack will do.
For 1 Legendary Action Point, the boss can make an attack as a reaction, so at any time once a round.
Wrapping Up
And that about does it. At this point we have covered determining difficulty for a party, non-combat
challenges, combat stats for monsters, solo monsters, and monster spell casting. There are a great many
more details to discus and consider when building encounters. As the encounter is the heart of the
larger game, the ripples your encounters create will have an impact on everything else. I look forward
to elaborating on all of those with you in the future!
Next time we will discuss the treasures you might find after a dungeon encounter, in
Equipment, a 5th Edition Supplement.
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