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#but as a rule of thumb i find that monsters with high ac tend to be big bunguses
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Hot tip for Dragonborn Sorcerers out there, if you're fighting a foe that's bad at dexterity saving throws, try using Quickened Spell on Fireball (or Lightning Bolt) to cast that as a bonus action, and use your breath weapon in the same turn
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persephone-chen · 5 years
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HPHM Character Profile
Thanks for tagging me @changeling-fae !
**Warning: Extremely long post since I put a lot of effort into building Persephone and her life**
-General Information-
Name: Persephone Chen
Age: 17 (currently)
Gender: Female
Nickname(s):
•Pip/my adorable Mei Mei (Jacob)
•Cursed Siblings (other families gossiping)
•Mud-Blood (students who don’t like her)
Date of Birth: August 30th
Astrological/ Zodiac Sign: Virgo
Ethnicity: Chinese/ Siren
Nationality: Chinese
Species: Witch + Siren
Blood Type: O
Blood-Status: Half-Breed
Family:
Father- Qiao Chen
•Qiao name meaning is pretty/handsome in Chinese
•As a child he was a risk taker and a bit of an adrenaline junkie
•Questioning/breaking rules and authority if it didn’t make sense and he did it all without an ounce of guilt
•Pretty popular because of his looks but his troublemaking ways made it impossible for anyone to even think about confessing to him
•Older he matured and was known to do crazy and dangerous missions all the while keeping level headed and was a great leader
•He taught his children to follow what they believe in and took caution with any ministry
•He was the oldest and had a younger brother
•He is the reason Persephone and Jacob can see Thestrals
•How he died is still a mystery
•If he didn’t like someone you would know it (he’s very blunt and not very tactful about it)
•His contribution to the family Grimoire was making a spell that could allow a species to change into another one and phase between the two at Will with no drawbacks
•Has thick skin since there was a huge expectation on all members of the Chen family
•Fell in love with Leta at first glance and was the one to confess
•The scar on his face is a constant reminder of what his younger brother did
•Despite being the oldest since he was not the family head he was sent to America to spread the reach of the Chen family
•Didn’t make any friends outside his house
•Did successfully have the America Ministry under his thumb (aka blackmail on all members at all levels)
•Job: Auror to Curse Breaker after getting second wand (Dogwood is not a quiet wand so element of surprise is lost)
* Owl: Eurasian eagle owl
* Hippogriff (tamed for transportation)
* Patronus: Bear (Learned in last year of Ilvermorny
* House: Ilvermorny: Wampus
* Wand Core: Phoenix Feather
•1st wand:
Redwood wands possess the admirable ability to fall on their feet, to make the right choice, to snatch advantage from catastrophe.
•2nd wand:
Dogwood refuse to perform non-verbal spells +rather noisy. Quirky and mischievous; playful natures and insist upon partners who can provide them with scope for excitement and fun.
Mother- Leta Chen
* Leta is Joyful in Latin considering that was where her origin was
* As a full blood Siren she got separated from her family at a young age and washed up in Japan
* A Japanese Wizard couple who recently lost their daughter to disease adopted her and used magic so she could live on land (short term) and was their replacement daughter who enrolled in Mahoutokoro
* As a child she was pretty quiet and was seen as serious in school since she didn’t want to draw attention to herself
* Since she had the highest markings in class her absences from class were ignored (When the spell wore off and she became a Siren again)
* She was the best Quidditch player in the school and training thru those Tsunamis weren’t a problem because of her Siren blood
* After Graduating and trying to avoid anyone who would try to uncover the secret she went to America where she meet Qiao
* She was the reason Qiao made a spell for the Grimoire
* She always had a mistrust for the Ministry since she was a huge secret from them
* She is very elegant and even tempered. It takes a lot for her to snap
* Her children helped her thru the death of her husband
* Once Persephone and Jacob were adults she went back to the Ocean and became a Siren and never looked back
* Gave each of her child a pearl which is tradition among Sirens
* After her husband’s death she
* moved her family to Europe to keep them safe
* Became a True Seer since they are so rare and held in high regards and would be her ticket for protection
* Job: True Seer
* Owl: Striped owl
* Siren: warm water=exceptionally beautiful use singing voice
* Patronus: occamy
* House: Mahoutokoro, gold robe (highest robe color)
* Pet: Kelpie
* Wand Core: White River Monster Spine- produce spells of force and elegance
•1st wand:
Cedar carries the potential to be a frightening adversary, which often comes as a shock to those who have thoughtlessly challenged them.
•2nd wand:
Cherry is very rare wand wood that makes for a wand of strange power, most highly prized by the wizarding students of the school of Mahoutokoro in Japan, where those who own cherry wands have special prestige. possesses truly lethal power, whatever the core
Brother- Jacob Chen
•Everyone describes Jacob as bright, cheerful, and easy to get along with but that’s just a front
•Seems nice but if people try to get close he gets annoyed and treats them coldly
• make sure he only gets along with others on surface level or enough to charm them if the need to use them ever arise
•He likes messing with his friends and making them stressed and tends to do stupid things with them
•While he seems easy going once someone messes with Persephone he’ll make their life hell and they’ll have no proof to show authority
•Like the rest of his family his grades are amazing but he is a troublemaker
•He sweet talks the female Professors as a front/ attempting to get out of trouble (example: Professor McGonagall you look amazing today as well! Did you do something different with your hat?)
•He originally wanted to be a professional Quidditch Player but after being trapped in the vaults he changed is mind
•He has an affinity for metal so became a Metal charmer (Makes snitches and incorporates magic into metal items without them losing magic over time or when creator dies)
•Professional Quidditch players look up to and aspire to be as good of a player as him
•He’ll sometimes help/ train professional Quidditch players like Victor
•While he doesn’t play pranks as an adult he likes to make people have misconceptions of his job by the way he dresses and loves their reactions of fear and wary
•He’s not as rowdy as when he was younger but he will hold grudges.
•Unlike Rakepick he doesn’t manipulate people into doing what he wants
•He despises his Siren voice because of it and he never sings
•Also for the right price among his friends he’s a very skilled part time thief. (Still liked messing with people for fun and entertainment)
•Was the ace of the Slytherin Quidditch team
•While he is ashamed of his Siren Blood he wears the pearl his mother gave him on the braid in his hair
•When he doesn’t want to put on a facade he’d go hide/hang out in Hagrid’s Hut
•Unlike his sister his fashion sense is more modern Asian street ware
•Owl: Great Horned Owl (are mottled gray-brown, with reddish brown faces and a neat white patch on the throat)
•Half Siren (hides that fact by dying hair gray. As adult isn’t ashamed and use lighter gray dye since he likes that color)
•Patronus:Buzzard
•Fire Crab- Sushi (got as pet from Persephone)
Thunderbird tail feather cores Powerful + difficult to master, particularly prized by Transfigurers. Can sense danger and cast curses on their own.
•1st wand:
Pine independent, individual master who may be perceived as a loner, intriguing and perhaps mysterious. Able to detect, and perform best for, owners who are destined for long lives. most sensitive to non-verbal magic.
•2nd wand:
Hornbeam quickest to adapt to owner’s style and become personalized Others find difficult to even cast simplest of spells. take on owner’s code of honor and refuse to perform acts (good or bad) that doesn’t go with master principles
Bibby: (House Elf of the Chen Family)
* Speaks and referees to themself in third person
* Really likes the Chen family so always does whatever they can to be of assistance
* Loves cooking/ getting items for Persephone
* Cleaning/ polishing Jacob’s broom/ items
* Cleans the house for Leta
* Helps gather info/ spy for family
* While Bibby does a lot for the family they are actually pretty shy but can be very protective of the family
* Despite their shy nature they don’t mind breaking rules/ lying to others to help the Chen family
Chen Family History
•One of the most powerful and influential Wizarding family in China
•Always has blackmail on every Ministry they’re tied to... just in case
•Every member in family will always get a second wand at some time during their life either because they lost it, got it broken, stolen, or sacrificed it... there has never been an exception
•Because of the second wand tradition many call the Chen family cursed
•High expectations is expected from all members regardless of age, gender, or birth order but not required (The family is quite nice to each other)
•When a member picks a field they always excel in it
•They are not new in breaking rules/laws or following a morally gray lifestyle
•No one knows why but the Chen family has never had a ghost in their entire history
•While they can be traditional with arrange marriages they are very adaptable so they have gone thru many traditions which has help them maintain their high status
•Has a secret family Grimoire
•During birth each member is registered by the Grimoire by placing a drop of their blood on the gem on the cover
•Over the generations the Grimoire has become semi sentient
•Each generation adds something to the Grimoire that could chance the whole wizarding world... spells, curses, hexes, potions, plant, creatures, etc.
•If any generation is ever low on funds they can use a page of the Grimoire and share it to the Wizarding world to get their fortune back (granted whatever they share is a way weaker version with drawbacks or requirements)
•Any member can summon the Grimoire and multiply copies can be an existence
•The Grimoire will not allow itself to be used for evil and can revoke any Chen member from its use if attempted
* Many go thru a process of living among muggles for a short time to learn to blend in and learn things so they won’t become heavily reliant on magic
•It is said that if a member of the family produces a Dragon patronus it is a calamity for the family which is odd since dragons are well respected and prized in the family
•Qiao’s younger brother’s patronus is a dragon
•During his time or regime the calamity prophecy was true. There was a rebellion and many of the Chen family members were killed but their knowledge,secrets, and power did not dwindle
•The Chen family is very private and if a member does wrong the family will deal with them behind close doors
•If multiple children are born from the main family one will be chosen as the head and the other sent to a different part of the world to spread their influence
•It is not a dishonor or a punishment if you are not chosen as the head of the family
•If the Head dies and has no heir the remaining sibling will gain the title
•Hence Qiao became the Head
•Among Qiao’s children while each excel in their studies the head was bestow on Jacob Since Persephone has no interest in it
•To the world the Chen family is all but wiped out with the exception of the Qiao’s family...for now
•The remaining Chen family members are currently keeping a low profile and keeping their ear to the ground to find out what happened and how
•No one knows Leta is a Siren except Qiao, Jacob, Bibby, and Persephone
•Hence no one knows Jacob and Persephone is half-Siren
•Only a few friends of the children know
•While Jacob doesn’t seem serious he takes being the head of the Chen family so serious that he ended up resenting his Siren blood until he came to terms with it when he was an adult
Affiliation(s)/ Organization(s):
•Hogwarts (Slytherin)
•Frog Choir
•Hufflepuff tutor
•Magical Creature Reserve Volunteer
•Hospital Wing volunteer
•Head Girl/ Prefect
Occupation(s):
•Magical Creature/ Fantastic Beast disease researcher/ cure developer
Magical Characteristics
•Form of Boggart: Jacob dying a horrible death over and over again and blaming her
•Form of Patronus: Buffalo
•Form of Riddikulus: Jacob doing something reckless that ends up making her laugh because the absurdity of it
•What do they see in the mirror of Erised?: Being surrounded by creatures, her family (immediate and extended) prospering, and a life with her crush
**Check out @thecloveryone . I love how in-depth the wand analysis are and I can’t wait till I get mine done💚**
Wand(s):
•1st wand:
-Wood: Applewood
-Core: Vampire fang
-Length: 10 1/4 inches
-Flexibility: surprisingly swishy
Description: Applewood wand users have an unusual ability to converse with with other magical beings in their native tongue. Vampire Fang Core make wands exceptional potion stirring also good with Charms and divinations.
•2nd wand:
-Wood: Ebony
-Core:Siren hair
-Length: 11 3/4 inches
-Flexibility: surprisingly swishy
Description:Ebony wood Frequently non-conformist, highly individual or comfortable with the status of outsider. Siren hair are good with enchantment and binding.
Animagus: Crow
Amortentia:
•What She smells like to others: A storm by the ocean with a hint of smoke (from a campfire) and whatever lotion she used that day
•What She smell: Max Nightclaw ( @diddy00 I don’t know his scent so I just put his name lol)
Appearance
Height: 5’ 6”
Weight: 120 lbs
Complexion (skin tone/ conditions):
* pale skin
* shimmering when in water
* can get pretty dry so usually stays where it’s a bit damp or slathers on lotion/ body creme
Hair Color/ Style:
* white long wavy hair
* has the tips and root dyed blueish green
* usually kept up in a bun all through school with her wand
* Once grown had hair half down and half up in a ponytail
Eye Color:
•Gold
•Topaz glow whenever underwater
Hogwarts Information
Worst class(es):
* Flying: doesn’t like the way the broom feels when sitting on it and how demanding everyone is in Quidditch so she half assess the class
* Herbology: as a Siren she’s more connected with water than the land
Best class(es):
•Care Of Magical Creatures: Since she always had a great love for them of course she would put in the most effort into her favorite class
•Charms: She seems to have a knack for this class and finds these spells fun
Least favorite teacher(s):
* Rakepick: at first she liked her but as time passed she got on her nerves and then the end of 5th year happened...
Most favorite teacher(s):
* Flitwick: he gives good advice/ hears her out, also one of the few professors that didn’t judge her base on her family, brother, or rumors
Quidditch:
* Not a big fan of playing Quidditch but loves watching her brother play
* Fan of the professional team the Ballycastle Bats because of their cute mascot
* She makes an amazing Beater which is usually rare among witches
Favorite spell(s):
•transformation jinx :Tentaclifor
•Patronus
•Riddikulus
Trivia (random facts about them, future job, face claim, theme song, etc.):
* Home is on an island in the middle of the lake which is connected to a river that leads to sea
* Many water creatures lurk in the lake so they always warn guest not to get in... of course it’s fine for them
* The woods around their house leads to a mountain range which houses the Basilisk, in the deep caves, Jacob and Persephone Hatched by accident when they were children
* Because of an incident where Persephone ended up in a snake pit with a high fever she learned Parseltongue from the Basilisk they accidentally hatched
* Persephone is very good at speaking to creatures (mostly water creatures) in their natural tongue
* Her mother, brother and her are pretty dense when it comes to people flirting with them since they can’t tell if people are interested in them because of the Siren effect or actually interested in them
* The only 3 times Persephone has tried to drown someone using her voice was because they really irritated her... those people being Rita, Emily, and Umbridge
* Only became a Prefect because of their Bathroom
* Is admired/ idolized by all Hufflepuffs
* Favorite prank item is Fanged Frisbee
* Really good terms with Bloody Baron
* Has attempted to fight Whomping Willow
* Is a VIP member of Honeydukes
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zippdementia · 7 years
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Zipp’s Guide to Monster Conversion (3.5 /PF to 5th Edition D&D)
Note: an updated version of this guide with a fully stated Criosphinx can be found here for free.
I play a lot of 3.5 adventures, but I prefer the 5th edition rules. So this means I do a lot of conversions. After months of playing around with numbers, I have hit upon a system that I have tried enough and feel confident enough about to share.
When converting a monster/creature/bad-ass Blackguard with an Unholy Mace, remember there is no right and wrong conversion. If you make a Goblin who rolls 2d12 for damage, that’s not “against the rules” just because Goblins don’t normally do that. You can DO anything. The goal in conversion is to try and keep the intention of the original adventure, including its difficulty. So if you are converting a Goblin Beserker that is supposed to deal mighty damage with its massive spiked gauntlets worn on its over-muscled arms, then give it that 2d12 damage and don’t look back!
Above all, don’t get stuck trying to perfect your creation. Remember: even WOTC conversions, like those seen in the Yawning Portal, are only “official.” They are not perfect.
The perfect conversion is the one which works at your table and makes the moment you are trying to recreate a memorable one. Using these guidelines has helped me many times in achieving that. If it can help you do the same, then great!
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Before Anything Else...
The first step is deciding, hey, is there an easier way to do this? By that I mean, does this monster or something “close enough for jazz” already exist in fifth edition? 
For instance, if I have a sneaky backstabber character I need to convert, rather than try to simulate 3 levels of fighter and 2 of rogue, how about I just use the “Master Thief” NPC from Vollo’s Guide? I can easily change out the thief’s base stats for those listed in the original module and if there is some special ability that is key to the backstabber’s encounter, then I can add that in (maybe he uses a special poison that I need to recreate). With that, I have converted the character with a minimal of steps. Just make sure you take a second look at Hit Points. They can get a bit funky in the conversion, as you will see later on.
In the case of the Criosphinx, there is nothing equivalent in the MM. There are Sphinxes, but they are different enough (and far more powerful) that I feel I have to start from scratch on this one. 
Challenge Rating
This is the first thing I look at. It tells you a lot about what your monster should look like, in terms of power (even if the end result doesn’t keep the same CR). A good rule of thumb is that whatever the 3.5 CR is, the 5th edition CR tends to be one lower. After figuring that out, I match the new CR to the CR in the DMG to figure out proficiency, which helps me build everything else, from attack bonus to skill bonuses.
The Criosphinx is listed as a CR 7 in the module. Looking at a CR 6 monster in the DMG tells me its proficiency should be +3. I also get a general sense of what a creature at that level has in terms of health, AC, damage, and attack bonus. CR 6 is my target, now!
Base Statistics
Charisma, Dexterity, Strength, etc... these can almost always stay exactly the same. The only red flag here is for exceptionally powerful stats, like a Strength of 23 or a Constitution of 25, because modifiers in DnD 5 are more conservative than in earlier editions. For instance, if Strength and Proficiency end up giving +9 to athletics, that is a HUGE boost for all grapple rolls and could potentially give your monster a party shattering ability to pin down the players or make a Strength based DC of one of their abilities far too hard to withstand. It is not WRONG to leave such stats this high, but make sure you review it for potential problems.
After reviewing the Criosphinx stats, I see that STR is listed as 23. As flavor, I like this, because the Criosphinx, based on a ram, should hit like a brick to the face, but for my party level I feel it is a little over powered, so I reduce it to 19. Still plenty of oomph with a +4 modifier, and since I want to use its “push” feature quite a bit to try and knock players off of platforms, it will make its strength bonus to athletics a little more reasonable than the +6 it would have gotten. This also will help reduce its attack bonus and thus its overall CR, helping me not overshoot my CR 6 target.
Skills and Saves, Resistances and Vulnerabilities
As a rule, D&D 5 monsters don’t tend to have skills and saves, whereas all D&D 3.5 monsters do. To decide whether your converted monster has these things, look at their stat block. If one of their skills or saves is really high, or one of their common attack abilities relies on doing something that involves skills (like grappling or shoving), they should gain proficiency in the relevant skill or save. Also, if they have certain feats that let them dodge or soak hits, consider giving them a save. Common flags for me are the feats evasion and toughness, which I consider giving Dex and Con saves for, respectively. There are so many feats in Pathfinder/3.5 that you may have to do some research on them to decide which ones deserve skills/saves.
The Criosphinx relies heavily on its Bull Rush attack and on tossing people around with its strength, so one skill I decide it really needs is Athletics (+7). It also is listed as having a pretty high listen skill (+11) so I decide it deserves proficiency in Perception (+3). Then, because the adventure wants it to be disguised as a statue when it first appears, I decide to give it Stealth (+3). That will also be fun in case it flies into the mist and hides, waiting for a surprise attack. Lastly, I give it a Con save because its Fort save in 3.5 is fairly high and I feel like it fits the monster.
Attacks and Damage
This is where you get to have the most fun. D&D5 monsters are boiled down to their purest elements. Rather than having a ton of feats which offer special attack options and full round attacks versus one action attacks, DND5 simplifies things. As a general rule, monster attacks can be broken down into the following categories (and in each category they will have only ONE option):
Weapon attack (sometimes one for ranged, one for melee, and rarely another for different kinds of damage like a bite attack for piercing)
Weapon attack with special effect, usually requiring a save roll (like pulling someone prone after the attack)
Special ability which usually does something other than damage, but has a detrimental effect on the victim, like a mummy using its gaze to cast fear (requires saving roll)
When converting, you are trying to come up with attacks that let the monster act as it was intended. So if a monster uses tentacles in 3rd edition with a special grappling feat, that grapple effect can either be added to its normal attack as a secondary “save against” option, or can be put in as a second action, like “tentacle grab.” Damage is determined by size or by natural weapons (which is pretty much up to DM discretion) plus the appropriate modifiers, and “to hit” is determined by modifiers and proficiency. Really, the only thing you are building from scratch is special effects and when doing so keep in mind that you don’t have to come up with an equivalent move for EVERYTHING. Pick what the key attacks or abilities are and use the above limitations to determine if you are going overboard. THE GOLDEN RULE: if the ability is just another option for the monster and not something it will use on a regular basis, it is better not to convert it.
If a monster would get multiple attacks on a full attack action, that is turned into multi-attack here, the number of attacks determined by their challenge rating. Look to the damage output in the DMG CR table, page 274, to determine how many attacks they should get and what you want your damage dice to be (you can also look at similar monsters to get a feel for what natural weapons should roll on damage dice).
Spells can be direct copied from third edition and you can either find the closest 5th edition equivalent for spells which don’t exist in this edition or you can get creative and convert them as you see fit. Legendary Abilities, Special Abilities, and Special Rules are all open to DM discretion and can mime passive abilties like uncanny dodge or auras. Note that many feats and abilities from 3rd edition don’t need to be converted as their mechanics aren’t really appropriate to 5th edition. This is especially true of improved critical, improved initiative, cleave, and combat reflexes. Things like power attack and bull rush can either be worked into the attack damage and effects if they are especially important to the monster or its attack strategies, or ignored.
Gore is one of the Criosphinx’s attacks, and it treats as an extension of a double claw attack. This sounds like multi-attack material to me, so I stat out a claw-claw combo that it can use every turn. In addition, I really want that “shove” feature of Bull Rush to be a part of this fight (and it is written as a key strategy of the Criosphinx in the module) so I give it an alternate attack option, Bull Rush, which does decent damage and can push the players around if they fail a Str Save (for the DC on this, I use the CR 6 standard DC of 15 as given in the DMG).
As for abilities, it is labeled as having flyby, so I give it that. I also give it inscrutable, because the other 5th edition sphinxes have that.
Armor Class
There is a formula for converting DCs from 3.5 to 5 that I like a lot, and it seems to be very accurate. It is: (3.5 DC - 10)/2 +10 = 5 DC (Round up). So if the 3.5 DC is 23, then you get 23 - 10 = 13/2 = 6.5 + 10 = 16.5 = 5th  DC is 17. 
Because Armor Class is basically a DC where you roll your attack skill, the same method works great for converting it (for AC under 11, just use the AC as written).
Note: this is only for natural armor. For characters who wear armor, usually humanoids, use the standard method of the armor’s AC plus any appropriate Dexterity bonuses.
The Criosphinx is listed with an AC of 20 in 3.5, so using the formula I end up with AC 15. Because this isn’t a monster which wears armor, I don’t add Dex to this, I consider it part of the overall calculation.
Hit Points
In general, monsters in 5E have 2 more hit dice levels then their counterpart in 3.5. But it is more complex than just adding a few hit points, because enemy hit dice in 3.5 are class based, whereas enemy hit dice in 5 are size based, so the conversion doesn’t happen smoothly. For instance, a Barbarian Hobgoblin in Pathfinder is going to roll d10′s or d12′s for each of its levels, because it is a Barbarian. But a Fifth Edition Barbarian Hobgoblin is going to roll d8′s, because they are medium sized. To get this to work right, you need to do a little math. Here are the steps...
Figure out your creature’s size. Medium monsters and creatures have 1d8 each level (this is the one you will use most often). Take this number and divide it by half, then add 0.5 to get your “average hit points per level” (AHP) For 1d8 it is 4.5.
Divide the 3.5 creature’s hit points by the AHP. Round up. This will give you the creature’s adjusted level.
Add two to this level. This is the creature’s Fifth Edition level. Don’t be concerned if it seems ridiculously high, like 18 or 22. Remember, this isn’t CR, it is just for determining health. 
You can represent this level as the number of dice +/- their Constitution Modifier per level. So for a level 13 medium sized monster with a +3 CON, it would read 13d8+39 for an average HP of 98 (and a possible HP of 143).
Once you have that average hit point number and possible hit point amount, you can play around with numbers within that range to make the monster have a lower or higher final CR, see below.
A third edition Criosphinx has about 85 hitpoints and is a large creature. Using the formula above using D10 as my base gives me 18, so 18d10+54 (average of 153).
Wrapping it up...
The final step is figuring out what the 5th edition CR of your newly converted creature is. Use the guidelines on page 274 of the DMG, follow its instructions to get the average CR, and then compare it to the CR you intended back when you started. If it matches, then you are done. Congratulations! If it doesn’t match, then you might have some tweaking to do.
First, consider how far off the CR is. If the DMG CR is only a point below your intended CR, look at your monster. Does it cast spells or have legendary abilities or powerful resistances that the CR average doesn’t take into effect? For instance, a Mage’s hit points, AC, and damage output may list him as a CR 2 monster, but if he can cast spells like wall, haste, magic missile, and command and has a high wisdom/intelligence bonus to back those spells up, he may very well destroy a party who wipes the floor with hordes of CR 2 Orcs. Similarly, if your monster has spells and lots of special abilities, it may actually be a point or two tougher than the DMG is telling you. In this case, you can label it with your intended CR. 
But, if the CR the DMG gave you is HIGHER than you intended, you probably want to look into making it a little less powerful (unless it has really bad vulnerabilities or other exploits). Similarly, if the DMG CR is more than a point lower than your intended CR, you probably need to make the monster stronger.
If you need to adjust the monster, you can easily do so by adjusting health or damage output. Raising one of the monster’s base stats could potentially add bonuses to its hit, damage, health, or AC. Just play around with the numbers using page 274 in the DMG to check your work until you get the desired CR out of the DMG.
You shouldn’t have to change much: I never have. But it does provide a nice check on your work, especially if you are making up your own attacks or damage dice for natural weapons.
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