Xeviat
Dungeon Mistress, she/her
Hi everyone. The 4E vs 5E monster thread is still simmering at the front of my mind, even though I bowed out as it seemed to be circling the drain. While I was prepping for my next game, i was looking at the Ogre's stats. I've been building a lot of custom monsters lately, so I've been digesting the DMG's CR calculator, and the Ogre immediately stood out to me as an issue. They are both an incredibly boring monster as well as one that looks quite underpowered for it's CR.
The Ogre has 59 HP and an AC of 11. It deals an average of 13 damage with it's one attack, and has an attack bonus of +6.
According to the CR calculator, that's a defensive CR of 1/4 (59 HP is 1/2 CR, 11 AC is 2 below the baseline 13 so -1 CR to final CR of 1/4) and an offensive CR of 2 (13 damage is a CR of 1, +6 attack is 3 above baseline for +1 CR to a final CR of 2). 2 and 1/4 average to somewhere between 1/2 and 1, so round up to 1 (if you're supposed to mathematically average them, then 2.25/2 is 1.25, rounds to 1).
They're a bag of HP. They're easy to hit. They have a reasonable attack bonus for their level, but they only hit as hard as a fighter with a greatsword. To me, it looks like they're missing an ability. Multiattack for 2 greatclub attacks would double their damage. That would up their offensive CR to 4, and 4 and 1/4 average to 2 by steps or mathematically. That would potentially make them more interesting, as you could swap out an attack for a Push to make them seem like they hit like a truck (knocking people away or knocking them down). Something like Reckless Attack would add some character (and it self balances by lowering defense while raising offense).
Have you noticed anything else that seems odd in the Monster Manual?
The Ogre has 59 HP and an AC of 11. It deals an average of 13 damage with it's one attack, and has an attack bonus of +6.
According to the CR calculator, that's a defensive CR of 1/4 (59 HP is 1/2 CR, 11 AC is 2 below the baseline 13 so -1 CR to final CR of 1/4) and an offensive CR of 2 (13 damage is a CR of 1, +6 attack is 3 above baseline for +1 CR to a final CR of 2). 2 and 1/4 average to somewhere between 1/2 and 1, so round up to 1 (if you're supposed to mathematically average them, then 2.25/2 is 1.25, rounds to 1).
They're a bag of HP. They're easy to hit. They have a reasonable attack bonus for their level, but they only hit as hard as a fighter with a greatsword. To me, it looks like they're missing an ability. Multiattack for 2 greatclub attacks would double their damage. That would up their offensive CR to 4, and 4 and 1/4 average to 2 by steps or mathematically. That would potentially make them more interesting, as you could swap out an attack for a Push to make them seem like they hit like a truck (knocking people away or knocking them down). Something like Reckless Attack would add some character (and it self balances by lowering defense while raising offense).
Have you noticed anything else that seems odd in the Monster Manual?