
LuZeke |

I'm usually creating my own monsters for my more important encounters (I almost never throw in a monster completely 'as is') and the Monster Creation chapter in the Bestiary have been very useful for this. But there's one thing that isn't mentioned anywhere, at least not that I can find. Natural Armor.
How do you decide how much natural armor a monster should have? There's nothing stating how that should be calculated. But, there is a monster feat which increases natural armor slightly, and a prerequisite is of course that they have natural armor.
I suppose I could just go with my gut on it, seeing as to how long I've been modding and creating monsters. But when you're creating a monster completely from scratch, and it's supposed to have natural armor I'd prefer that the numbers for it where there. What I've done now is simply add the creatures highest save as the natural armor bonus.
So, is there an official way to calculate this and it was merely overlooked, or will I have to think up my own way of doing it? Using the highest save might work, but I haven't tested it on my players yet, so I'd call it a makeshift solution at best right now.

![]() |

It does talk about natural armor, read step 7 in creature creation.
When building a creature's Armor Class, start by adding armor, shield, and natural armor bonuses to its Dexterity modifier. If a creature does not wear armor, give it a tougher hide to get it near its average AC. Remember that creatures with higher hit point totals might have a lower Armor Class, whereas creatures with fewer hit points might have a higher Armor Class. If a creature's Armor Class deviates from the average by more than 5 points, it might not be the right CR.