It’s pretty common knowledge nowadays that the monsters created by WotC don’t really match up to the promise of their Challenge Rating. Even after the adjustments made in Monsters of the Multiverse, there are still many monsters that are hitting well below their CR, even according the to maths that WotC has laid out in the Dungeon Master’s Guide.
For DMs, this can be a frustrating situation to encounter. If you’re the kind of DM who meticulously plans out combat encounters, it can be bad because all that work you put in (which assumes that CR is an accurate measure of monster challenge) might fall down when you run the encounter. If you’re the kind of DM who flies by the seat of their trousers, it can be bad because the CR 7 monster you just pulled out of the Monster Manual and reskinned gets pummelled by the party in one round flat, forcing you to further improvise.
I sympathise with this. It’s annoying that monsters don’t always deal enough damage to scare characters, or have enough hit points to last long enough to use all their cool attacks. I frequently have to double the damage output on monsters at my table (I’m looking at you, Strahd). However, adjusting the damage isn’t the only way to make your monsters scary! In the next two blogs, I’m going to cover mechanical and narrative ways to make monsters drive fear into the heart of your players.
10 Ways to Make Monsters Scary
Reduce Maximum Hit Points
When the hit point maximum of characters is reduced, it’s a scary time for all! Suddenly even healing can’t help that much, and having your hit point maximum reduced to 0 means instant death. If the reduction lingers, even scarier. Typically these reduction effects last until the creature finishes a long rest, but there’s no reason not to have it end on a different trigger, such as a casting of a certain spell (greater restoration is a good example). Reducing the hit point maximum of characters, instantly dropping them to 0 hit points with an attack, and even reducing hit dice are good ways of adding challenge. Here are some examples:
- The specter has an attack that reduces hit point maximums.
- Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
- The banshee can reduce characters to 0 hit points in one attack.
- Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
- A different version can be found on the mind flayer.
- Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.
- I’m not sure if there’s a monster that can deal ‘hit dice damage’, but if there were, I think it would like like this.
- Soul Syphon. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 20 (6d6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or have their maximum number of Hit Dice reduced by 1d4. The reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its maximum number of Hit Dice to 0.
Lingering Damage and Stacking Wounds
If you don’t mind the bookkeeping of tracking lingering damage and stacking wounds, these are a good way to make a monster more dangerous. These monsters have attacks that leave a lasting wound that continues to deal damage each round, or do something to perpetuate damage across rounds (such as setting the target of their attacks on fire). The main consideration here is whether the damage lingers (deals a set amount at the start/end of each turn) or stacks (deals increasing damage at the start/end of each turn based on the number of hits, the number of turns it’s lasted, etc.). Think too about how to remove the lingering damage or stacking wounds. Is an action enough? An ability check? Magical healing? Here are some examples:
- The fire elemental has an attack that deals lingering damage.
- Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
- Another kind of lingering damage can be found on the giant toad.
- Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
- Auras are also similar to lingering damage, except the damage only lingers if characters don’t move about a bit. This example is from the balor.
- Fire Aura. At the start of each of the balor’s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
- The bearded devil has an attack that stacks wounds.
- Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Drain Ability Scores
A classic way to kill characters is to drain their ability scores. It’s a nasty trick that can require a bit of bookkeeping depending on the ability. Changing ability scores has a knock-on effect on other aspects of a character, such as their saving throw bonuses, the damage they deal, and even their hit point maximums. If any of a character’s ability scores are reduced to 0, they die. Here are some examples:
- The shadow has an ability draining attack, despite being only CR 1/2!
- Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
- Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
- A less lethal version can be found on the intellect devourer, though bear in mind it has a follow-up attack that can then kill the character by replacing its brain!
- Devour Intellect. The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.
Add Exhaustion Levels
This one is particularly lethal, and best used sparingly. Attacks and abilities that cause characters to gain levels of exhaustion kill them quickly. Here’s what levels of exhaustion can do to a character (bear in mind that a creature suffers the effect of its current level of exhaustion as well as all lower levels).

Reach level six on this nasty little table and your character is dead. The death spiral of exhaustion makes it harder and harder to avoid getting more and more levels, so be wary of overusing this particular threat! Here are some examples:
- The archomental of fire, Imix, can dish out exhaustion as a legendary action.
- Heat Wave. Imix creates a blast of heat within 300 feet of himself. Each creature in the area in physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 (2d8) fire damage. Each creature in the area that isn’t resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion.
- So can the atropal.
- Wail (Costs 3 Actions). The atropal lets out a withering wail. Any creature within 120 feet of the atropal that can hear the wail must succeed on a DC 19 Constitution saving throw or gain 1 level of exhaustion.
Add Poison Counters (or any counter)
I stole this idea right from Magic: the Gathering: ‘A poison counter is a counter that, unlike most other counters, is placed on players rather than objects. When a player has ten or more poison counters, that player loses the game. A player with at least one poison counter is considered poisoned.’


It’s really easy to steal this mechanic for our D&D games, and it doesn’t have to be restricted to poison either! We need to introduce an additional rule to the game for this to work. It could be appended to all attacks that add counters, but I’ll state it here (with a few levels of lethality) for ease:
- A creature that has at least one poison counter is poisoned (and takes 1d4/6/10 poison damage at the start of each of its turns). If a creature has ten (or five, or three) or more poison counters, it drops to 0 hit points (and is dying, or dies outright). Finishing a long rest (or the protection from poison spell, or the greater restoration spell) removes one poison counter from a creature.
We can also change this easily to something like a stress counter, by swapping poisoned for stunned, poison damage for psychic damage, etc. Using counters like this isn’t dissimilar to exhaustion, but it removes the ‘death spiral’ associated with exhuastion. We can tack counters (such as poison counters) onto the attacks of other creatures that would normally do related damage. It’s worth considering whether targets of the attacks get a counter automatically, or if they have to make a save. Here are some examples:
- A poisonous snake could be made far deadlier with the following attack alteration:
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. If a creature takes poison damage in this way it gains one poison counter.
- A magmic could dole out incineration tokens, which burn a creature to ash once they have too many of them.
- Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature and isn’t immune to fire damage it gains an incineration counter. A creature that has at least one incineration counter ignites. Until all its incineration counters are removed, the creature takes 2 (1d4) fire damage at the end of each of its turns. If a creature has ten or more incineration counters, it dies and burns to ash.
Drain Spell Slots
If you want to scare the spellcasters in your party, consider draining their spell slots. Although this isn’t lethal (unless you want to introduce a rule that having all your spell slots drained kills you) it is scary. In my experience, players are very protective of the old spell slots! I don’t think there are any examples of spell-slot draining monsters from WotC, but here’s an example of what it might look like:
- Suck Spells. The spell sucker targets one creature with spell slots that it can see within 60 feet of it. That creature must succeed on a DC 16 Constitution saving throw or lose one of its current highest (or lowest) level spell slots.
Reduce Speed
Although it’s on the less deadly end of the spectrum, reducing a character’s speed is pretty nasty, as it prevents them from escaping from ranged attacks, fleeing from nasty melee combatants, and exiting auras and other area-of-effect spells and abilities. If you wanted to make this more lethal, you could add a rule that having your speed reduced to 0 has an additional effect, such as petrification or death. Here are some examples:
- The water elemental myrmidon has the following attack option that reduces speed.
- Freezing Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon’s next turn.
- You could also add an attack to a creature that reduced speed and had an additional effect once a speed of 0 is reached.
- Slowing Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is a creature, it has its speed reduced by 10 feet. The target is stunned (petrified/dies) if this reduces its speed to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Add Failed Death Saves
Failed death saves are scary things! Oftentimes, healers will wait until creatures have failed 2 of their potential 3 before healing their dying allies. Similarly, they’ll wait until a creature is at 0 hit points to heal, because a creature fights just as well at 1 hit point as they do at 100 hit points. A way to shake this up is to add failed death saves to creatures with attacks and abilities, or to add extra threat to dying characters. Remember that if you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death. This means you can add extra threat just by attacking creatures that are already dying, but you can add extra abilities to make this worse. Here are some examples:
- The will-o’-wisp has this nasty trick up its sleeve, and it’s not even an entire action!
- Consume Life. As a bonus action, the will-o’-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 (3d6) hit points.
- I don’t think there are creatures that stack death saving throw failures onto attacks, but if there were any, this might look like this.
- Vicious Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. If this damage reduces the target to 0 hit points, they suffer a death saving throw failure.
Physical and Mental Damage
There are so many ways to mess with the bodies and minds of characters, but many of them might not be appropriate for your table. More than any other extra threat, this requires a frank conversation with your players about what they’re comfortable with at the table. Here are a few kinds of physical and mental damage you can inflict on a character:
- Physical Damage. This includes any effect or condition that changes a character’s physical form. This might be things like petrification, mutations, disease, blinding, aging, shrinking, etc. Here are a few examples:
- Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
- Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.
- Warp Creature. The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex’s Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex’s control. The transformation of the body can be undone only by a wish spell.
- Mental Damage. This includes any effect or condition that changes a character’s mental capacities. This includes things like stunning, madness, mind-control, hallucinations, mental impairment, etc. Here are a few examples:
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn. On a failed save, the target begins to hallucinate and is afflicted with a short-term madness effect (determined randomly or by the DM; see “Madness” in chapter 8 of the Dungeon Master’s Guide). The effect lasts 10 minutes.
- Whispers of Madness. The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip’s choice that the allip can see. Constructs and undead are immune to this effect.
Suffocation and Drowning
Honestly, suffocation is one of the deadliest things in D&D 5e. A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again. This means a character with a low Constitution score can die very quickly, and then be unable to regain hit points for who knows how long! Although it’s rare, some creatures can suffocate or drown others. Here are some examples:
- The rug of smothering has a rather mundane version of suffocation.
- Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can’t smother another target. In addition, at the start of each of the target’s turns, the target takes 10 (2d6 + 3) bludgeoning damage.
- I don’t know why this ability is caveated with ‘at risk of’ suffocating. If I run a rug, if it gets you there’s no chance to hold your breath, and therefore you immediately run out of breath.
- A better example of suffocating can be found on the variant ettercap.
- Web Garrote. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can’t breathe, and the ettercap has advantage on attack rolls against it.
- Again the wording is a little weird, but I think we can assume that ‘can’t breathe’ here means the creature ‘runs out of breath’ as per the suffocation rules.
- The nereid will drown you with a single kiss, and has perhaps the best worded version of this threat (apart from the no speaking bit, which seems redundant).
- Drowning Kiss (Recharge 5–6). The nereid touches one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or take 22 (3d12 + 3) acid damage. On a failure, it also runs out of breath and can’t speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on itself on a success.
- The kelpie can also drown creatures through charming them. It’s quite a long effect, so get your reading glasses on.
- Drowning Hypnosis. The kelpie chooses one humanoid it can see within 150 feet of it. If the target can see the kelpie, the target must succeed on a DC 11 Wisdom saving throw or be magically charmed while the kelpie maintains concentration, up to 10 minutes (as if concentrating on a spell).
The charmed target is incapacitated, and instead of holding its breath underwater, it tries to breathe normally and immediately runs out of breath, unless it can breathe water.
If the charmed target is more than 5 feet away from the kelpie, the target must move on its turn toward the kelpie by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks.
Before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the kelpie or drowning, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this kelpie’s hypnosis for the next 24 hours.
- Drowning Hypnosis. The kelpie chooses one humanoid it can see within 150 feet of it. If the target can see the kelpie, the target must succeed on a DC 11 Wisdom saving throw or be magically charmed while the kelpie maintains concentration, up to 10 minutes (as if concentrating on a spell).
Bonus Tips
- When adding extra threat to a monster, try to start with the narrative first. Does it make sense for a raven’s bite to add poison counters? Probably not. If you still decide you want that to happen, how does that impact the narrative? Does the raven’s beak drip with green venom? Does it smell of bile and ammonia?
- Consider where the extra threat coming from. Is it triggered by an attack, or is it from a passive effect such as an aura? See the fire elemental’s fire form, or the bodak’s death gaze.
- Consider whether the extra threat is tied to being hit by an attack, or whether the target gets to make a saving throw to avoid it. Does it occur without either? A creature that dishes out levels of exhaustion to other creatures that start their turn within 10 feet of it without them making a save will kill characters fast.
- Beware save or suck effects! Some conditions like stunned or incapacitated are often gifted to characters with just one failed saving throw. This means one roll might take them out of the entire fight. If you use these abilities, use them sparingly. Or, take Mike’s advice!

Conclusion
If you feel like your creatures aren’t punching as hard as their CR indicates, you can just double their damage. However, if you’re worried that adding damage is boring, consider using one or more of these 10 extra threats! Next week, I’ll talk a little about how you can add challenge using narrative, not mechanics.