I forgot to mention, in conjunction with the Magic creatures I posted yesterday, I’ve revised and updated the static damage table. Now, you have slightly more complete information for the conversion of creatures at your disposal! Static damage for creatures, Levels 1st through 30th.

You’ll note that I rounded everything up for the most part, and then standardized some of the numbers so they’re simply more predictable. You could almost just use formulas, but now and then, it’s nice to have a table with everything done for you that you can just reference without doing any math.

I included initiative bonuses, which you can see are also static. In line with the normal “meet or beat” philosophy of the d20 System, you can be assured that even if you “tie” with a creature’s initiative, your character gets to go first. The formula starts with 11, plus half level (rounded down), plus Dexterity, plus 2 (every advantage they can get).

I calculated a creature’s average Dexterity as starting at fifteen at first level, and increasing by one at fourth, eighth, eleventh, fourteenth, eighteenth, twenty-first, twenty-fourth, and twenty-eighth level. You might ask me if that’s fair for the players, and my answer is, “it’s fair for the creatures.”

Other than this weird Dexterity calculation, which I will eventually change to be something more reasonable and formulaic (when it’s worth figuring out) everything runs on a pretty strict formula. Hit damage, for example, is level plus eight. Miss damage is hit damage minus two, minus an additional two every six levels.

(Except where a creature would do less damage than they would a level lower.)

Critical damage is based on normal hit damage, plus two, plus an additional two every six levels. You can see it works out nicely by the end, where miss damage is ten less, and crit damage is ten more. Again, these efforts are intended to make creatures easy to run (easy enough to run solo encounters) and still challenging.

You can flee from the dungeon at any time. The monsters cannot.

I’ve used boxes to group information on the table, like defense and hit points, and the different damage values. This is to make the table easier to read. Also, in case you weren’t sure how to read them before, the damage values are first for “if the creature hits you,” “if the creature misses you,” and “if you roll a natural 1 for defense.”