Balance encounters by party size, level & monster CR — XP thresholds, multipliers & difficulty ratings
| Level | Easy XP | Medium XP | Hard XP | Deadly XP | Daily Budget XP |
|---|---|---|---|---|---|
| 1 | 100 | 200 | 300 | 400 | 300 |
| 2 | 200 | 400 | 600 | 800 | 600 |
| 3 | 300 | 600 | 900 | 1,400 | 1,200 |
| 4 | 500 | 1,100 | 1,700 | 2,800 | 1,700 |
| 5 | 1,000 | 2,000 | 3,000 | 5,400 | 3,500 |
| 6 | 1,200 | 2,400 | 3,600 | 6,500 | 4,000 |
| 7 | 1,500 | 3,000 | 4,500 | 7,700 | 5,000 |
| 8 | 1,700 | 3,500 | 5,300 | 8,500 | 6,000 |
| 9 | 2,000 | 4,500 | 6,000 | 10,000 | 7,500 |
| 10 | 2,400 | 4,800 | 7,200 | 12,000 | 9,000 |
| 11 | 2,800 | 5,500 | 8,200 | 13,000 | 10,500 |
| 12 | 3,000 | 6,000 | 9,000 | 15,000 | 11,500 |
| 13 | 3,400 | 6,800 | 10,200 | 17,000 | 13,500 |
| 14 | 3,800 | 7,600 | 11,400 | 19,000 | 15,000 |
| 15 | 4,400 | 8,800 | 13,200 | 22,000 | 18,000 |
| 16 | 5,000 | 10,000 | 15,000 | 25,000 | 20,000 |
| 17 | 5,500 | 11,000 | 16,500 | 27,000 | 25,000 |
| 18 | 6,000 | 12,000 | 18,000 | 30,000 | 27,000 |
| 19 | 6,400 | 12,800 | 19,200 | 32,000 | 30,000 |
| 20 | 7,800 | 15,500 | 23,000 | 38,000 | 40,000 |
| CR | XP Award | Prof. Bonus | Typical AC | Typical HP | Atk Bonus | Save DC |
|---|---|---|---|---|---|---|
| 0 | 10 | +2 | 13 | 1–6 | +3 | 13 |
| 1/8 | 25 | +2 | 13 | 7–35 | +3 | 13 |
| 1/4 | 50 | +2 | 13 | 36–49 | +3 | 13 |
| 1/2 | 100 | +2 | 13 | 50–70 | +3 | 13 |
| 1 | 200 | +2 | 13 | 71–85 | +3 | 13 |
| 2 | 450 | +2 | 13 | 86–100 | +3 | 13 |
| 3 | 700 | +2 | 13 | 101–115 | +4 | 13 |
| 4 | 1,100 | +2 | 14 | 116–130 | +5 | 14 |
| 5 | 1,800 | +3 | 15 | 131–145 | +6 | 15 |
| 6 | 2,300 | +3 | 15 | 146–160 | +6 | 15 |
| 7 | 2,900 | +3 | 15 | 161–175 | +6 | 15 |
| 8 | 3,900 | +3 | 16 | 176–190 | +7 | 16 |
| 9 | 5,000 | +4 | 16 | 191–205 | +7 | 16 |
| 10 | 5,900 | +4 | 17 | 206–220 | +7 | 16 |
| 11 | 7,200 | +4 | 17 | 221–235 | +8 | 17 |
| 12 | 8,400 | +4 | 17 | 236–250 | +8 | 17 |
| 15 | 13,000 | +5 | 19 | 281–295 | +9 | 18 |
| 20 | 25,000 | +6 | 19 | 396–410 | +10 | 19 |
| 25 | 75,000 | +8 | 21 | 496–510 | +14 | 22 |
| 30 | 155,000 | +9 | 23 | 546+ | +16 | 24 |
| CR | Monster Example | Type | XP | Good Party Level |
|---|---|---|---|---|
| 1/4 | Goblin, Wolf | Humanoid / Beast | 50 | 1 |
| 1/2 | Orc, Black Bear | Humanoid / Beast | 100 | 1–2 |
| 1 | Ghoul, Bugbear | Undead / Humanoid | 200 | 2–3 |
| 2 | Ogre, Were-wolf | Giant / Humanoid | 450 | 3–4 |
| 3 | Manticore, Vampire Spawn | Monstrosity / Undead | 700 | 4–5 |
| 5 | Young White Dragon, Troll | Dragon / Giant | 1,800 | 5–7 |
| 8 | Mind Flayer, Tyrant Frog | Aberration | 3,900 | 8–10 |
| 10 | Young Red Dragon | Dragon | 5,900 | 10–12 |
| 13 | Adult White Dragon | Dragon | 10,000 | 13–15 |
| 17 | Adult Red Dragon | Dragon | 18,000 | 16–18 |
| 20 | Ancient White Dragon | Dragon | 25,000 | 18–20 |
| 24 | Ancient Red Dragon | Dragon | 62,000 | 20 |
| 30 | Tiamat | Dragon / Deity | 155,000 | 20 (Epic) |
Challenge Rating, commonly called CR, forms part of D&D and helps the Dungeon Master estimate how hard a monster can be. Every creature gets a rating that points to the level of threat for a group of players. The idea seems basic at first look but it quickly becomes complex.
CR is calculated based on a group of four players, that is well prepared but not extremely optimized. A creature with CR equal to the level of the group must cause a severe fight, but not inevitable. For instance, a monster of CR 10 is meant to offer a typical challenge for four characters at level 10.
A group of four, that rested fully and carry good gear, could beat a creature at their own level without big troubles.
When CR passes the level of the group, the monster likely risks seriously. On the other hand, if it is lower, that should not create many problems. At very low CR levels, the situation changes a bit.
A creature at CR 1/4 is menat to face one alone character standing. Two of them at CR 1/8 could work together against one player. And CR 0 simply means that it does not form a threat for any.
The problem lies in that CR is not entirely precise. It only gives a rough idea about the combat trouble. Many things affect the challenge beyond the number of CR.
A group of characters at level 5 maybe face a monster at CR 5 and find it simple. The same team could fall before several creatures at CR 1 and ultimately parish. Only the pattern does not reveal everything.
The makeup of the group plays a role also. If a team has many holy players, they will do more well against undead. Every group differs, and monsters with alike CR can differently threaten in practice.
Turning playing patterns to stat blocks of creatures shows some of those gaps. The game takes into account elements like AC, HP and damage output, so that its CR seems right. However save DC of a wizard does not truly capture the real power of its spellcasting.
Because the game depends on resources, CR changes based on how many resources the group uses in a fight. It forms a core element for designing encounters in D&D 5e, but commonly one misunderstands or abuses it. Some even created other methods instead, because the more one researched, the more flaws appeared.
Stay with few enemies, that match the level of the group, usually works morwell than casting a crowd of weak creatures in the struggle.