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  1. Hizume - Christmas Eve 1987
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Monster Stat Creation Table

CR 0–1: Lethal Small Fry @Gurgling Abomination @Ocular Crow
Swarms of rats juiced on black ichor or scuttering creatures that lurk in the shadows, fragile but vicious. These vermin fall swiftly, yet their frenzied attacks can end the careless in moments.

  • CR Range: 0–1

  • Min/Max HP: 5/10 (CR 0), 10/15 (CR 1)

  • AC: 10

  • +To Hit: +3

  • Damage: 1d6 + 2 (5.5 DPR) (CR 0), 1d8 + 2 (6.5 DPR) (CR 1)

  • Combat Feel: Down in ~0.5–1 round (10.5 DPR) or 0.2–0.5 rounds (21.0 DPR, 2 players). Hits (60% chance vs. AC 12) deal 28–33% of 20 HP, killing in 2–3 strikes. Low AC and modest to-hit keep fights quick, but a swarm’s ferocity punishes hesitation.

CR 2–4: Savage Beasts and Rogues @Formless Spawn @Dark Young Spawn
Shibito—rotting husks with glowing eyes—or feral hounds twisted by the void bring brutal savagery. They endure a few blows but collapse fast, their attacks tearing through flesh.

  • CR Range: 2–4

  • Min/Max HP: 12/20 (CR 2), 15/25 (CR 3), 18/25 (CR 4)

  • AC: 11–12

  • +To Hit: +4 to +5

  • Damage: 1d10 + 3 (8.5 DPR) (CR 2), 1d12 + 3 (9.5 DPR) (CR 3), 2d6 + 4 (11.0 DPR) (CR 4)

  • Combat Feel: Defeated in 1.1–1.7 rounds (10.5 DPR) or 0.3–0.9 rounds (21.0 DPR). Hits (60–65% vs. AC 14) take 25–30% of 28–44 HP, killing in 2–4 blows. Rising AC and to-hit demand focus, ensuring swift, blood-soaked clashes.

CR 5–6: Elite Predators @Mi-Go @Dimensional Stalker
Wendigos, massive beast mutations, or Dark Spawn oozing ichor push combat to a razor’s edge. Their punishing strikes and resilience make every encounter a desperate duel.

  • CR Range: 5–6

  • Min/Max HP: 20/30 (CR 5), 22/35 (CR 6)

  • AC: 12–13

  • +To Hit: +5 to +6

  • Damage: 2d8 + 4 (13.0 DPR) (CR 5), 2d10 + 5 (16.0 DPR) (CR 6)

  • Combat Feel: Last 1.9–2.1 rounds (10.5 DPR) or 0.5–1.1 rounds (21.0 DPR). Hits (60–65% vs. AC 15) rip 25–27% of 52–60 HP, downing heroes in 2–3 blows. Higher AC and to-hit test precision, delivering brutal, cosmic terror.

CR 7–10: Fearsome Bosses @Whispering Wendigo @Grown Dark Young @Grasping Spawn of Shub-Niggurath
Dark Spawn overlords, Unexplainable Entities, or Creatures of Mythos—hulking horrors or eldritch tyrants—wield crushing power. Fought alone or with minions, they demand cunning to survive.

  • CR Range: 7–10

  • Min/Max HP: 25/45 (CR 7), 28/50 (CR 8), 32/55 (CR 9), 30/50 (CR 10)

  • AC: 14–17

  • +To Hit: +7 to +8

  • Damage: 2 × (2d8 + 5) (28.0 DPR) (CR 7) to 2 × (3d8 + 6) (39.0 DPR) (CR 10)

  • Combat Feel: Fall in 2.4–2.9 rounds (10.5 DPR) or 1.2–1.4 rounds (21.0 DPR). Dual attacks (55–60% vs. AC 16–18) deal 41–42% of 68–92 HP, killing in ~2 rounds. Non-combat variants (~6.5–8.5 DPR, e.g., 1d6 + 3) use 2–4 CR 1–3 minions (~10–20 DPR). High AC and precise to-hit make these fights epic and lethal.

CR 11–14: Epic Nightmares
Colossal void horrors, star-spawned titans, or ichor-dripping abominations require groups to defeat. Their relentless strikes and insta-kill powers turn battles into nightmares.

  • CR Range: 11–14

  • Min/Max HP: 32/55 (CR 11), 34/60 (CR 12), 36/65 (CR 13), 38/70 (CR 14)

  • AC: 18–19

  • +To Hit: +9 to +10

  • Damage: 2 × (3d10 + 6) (43.0 DPR) (CR 11) to 2 × (5d8 + 7) (57.0 DPR) (CR 14)

  • Combat Feel: Down in 3.1–3.6 rounds (10.5 DPR), 1.5–1.8 rounds (21.0 DPR), or 0.8–0.9 rounds (42.0 DPR, 4 players). Hits (50–55% vs. AC 18) deal 47–62% of 92 HP, often one-shotting. Insta-Kill: Massive Strike (100–130 damage, DC 15–17 save for half, recharge 5–6). Non-combat variants (~9.5–10.5 DPR, e.g., 1d8 + 5) use curses (save or 50% HP loss). With 4–6 CR 4–8 minions (~20–40 DPR), survival demands teamwork.

CR 15–19: Apocalyptic Gods @Shub-Niggurath, with a Thousand Young
Divine abominations—tentacled gods, ichor-flooded leviathans, or Mythos-born reapers—are death’s heralds. Only full parties face them, where one error means oblivion.

  • CR Range: 15–19

  • Min/Max HP: 40/75 (CR 15), 42/80 (CR 16), 44/85 (CR 17), 46/90 (CR 18), 48/95 (CR 19)

  • AC: 20–23

  • +To Hit: +11 to +14

  • Damage: 3 × (3d10 + 7) (67.5 DPR) (CR 15) to 3 × (5d10 + 8) (97.5 DPR) (CR 19)

  • Combat Feel: Defeated in 3.8–4.6 rounds (10.5 DPR), 1.9–2.3 rounds (21.0 DPR), or 1.0–1.1 rounds (42.0 DPR). Triple attacks (50–55% vs. AC 18) deal 73–106% of 92 HP, one-shotting without saves. Insta-Kill: Death Blow (DC 17–19 save or die, recharge 4–6). Non-combat variants (~13.0–17.5 DPR, e.g., 3d8 + 4) wield curses. With 4–6 CR 4–8 minions, these are apocalyptic battles of cosmic dread.

Monster Stat Reasoning:

  • Hit Points (HP)
    HP is kept low to ensure combat lasts 2–4 rounds, reflecting the fast-paced, high-stakes nature of a Call of Cthulhu/D&D hybrid. Min HP (5 at CR 0 to 48 at CR 19) allows quick kills (e.g., CR 10: 30 HP ÷ 10.5 DPR = 2.9 rounds for one player, 1.4 rounds for two), while Max HP (10–95) adds ~50% + 5–10 for tankier variants, stretching epic boss fights to ~4–5 rounds with groups (e.g., CR 19 Max: 95 HP ÷ 42.0 DPR = 2.3 rounds for four players). This low HP scaling ensures even cosmic horrors fall swiftly, amplifying the desperate, survivalist feel where every hit matters, and players can’t afford to linger against ichor-soaked terrors.

  • Armor Class (AC)
    AC scales from 10 to 23 to balance player hit chances (~50–70%) while increasing threat as CR rises, evoking the growing dread of facing otherworldly foes. At CR 0–6, AC 10–13 is easily hit (~60–70% vs. player AC 12–15), keeping low-level fights quick but deadly. For CR 7–10 bosses, AC 14–17 challenges players (~55–60% vs. AC 16–18), and CR 11–19’s AC 18–23 feels nearly impenetrable (~30–55% with +8 bonus), forcing group tactics against cosmic entities. This progression ensures monsters are hittable but increasingly resistant, mirroring the horror of battling unyielding, alien forces.

  • To-Hit Bonus
    To-hit bonuses (+3 to +14) are designed to make attacks land frequently (~50–70% vs. player AC 12–18), reinforcing the lethal, action-oriented combat of your variant. CR 0–6 (+3 to +6) hit ~60–65% against early AC, ensuring weak foes like black ichor-fueled rats threaten novices. CR 7–10 (+7 to +8) hit ~55–60% vs. AC 16–18, making bosses like Dark Spawn precise but not infallible. CR 11–19 (+9 to +14) reach ~50–55% vs. AC 18, reflecting the unnatural accuracy of void horrors, where every strike carries the weight of cosmic inevitability, pushing players to dodge or die.

  • Damage Die
    Damage dice scale from 1d6 + 2 (5.5 DPR) to 3 × (5d10 + 8) (97.5 DPR) to deliver 25–106% of player HP (20–92), ensuring deadliness at all levels. CR 0–6 (5.5–16.0 DPR) deal ~25–33% of player HP, killing in 2–3 hits for tense, early fights. CR 7–10 use dual attacks (28.0–39.0 DPR, ~41–42%) to down players in ~2 rounds, fitting boss-level Shibito or Wendigos. CR 11–19 escalate to dual/triple attacks (43.0–97.5 DPR, ~47–106%) with insta-kill abilities (e.g., DC 19 save-or-die), embodying the apocalyptic threat of Mythos gods. Dice progress (d6 to d10, adding attacks) keeps damage flavorful and lethal, amplifying the horror of facing ichor-dripping abominations.