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		<title>SRD:Improving Creatures - История изменений</title>
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		<updated>2026-05-03T17:58:30Z</updated>
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		<title>Dmilewski: Changes references from (Endhaven) to (Endhaven Supplmenet)</title>
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				<updated>2009-04-23T03:13:24Z</updated>
		
		<summary type="html">&lt;p&gt;Changes references from (Endhaven) to (Endhaven Supplmenet)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Новая страница&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{OGL Top}}&lt;br /&gt;
=Improving Monsters=&lt;br /&gt;
&lt;br /&gt;
Each of the monster entries describes a typical creature of its kind. However, there are several methods by which extraordinary or unique monsters can be created using a typical creature as the foundation: by adding [[SRD:Classes|character classes]], increasing a monster’s [[SRD:Hit Dice|Hit Dice]], or by adding a template to a monster. These methods are not mutually exclusive—it’s possible for a monster with a template to be improved by both increasing its [[SRD:Hit Dice|Hit Dice]] and adding [[SRD:Classes|character class]] levels.&lt;br /&gt;
&lt;br /&gt;
=====Class Levels=====&lt;br /&gt;
&lt;br /&gt;
Intelligent creatures that are reasonably [[SRD:Humanoid Type|humanoid]] in shape most commonly advance by adding [[SRD:Classes|class levels]]. Creatures that fall into this category have an entry of “By [[SRD:Classes|character class]]” in their Advancement line. When a monster adds a [[SRD:Class|class]] level, that level usually represents an increase in experience and learned skills and capabilities.&lt;br /&gt;
&lt;br /&gt;
=====Increased Hit Dice=====&lt;br /&gt;
&lt;br /&gt;
Intelligent creatures that are not [[SRD:Humanoid Type|humanoid]] in shape, and nonintelligent monsters, can advance by increasing their [[SRD:Hit Dice|Hit Dice]]. Creatures with increased [[SRD:Hit Dice|Hit Dice]] are usually superior specimens of their race, bigger and more powerful than their run-of-the-mill fellows.&lt;br /&gt;
&lt;br /&gt;
=====Templates=====&lt;br /&gt;
&lt;br /&gt;
Both intelligent and nonintelligent creatures with an unusual heritage or an inflicted change in their essential nature may be modified with a template. Templates usually result in tougher monsters with capabilities that differ from those of their common kin.&lt;br /&gt;
&lt;br /&gt;
Each of these three methods for improving monsters is discussed in more detail below.&lt;br /&gt;
&lt;br /&gt;
==Ability Score Arrays==&lt;br /&gt;
&lt;br /&gt;
Monsters are assumed to have completely average (or standard) ability scores—a 10 or an 11 in each ability, as modified by their racial bonuses. However, improved monsters are individuals and often have better than normal ability scores, and usually make use of either the elite array or the nonelite array of ability scores. Monsters who improve by adding a template, and monsters who improve by increasing their [[SRD:Hit Dice|Hit Dice]], may use any of the three arrays (standard, nonelite, or elite). Any monster unique enough to be improved could easily be considered elite.&lt;br /&gt;
&lt;br /&gt;
=====Elite Array=====&lt;br /&gt;
&lt;br /&gt;
The elite array is 15, 14, 13, 12, 10, 8. While the monster has one weakness compared to a typical member of its race, it is significantly better overall. The elite array is most appropriate for monsters who add levels in a player [[SRD:Classes|character class]].&lt;br /&gt;
&lt;br /&gt;
=====Nonelite Array=====&lt;br /&gt;
&lt;br /&gt;
The nonelite array is 13, 12, 11, 10, 9, 8. The nonelite array does not necessarily make a monster better than normal, but it does customize the monster as an individual with strengths and weaknesses compared to a typical member of its race. The nonelite array is most appropriate for monsters who add [[SRD:Classes|class levels]] in a NPC [[SRD:Class|class]].&lt;br /&gt;
&lt;br /&gt;
=====Ability Score Improvement=====&lt;br /&gt;
&lt;br /&gt;
Treat monster [[SRD:Hit Dice|Hit Dice]] the same as character level for determining [[SRD:Ability Scores|ability score]] increases. This only applies to [[SRD:Hit Dice|Hit Dice]] increases, monsters do not gain [[SRD:Ability Scores|ability score]] increases for levels they “already reached” with their racial [[SRD:Hit Dice|Hit Dice]], since these adjustments are included in their basic ability scores.&lt;br /&gt;
&lt;br /&gt;
==Monsters and [[SRD:Class|Class]] Levels==&lt;br /&gt;
&lt;br /&gt;
If a creature acquires a [[SRD:Classes|character class]], it follows the rules for [[SRD:Multiclass Characters|multiclass]] characters.&lt;br /&gt;
&lt;br /&gt;
The creature’s [[SRD:Hit Dice|Hit Dice]] equal the number of [[SRD:Classes|class levels]] it has plus its racial [[SRD:Hit Dice|Hit Dice]]. A creature’s “monster [[SRD:Class|class]]” is always a favored [[SRD:Class|class]], and the creature never takes XP penalties for having it. Additional [[SRD:Hit Dice|Hit Dice]] gained from taking levels in a [[SRD:Classes|character class]] never affect a creature’s size.&lt;br /&gt;
&lt;br /&gt;
=====Humanoids and [[SRD:Class|Class]] Levels=====&lt;br /&gt;
&lt;br /&gt;
Creatures with 1 or less [[SRD:Hit Dice|HD]] replace their monster levels with their character levels. The monster loses the attack bonus, [[SRD:Saving Throw|saving throw]] bonuses, skills, and [[SRD:Feats|feats]] granted by its 1 monster [[SRD:Hit Dice|HD]] and gains the attack bonus, save bonuses, skills, [[SRD:Feats|feats]], and other [[SRD:Class|class]] abilities of a 1st-level character of the appropriate [[SRD:Class|class]].&lt;br /&gt;
&lt;br /&gt;
=====Level Adjustment and Effective Character Level=====&lt;br /&gt;
&lt;br /&gt;
To determine the effective character level (ECL) of a monster character, add its level adjustment to its racial [[SRD:Hit Dice|Hit Dice]] and [[SRD:Classes|character class]] levels. The monster is considered to have experience points equal to the minimum needed to be a character of its ECL. &lt;br /&gt;
&lt;br /&gt;
If you choose to equip a monster with gear, use its ECL as its character level for purposes of determining how much equipment it can purchase. Generally, only monsters with an Advancement entry of “By [[SRD:Classes|character class]]” receive NPC gear; other creatures adding character levels should be treated as monsters of the appropriate [[SRD:CR|CR]] and assigned treasure, not equipment.&lt;br /&gt;
&lt;br /&gt;
=====Feat Acquisition and [[SRD:Ability Scores|Ability Score]] Increases=====&lt;br /&gt;
&lt;br /&gt;
A monster’s total [[SRD:Hit Dice|Hit Dice]], not its ECL, govern its acquisition of [[SRD:Feats|feats]] and [[SRD:Ability Scores|ability score]] increases. &lt;br /&gt;
&lt;br /&gt;
==Increasing Hit Dice==&lt;br /&gt;
&lt;br /&gt;
As its [[SRD:Hit Dice|Hit Dice]] increase, a creature’s attack bonuses and [[SRD:Saving Throw|saving throw]] modifiers might improve. It gains more [[SRD:Feats|feats]] and skills, depending on its type, as shown on Table: Creature Improvement by Type.&lt;br /&gt;
&lt;br /&gt;
Note that if a creature acquires a [[SRD:Classes|character class]], it improves according to its [[SRD:Class|class]], not its type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
=====Table: Creature Improvement by Type=====&lt;br /&gt;
|-&lt;br /&gt;
! !![[SRD:Hit Dice|Hit Die]] !!Attack Bonus !!Good [[SRD:Saving Throw|Saving Throws]] !!Skill Points&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|Aberration ||d8 ||HD &amp;amp;times;3/4 (as [[SRD:Cleric|cleric]]) ||Will ||2 + [[SRD:Intelligence|Int]] mod per [[SRD:Hit Dice|HD]] &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Animal ||d8 ||HD &amp;amp;times;3/4 (as [[SRD:Cleric|cleric]]) ||Fort, Ref (and sometimes [[SRD:Saving Throw|Will]]) ||2 + [[SRD:Intelligence|Int]] mod per [[SRD:Hit Dice|HD]] &lt;br /&gt;
|-&lt;br /&gt;
|Construct ||d10 ||HD &amp;amp;times;3/4 (as [[SRD:Cleric|cleric]]) ||— ||2 + [[SRD:Intelligence|Int]] mod per [[SRD:Hit Dice|HD]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Dragon ||d12 ||HD (as [[SRD:Fighter|fighter]]) ||Fort, Ref, [[SRD:Saving Throw|Will]] ||6 + [[SRD:Intelligence|Int]] mod per [[SRD:Hit Dice|HD]] &lt;br /&gt;
|-&lt;br /&gt;
|Elemental ||d8 ||HD &amp;amp;times;3/4 (as [[SRD:Cleric|cleric]]) ||Ref (Air, Fire), or Fort (Earth, Water) ||2 + [[SRD:Intelligence|Int]] mod per [[SRD:Hit Dice|HD]] &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Fey ||d6 ||HD &amp;amp;times;1/2 (as [[SRD:Wizard|wizard]]) ||Ref, [[SRD:Saving Throw|Will]] ||6 + [[SRD:Intelligence|Int]] mod per [[SRD:Hit Dice|HD]] &lt;br /&gt;
|-&lt;br /&gt;
|Giant ||d8 ||HD &amp;amp;times;3/4 (as [[SRD:Cleric|cleric]]) ||Fort ||2 + [[SRD:Intelligence|Int]] mod per [[SRD:Hit Dice|HD]] &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Humanoid ||d8 ||HD &amp;amp;times;3/4 (as [[SRD:Cleric|cleric]]) ||Varies (any one) ||2 + [[SRD:Intelligence|Int]] mod per [[SRD:Hit Dice|HD]] &lt;br /&gt;
|-&lt;br /&gt;
|Magical beast ||d10 ||HD (as [[SRD:Fighter|fighter]]) ||Fort, Ref ||2 + [[SRD:Intelligence|Int]] mod per [[SRD:Hit Dice|HD]] &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Monstrous [[SRD:Humanoid Type|humanoid]] ||d8 ||HD (as [[SRD:Fighter|fighter]]) ||Ref, [[SRD:Saving Throw|Will]] ||2 + [[SRD:Intelligence|Int]] mod per [[SRD:Hit Dice|HD]] &lt;br /&gt;
|-&lt;br /&gt;
|Ooze ||d10 ||HD &amp;amp;times;3/4 (as [[SRD:Cleric|cleric]]) ||— ||2 + [[SRD:Intelligence|Int]] mod per [[SRD:Hit Dice|HD]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Outsider ||d8 ||HD (as [[SRD:Fighter|fighter]]) ||Fort, Ref, [[SRD:Saving Throw|Will]] ||8 + [[SRD:Intelligence|Int]] mod per [[SRD:Hit Dice|HD]] &lt;br /&gt;
|-&lt;br /&gt;
|Plant ||d8 ||HD &amp;amp;times;3/4 (as [[SRD:Cleric|cleric]]) ||Fort ||2 + [[SRD:Intelligence|Int]] mod per [[SRD:Hit Dice|HD]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Undead ||d12 ||HD &amp;amp;times;1/2 (as [[SRD:Wizard|wizard]]) ||Will ||4 + [[SRD:Intelligence|Int]] mod per [[SRD:Hit Dice|HD]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|Vermin ||d8 ||HD &amp;amp;times;3/4 (as [[SRD:Cleric|cleric]]) ||Fort ||2 + [[SRD:Intelligence|Int]] mod per [[SRD:Hit Dice|HD]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; class=&amp;quot;foot&amp;quot; |All types have a number of [[SRD:Feats|feats]] equal to 1 + 1 per 3 [[SRD:Hit Dice|Hit Dice]]. &lt;br /&gt;
# As long as a creature has an [[SRD:Intelligence|Intelligence]] of at least 1, it gains a minimum of 1 skill point per [[SRD:Hit Dice|Hit Die]].&lt;br /&gt;
# Creatures with an [[SRD:Intelligence|Intelligence]] score of “—” gain no [[SRD:Skill Points|skill points]] or [[SRD:Feats|feats]]. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Size Increases===&lt;br /&gt;
&lt;br /&gt;
A creature may become larger when its [[SRD:Hit Dice|Hit Dice]] are increased (the new size is noted parenthetically in the monster’s Advancement entry).&lt;br /&gt;
&lt;br /&gt;
A size increase affects any special ability the creature has that is affected by size. Increased size also affects a creature’s ability scores, [[SRD:AC|AC]], attack bonuses, and damage values as indicated on the tables below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20 minimize&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
=====Table: Changes to Statistics by Size=====&lt;br /&gt;
|-&lt;br /&gt;
!Old Size&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; !!New Size !![[SRD:Strength|Str]] !![[SRD:Dexterity|Dex]] !![[SRD:Constitution|Con]] !!Natural&amp;lt;br/&amp;gt;Armor !![[SRD:AC|AC]]/&amp;lt;br/&amp;gt;Attack &lt;br /&gt;
|-&lt;br /&gt;
|Fine ||Diminutive ||Same ||–2 ||Same ||Same ||–4 &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Diminutive ||Tiny ||+2 ||–2 ||Same ||Same ||–2 &lt;br /&gt;
|-&lt;br /&gt;
|Tiny ||Small ||+4 ||–2 ||Same ||Same ||–1 &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Small ||Medium ||+4 ||–2 ||+2 ||Same ||–1 &lt;br /&gt;
|-&lt;br /&gt;
|Medium ||Large ||+8 ||–2 ||+4 ||+2 ||–1 &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Large ||Huge ||+8 ||–2 ||+4 ||+3 ||–1 &lt;br /&gt;
|-&lt;br /&gt;
|Huge ||Gargantuan ||+8 ||Same ||+4 ||+4 ||–2 &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Gargantuan ||Colossal ||+8 ||Same ||+4 ||+5 ||–4 &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Repeat the adjustment if the creature moves up more than one size. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20 minimize&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
=====Table: Increased Damage By Size=====&lt;br /&gt;
|-&lt;br /&gt;
!Old&amp;lt;br/&amp;gt;Damage&amp;lt;br/&amp;gt;(Each)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; !!New&amp;lt;BR&amp;gt;Damage &lt;br /&gt;
|-&lt;br /&gt;
|1d2 ||1d3 &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|1d3 ||1d4 &lt;br /&gt;
|-&lt;br /&gt;
|1d4 ||1d6 &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|1d6 ||1d8 &lt;br /&gt;
|-&lt;br /&gt;
|1d8 ||2d6 &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|1d10 ||2d8 &lt;br /&gt;
|-&lt;br /&gt;
|2d6 ||3d6 &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|2d8 ||3d8 &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Repeat the adjustment if the creature moves up more than one [[SRD:Size Category|size category]]. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Templates==&lt;br /&gt;
&lt;br /&gt;
See [[SRD:Templates]]&lt;br /&gt;
&lt;br /&gt;
==Advanced Monster Challenge Rating==&lt;br /&gt;
&lt;br /&gt;
When adding [[SRD:Classes|class levels]] to a creature with 1 or less [[SRD:Hit Dice|HD]], you advance the creature like a character. Otherwise, use the following guidelines.&lt;br /&gt;
&lt;br /&gt;
===Adding [[SRD:Class|Class]] Levels===&lt;br /&gt;
&lt;br /&gt;
If you are advancing a monster by adding player [[SRD:Classes|character class]] levels, decide if the [[SRD:Classes|class levels]] directly improve the monster’s existing capabilities.&lt;br /&gt;
&lt;br /&gt;
When adding [[SRD:Classes|class levels]] to a creature, you should give it typical ability scores appropriate for that [[SRD:Class|class]]. Most creatures are built using the standard array of ability scores: 11, 11, 11, 10, 10, 10, adjusted by racial modifiers. If you give a creature a PC [[SRD:Class|class]] use the elite array of ability scores before racial adjustments: 15, 14, 13, 12, 10, 8. Creatures with NPC [[SRD:Classes|classes]] use the nonelite array of 13, 12, 11, 10, 9, 8. T&lt;br /&gt;
&lt;br /&gt;
====Associated [[SRD:Class|Class]] Levels====&lt;br /&gt;
&lt;br /&gt;
[[SRD:Classes|Class levels]] that increase a monster’s existing strengths are known as associated [[SRD:Classes|class levels]]. Each associated [[SRD:Class|class]] level a monster has increases its [[SRD:CR|CR]] by 1.&lt;br /&gt;
&lt;br /&gt;
[[SRD:Barbarian|Barbarian]], [[SRD:Fighter|fighter]], [[SRD:Paladin|paladin]], and [[SRD:Ranger|ranger]] are associated [[SRD:Classes|classes]] for a creature that relies on its fighting ability.&lt;br /&gt;
&lt;br /&gt;
[[SRD:Rogue|Rogue]] and [[SRD:Ranger|ranger]] are associated [[SRD:Classes|classes]] for a creature that relies on stealth to surprise its foes, or on skill use to give itself an advantage. &lt;br /&gt;
&lt;br /&gt;
A spellcasting [[SRD:Class|class]] is an associated [[SRD:Class|class]] for a creature that already has the ability to cast spells as a character of the [[SRD:Class|class]] in question, since the monster’s levels in the spellcasting [[SRD:Class|class]] stack with its innate spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
====Nonassociated [[SRD:Class|Class]] Levels====&lt;br /&gt;
&lt;br /&gt;
If you add a [[SRD:Class|class]] level that doesn’t directly play to a creature’s strength the [[SRD:Class|class]] level is considered nonassociated, and things get a little more complicated. Adding a nonassociated [[SRD:Class|class]] level to a monster increases its [[SRD:CR|CR]] by 1/2 per level until one of its nonassociated [[SRD:Classes|class levels]] equals its original [[SRD:Hit Dice|Hit Dice]]. At that point, each additional level of the same [[SRD:Class|class]] or a similar one is considered associated and increases the monster’s [[SRD:CR|CR]] by 1.&lt;br /&gt;
&lt;br /&gt;
Levels in NPC [[SRD:Classes|classes]] are always treated as nonassociated.&lt;br /&gt;
&lt;br /&gt;
===Adding Hit Dice===&lt;br /&gt;
&lt;br /&gt;
When you improve a monster by adding [[SRD:Hit Dice|Hit Dice]], use Table: Improved Monster [[SRD:CR|CR]] Increase to determine the effect on the creature’s [[SRD:CR|CR]]. Keep in mind that many monsters that advance by adding [[SRD:Hit Dice|Hit Dice]] also increase in size. Do not stack this [[SRD:CR|CR]] increase with any increase from [[SRD:Classes|class levels]]. In general, once you’ve doubled a creature’s [[SRD:CR|CR]], you should closely watch any additional increases in its abilities. Adding [[SRD:Hit Dice|Hit Dice]] to a creature improves several of its abilities, and radical increases might not follow this progression indefinitely. Compare the monster’s improved attack bonus, [[SRD:Saving Throw|saving throw]] bonuses, and any [[SRD:DC|DCs]] of its special abilities from the [[SRD:Hit Dice|HD]] increase to typical characters of the appropriate level and adjust the [[SRD:CR|CR]] accordingly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
=====Table: Improved Monster [[SRD:CR|CR]] Increase=====&lt;br /&gt;
|-&lt;br /&gt;
!Creature’s Original Type !![[SRD:CR|CR]] Increase &lt;br /&gt;
|-&lt;br /&gt;
|Aberration, [[SRD:Construct Type|construct]], [[SRD:Elemental Type|elemental]], [[SRD:Fey Type|fey]], [[SRD:Giant Type|giant]], [[SRD:Humanoid Type|humanoid]], [[SRD:Ooze Type|ooze]], [[SRD:Plant Type|plant]], [[SRD:Undead Type|undead]], [[SRD:Vermin Type|vermin]] ||+1 per 4 [[SRD:Hit Dice|HD]] added &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Animal, magical beast, [[SRD:Monstrous Humanoid Type|monstrous humanoid]] ||+1 per 3 [[SRD:Hit Dice|HD]] added &lt;br /&gt;
|-&lt;br /&gt;
|Dragon, [[SRD:Outsider Type|outsider]], nonassociated [[SRD:Classes|class levels]] ||+1 per 2 [[SRD:Hit Dice|HD]] or 2 levels added &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Directly associated [[SRD:Classes|class levels]] ||+1 per level added &lt;br /&gt;
|-&lt;br /&gt;
! Other Modifiers: !! &lt;br /&gt;
|-&lt;br /&gt;
|Size increased to Large or larger ||+1 to [[SRD:CR|CR]] &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Monster’s ability scores based on elite array&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; ||+1 to [[SRD:CR|CR]] &lt;br /&gt;
|-&lt;br /&gt;
|Monster possesses special attacks or qualities that significantly improve combat effectiveness ||+2 to [[SRD:CR|CR]] &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Monster possesses special attacks or qualities that improve combat effectiveness in a minor way ||+1 to [[SRD:CR|CR]] &lt;br /&gt;
|-&lt;br /&gt;
|Template added ||+ template [[SRD:CR|CR]] modifier &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Do not apply this increase if you advance a monster by [[SRD:Classes|class levels]]. (Monsters advanced by [[SRD:Classes|class levels]] are assumed to use the elite array.) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Increasing Size===&lt;br /&gt;
&lt;br /&gt;
Generally, increasing a monster’s size increases its combat effectiveness. Large creatures gain increased [[SRD:Strength|Strength]], reach, and other benefits. Apply this modifier if you increase a creature beyond Medium and in conjunction with any other increases.&lt;br /&gt;
&lt;br /&gt;
Be careful, though. Monsters that benefit from a smaller size may actually lose effectiveness because of a size increase. Monsters that don’t benefit from size increases don’t advance in that manner for this reason.&lt;br /&gt;
&lt;br /&gt;
===Adding Special Abilities===&lt;br /&gt;
&lt;br /&gt;
You can add any sort of spell-like, supernatural, or [[SRD:Extraordinary Ability|extraordinary ability]] to a creature. As with a [[SRD:Class|class]] level, you should determine how much, or how little, this ability adds to the creature’s existing repertoire. A suite of abilities that work together should be treated as a single modifier for this purpose. If the ability (or combination of abilities) significantly increases the monster’s combat effectiveness, increase its [[SRD:CR|CR]] by 2. Minor abilities increase the creature’s [[SRD:CR|CR]] by 1, and truly trivial abilities may not increase [[SRD:CR|CR]] at all. If the special abilities a monster gains are not tied to a [[SRD:Class|class]] or [[SRD:Hit Dice|Hit Die]] increase, this [[SRD:CR|CR]] increase stacks.&lt;br /&gt;
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A significant special attack is one that stands a good chance of incapacitating or crippling a character in one [[SRD:Round|round]]. A significant special quality is one that seriously diminishes the monster’s vulnerability to common attacks. Do not add this factor twice if a monster has both special attacks and special qualities.&lt;br /&gt;
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Make sure to “scale” your evaluation of these abilities by the monster’s current [[SRD:CR|CR]].&lt;br /&gt;
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[[Category:Creature|{{BASEPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Dmilewski</name></author>	</entry>

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