Rudee , (edited )
  1. Use the maximum HP possible from the dice instead of the average given (eg. 6d12 = 72 instead of 39), or at least a higher portion of the maximum quantity

  2. Increase AC

  3. Give it extra damage of a different type

  4. Give non-lair monsters lair actions, and give monsters with lair actions an even stronger lair action they can use when below half-health.
    Same with legendary actions

  5. Look at older DnD editions and see if the monster or any similar monsters have extra abilities you can add

Edit: I should have specified that these are in ascending levels of difficulty for the DM, but are also more interesting

  • All
  • Subscribed
  • Moderated
  • Favorites
  • random
  • rpgmemes@ttrpg.network
  • test
  • worldmews
  • mews
  • All magazines