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DM Encounter Builder,

A D&D 5th Edition


Supplement
By Colin Votier

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.

Experiences Points by Challenge Rating[1]


CR

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

Tiny (bottle, lock)

10

Easy

Small (chest, lute)

10

Moderate

15

Medium

18

Hard

20

Hard

Medium (barrel,
chandelier)

Very hard

25

Hard

27

Nearly
impossible

30

Deadly

Large (cart, 105


ft.by-10-ft. window)

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.

Trap Save DCs and Attack Bonuses


Trap Danger

Save DC

Attack Bonus

Setback

10 11

+3 to +5

Dangerous

12 15

+6 to +8

Deadly

16 20

+9 to +12

Damage Severity by Level


Character Level

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.

XP Thresholds by Character Level[5]


Character
Level

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

Monster Stats by Challenge Rating[6, 7]


This table is meant to provide a baseline for a creature's stat-bloc. This table has some uses for
balancing an encounter's CR and also for building stats in a Non-combat Encounter. While it is possible
to build a monster from scratch using these numbers, and we will do just that as an example in the
Exercise, I advise against it. The Monster Manual is chock full of creatures that have already had
thematically appropriate stats balanced out with far more rigor than the typical DM has knowledge or
time enough to.
Use those where you can, and adjust them using these stats when needed. Also, you could
simply re-skin an existing monster to better fit a setting. Change what it looks like but keep all the
numbers, possible changing the damage types and immunities and resistances when needed. But, by
and large, building a custom creature is time consuming and risky, and should be used as a last resort.
Bear in mind, these numbers are far from fixed. As we will review in the Exercise at the end of
this article, when one stat is lowered, you can increase another in order to keep the over-all CR of the
creature the same.
Defensive

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.

Spellcasting for Monsters


Spell Point Cost[8]
Some monsters or other NPCs can cast spells, the same as player characters. However, the spell-slot
mechanic is too slow for the GM to track along with everything else, especially if there are multiple
spell-casting NPCs in play. Instead, a spell point mechanic is used. NPCs have a fixed spell list, unless
the unique characteristic about them is that their spell list changes.
NPCs start each day with a fixed number of spell points and expend them to cast spells. Spells
of a higher level consume more points. Likewise, casting a lower level spell at a higher level increases
its point cost.
Spell Level

Point Cost

Spell Level

Point Cost

1st

6th

2nd

7th

10

3rd

8th

11

4th

9th

13

5th

Spell Points by CR[9, *]


CR

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
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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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References
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Dungeon Master's Guide, pg. 82


Dungeon Master's Guide, pg. 238
Dungeon Master's Guide, pg. 246
Dungeon Master's Guide, pg. 121
Dungeon Master's Guide, pg. 82
Dungeon Master's Guide, pg. 274
Dungeon Master's Guide, pg. 275
Dungeon Master's Guide, pg. 288
Dungeon Master's Guide, pg. 289
Dungeon Master's Guide, pg. 284

*
+

Expanded list based on trends in presented source material


Unspecified, but derived from examples

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Credits & Licensing


DM Encounter Builder, A D&D 5th Edition Supplement by Colin Votier is licensed under a Creative
Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Permissions beyond the scope of this license are under the Wizards of The Coast DM's Guild license,
available at http://support.dmsguild.com/hc/en-us/articles/217028818-Content-Guidelines.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,
Players Handbook, Monster Manual, Dungeon Masters Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast
in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.
This work contains material that is copyright 2016 Wizards of the Coast LLC, PO Box 707, Renton,
WA 98057-0707, USA and/or other authors. Such material is used with permission under the
Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2016 by Chroma Works and published under the
Community Content Agreement for Dungeon Masters Guild.

Web Publication November, 2016. Indianapolis, Indiana, USA.


By Colin Votier
At: http://www.colinvotier.wordpress.com/tabletop-rpgs

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