Nimble Monsters

Posted: 2024-01-26
Last Modified: 2024-01-28
Word Count: 999
Tags: d20 nimble5e rpg

Table of Contents

The Nimble booklet says:

A DM can use any 5e compatible monster book or stat block, as written. Only two small tweaks are made and can be done easily, on the fly:

This is convenient if one has the full stat block, but D&D 5 stat blocks can be long. For my DM notes, or for monsters I create, I’d like something shorter and more concise.

Luckily from my (limited) DMing experience I developed a way to summarize a monster in a simple table with the following columns.

If the special abilities overflow the space alotted, I just write the creature’s name and full effects (with rules as needed) underneath the table.

Between this format and some simplifications for Nimble player characters I think I can shorten the Nimble monster statblock.

The Nimble Short Form

Thus I propose a “short form” for monsters either developed for Nimble or summarized for use in a Nimble session.

Monster Summary

First comes the Monster Summary in a horizontal table.

Note that the Str saving throw replaces Con and Str saving throws, and the Will saving throw replaces the separate Int, Cha, and Wis saving throws. The combined saving throw may be substantially higher or lower than the single ability saving throws themselves, particularly since monsters aren’t constrained by “standard arrays” or character points.

In all other ways monster rules are the same as in Nimble and D&D 5e. Monsters still take the standard Move, Action, and Reaction on their turns, and possible Legendary or Lair actions on player turns, as in standard 5e. They do not use Action Points or Heroic Reactions from Nimble.

Monster Details

Below the Monster Summary Table comes a list of abilities, disabilities, and actions that could not fit completely into the table. For example:

  1. Resistances
    • damage type
  2. Immunities
    • damage type or condition
  3. Vision
    • type
    • range
  4. Languages
    • list
  5. Multiattack
    • attacks per round
  6. each Special Disability
    • Name
    • Details
  7. each Special Ability
    • Name
    • (L) if Legendary
    • Recharge (if any)
    • Conditions (if any)
    • Effect
  8. each Special Action
    • Name
    • (L) if Legendary
    • Type (Action, Move, Reaction)
    • Effect
  9. each Attack
    • Name
    • (L) if Legendary
    • Number of times per round
    • “melee” or “ranged” if not implied in Name
    • attack/damage dice
    • attack/damage type
    • special effect, if any (e.g. Poison, Paralysis) and applicable saving throws.

Example


Wight (D&D SRD)

Medium Undead, Neutral Evil

Armor Class 14 (studded leather)
Hit Points 45 (6d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

Skills Perception +3, Stealth +4
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren’t Silvered
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages The languages it knew in life
Challenge 3 (700 XP)
Proficiency Bonus +2

Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

A humanoid slain by this attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Wight (Nimble Short Form)

Name CR AC HP MR Str Dex Will Notable Attacks/Actions/Abilities
Wight 3 M 45 30' +2 +2 +2 2x(sword 1d8+2/1d10+2 2h) or (sword & Life Drain) or 2x(bow 1d8+2)

Wight