Table of Contents
Enemy Builder
Use this page to create enemies quickly and consistently.
Enemies are defined by:
- Health
- Attack Bonus
- Defense TN
- Damage (2d10 + bonus)
- Armor (0β5)
- 0β3 Special Abilities
Keep enemies simple. Complexity belongs in bosses.
Step 1: Choose Role
| Role | Base Health | Attack | Damage Bonus | Armor |
|---|---|---|---|---|
| Minion | 6β8 | +3 | +0 | 0β1 |
| Standard | 12β16 | +5 | +1 | 1β2 |
| Elite | 18β26 | +7 | +2 | 2β3 |
| Boss | 30β40 | +9 | +3 | 3β5 |
These values assume:
4 players at Tier 2.
Adjust using Scaling Rules below.
Defense TN
Base Defense TN is 12.
Adjust by role:
Minion: 12 Standard: 13 Elite: 14 Boss: 15
Do not exceed 18 unless the enemy is supernatural or heavily enhanced.
Defense represents agility, training, or protection.
Scaling by Party Size
Adjust enemy durability and lethality based on party size.
| Party Size | Health Adjustment | Damage Adjustment |
|---|---|---|
| 2 PCs | -25% Health | -1 Damage Bonus |
| 3 PCs | -15% Health | -1 Damage Bonus (Boss only) |
| 4 PCs | No change | No change |
| 5 PCs | +15% Health | +1 Damage Bonus (Boss only) |
| 6 PCs | +25% Health | +1 Damage Bonus |
Round Health to the nearest whole number.
Only adjust Damage Bonus for Elite and Boss enemies.
Do not adjust Attack bonus unless the party is unusually optimized.
Scaling preserves tension without rewriting encounters.
Damage Guidelines
All enemies roll:
2d10 + Damage Bonus
Expected averages:
Minion: ~11 Standard: ~12β13 Elite: ~14β15 Boss: ~16+
If a Boss consistently drops PCs in one hit:
Reduce Damage Bonus by 1.
If fights feel slow:
Increase Damage Bonus by 1 instead of increasing Health.
Damage pacing matters more than raw HP totals.
Special Abilities
Standard enemies: 1 ability Elite enemies: 2 abilities Bosses: 3 abilities + Phase change
Choose abilities that reinforce role and theme.
Ability List
Cleave
On a hit, deal half damage to an adjacent target.
Grapple
On a hit, target rolls TN 12 Might or becomes Restrained.
Terrify (1/scene)
All visible enemies roll TN 15 Presence or become Frightened.
Regenerate
Recover 5 Health at the start of each turn.
Call Reinforcements (1/combat)
1d4 Minions arrive next round.
Shield Breaker
Ignore 2 Armor when dealing damage.
Skirmisher
May disengage without penalty.
Brutal
+2 damage.
Sniper
+2 to hit if stationary this turn.
Controller
May deal Resolve damage instead of Health.
Tank
+2 Armor, -2 Defense TN.
Abilities should add flavor and pressure without adding bookkeeping.
Boss Phases
Bosses should change behavior at:
50% Health 25% Health
Phase changes may include:
- Environmental shifts
- Damage increase (+2)
- New ability activation
- Reinforcements arriving
Phases create momentum without inflating base stats.
Phase Hazard Scaling
If a Boss phase includes an area hazard (explosion, collapse, shockwave, etc.), adjust it based on party size.
For 3 PCs:
Reduce hazard damage by 3 OR reduce hazard TN by 2
For 2 PCs:
Reduce hazard damage by 5 AND reduce hazard TN by 2
For 5β6 PCs:
Increase hazard damage by 2 OR increase hazard TN by 1
This applies only to environmental phase effects, not the Bossβs primary attack.
Hazards should create pressure, not cause unavoidable wipes.
Quick Build Rule
If you need an enemy immediately:
Minion:
HP 6, +3 attack
Standard:
HP 14, +5 attack
Elite:
HP 22, +7 attack
Boss:
HP 34, +9 attack
Then apply scaling adjustments as needed.
Keep enemies fast to run. Only build what matters for the encounter.
ODDS RPG Enemy Builder v1.0 Playtest
