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 Post subject: NPC Advancement Analysis
PostPosted: Sun Mar 12, 2017 7:31 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4437
Most of the NPCs in the MM work fine as is. If you want more powerful 'guards', you can easily substitute in a veteran or a knight, rather than muddle about with the guard statblock. However, I'm going to post some basic tips for advancing the NPC statblocks.

First off, we will not touch the ability scores, nor change saves. And we won't increase special ability damage or anything. This is the sort of thing that is best left to an actual new NPC block. (For instance, you are better off doing a 'master spy' statblock than trying to advance sneak attack and other rogue features for the 'spy') Instead, we'll be looking at the hit points and equipment.

Armor Class: Basically, if you can increase a creature's AC by 2, you increase their defensive CR by 1. And if you increase it by 4, you increase their actual CR by 1. Attack bonus does the same thing for offense, but attack bonus is harder to come by.

HP by level *Indicates an increase in Defensive CR.
Con 0 4/9*/13/18/22 / 27/31/36*/40/45 / 49/54*/58/63/67 / 72*/76/81/85/90*
Level 1 CR 0, Level 20 CR 2

Con +1 5/11*/16/22/27 / 33/38*/44/49/55* / 60/66/71*/77/82 / 88*/93/99/104*/110
Level 1 CR 0, Level 20 CR 3

Con +2 6/13*/19/26/32 / 39*/45/52*/58/65 / 71*/78/84/91*/97 / 104*/110/117*/123/130
Level 1 CR 1, Level 20 CR 4

Con +3 7*/15/22/30/37* / 45/52*/60/67/75* / 82/90*/97/105*/112 / 120*/127/135*/142/150*
Level 1 CR 1/8, Level 20 CR 6

Con +4 8*/17/25/34/42* / 51*/59/68/76*/85 / 93*/102*/110/119*/127 / 136*/144/153*/161*/170
Level 1 CR 1/8, Level 20 CR 7


Assassin CR 8
HP: 78 (12d8+24) / AC: 15 / Defensive CR 2
Attack: +7 / Damage: 76 / Offensive CR 12
Assassins from level 1 to 17 all end up at CR 8.
Level 18+ assassin is CR 9, which provides +1 prof bonus to saves, attack, skills, etc.

Bandit CR 1/8
HP: 11 (2d8+2) / AC: 12 / Defensive CR 1/8
Attack: +3 / Damage: 4 / Offensive CR 1/4
Bandits increase to CR 1/4 at level 7, to CR 1/2 at level 13 and CR 1 at level 19.

Bandit Captain CR 2
HP: 65 (10d8+20) / AC: 15 / Defensive CR 1
Attack: +5 / Damage: 17 / Offensive CR 3
Bandit Captains from level 1-10 are CR 2. Level 11-15 are CR 3 and Level 16-20 are CR 4.

Berserker CR 2
HP: 67 (9d8+27) / AC: 13 / Defensive CR 1/2
Attack: +5 / Damage: 9 / Offensive CR 2
Berserkers increase to CR 3 at level 14 and to CR 4 at level 18.

Commoner CR 0
HP: 4 (1d8) / AC: 10 / Defensive CR 0
Attack: +2 / Damage: 2 / Offensive CR 1/8
Commoners increase to CR 1/8 at level 8, to CR 1/4 at level 16 and to CR 1/2 at level 20.

Cultist CR 1/8
HP: 9 (2d8) / AC: 12 / Defensive CR 1/8
Attack: +3 / Damage: 4 / Offensive CR 1/4
Cultists increase to CR 1/4 at level 8 and CR 1/2 at level 16.

Gladiator CR 5
HP: 112 (15d8+45) / AC: 16 / Defensive CR 4
Attack: +7 / Damage: 33 / Offensive CR 5
Gladiators from level 1-6 are CR 3. Gladiators from level 7-13 are CR 4, which reduces proficiency by -1. Gladiators increase to CR 6 at level 18.

Guard CR 1/8
HP: 11 (2d8+2) / AC: 16 / Defensive CR 1/4
Attack: +3 / Damage: 4 / Offensive CR 1/4
Guards increase to CR 1/4 at level 4, CR 1/2 at level 7, CR 1 at level 13 and CR 2 at level 19.

Knight CR 3
HP: 52 (8d8+16) / AC: 18 / Defensive CR 2
Attack: +5 / Damage: 20 / Offensive CR 3
Knights increase to CR 4 at level 14 and to CR 5 at level 18, which provides a +1 prof bonus.

Noble CR 1/8
HP: 9 (2d8) / AC: 15 / Defensive CR 1/4
Attack: +3 / Damage: 5 / Offensive CR 1/4
Nobles increase to CR 1/4 at level 4, CR 1/2 at level 8, CR 1 at level 16 and CR 2 at level 20.

Scout CR 1/2
HP: 16 (3d8+3) / AC: 13 / Defensive CR 1/8
Attack: +4 / Damage: 12 / Offensive CR 1
Scouts increase to CR 1 at level 10 and CR 2 at level 16.

Spy CR 1
HP: 27 (6d8) / AC: 12 / Defensive CR 1/8
Attack: +4 / Damage: 17 / Offensive CR 2
Spies increase to CR 2 at level 16.

Thug CR 1/2
HP: 32 (5d8+10) / AC: 11 / Defensive CR 0
Attack: +4 / Damage: 10 / Offensive CR 1
Thugs increase to CR 1 at level 11, and CR 2 at level 16.

Tribal Warrior CR 1/8
HP: 11 (2d8+2) / AC: 12 / Defensive CR 1/8
Attack: +3 / Damage: 5 / Offensive CR 1/4
Tribal Warriors increase to CR 1/4 at level 5, CR 1/2 at level 10, CR 1 at level 13 and CR 2 at level 19.


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