Free Tool

    D&D CR Calculator

    Estimate a homebrew monster’s challenge rating from its hit points, AC, damage per round and attack bonus, using the 2014 Dungeon Master’s Guide method.

    Stop Breaking Immersion to Take Notes — Loreify captures your sessions automatically while you play.

    Start Free Trial

    This rates one monster. Balancing a whole fight? Use the encounter difficulty calculator. Need a monster to rate? Draft one with the AI stat block generator.

    Monster stats

    Use the numbers from your stat block.

    Defense

    e.g. Regeneration × 3

    e.g. Parry +1

    Offense

    Average over the first three rounds

    e.g. Pack Tactics +1

    Estimated challenge rating

    DMG-method estimate (2014 Dungeon Master’s Guide)

    3
    Challenge Rating
    700 XP
    Proficiency bonus +2

    Defensive CR

    Effective hit points52
    HP row (expects AC 13)CR 1/2
    Effective AC 17up 2 steps
    Defensive CRCR 2

    Offensive CR

    Damage row (expects +3)CR 2
    Effective attack +5up 1 step
    Offensive CRCR 3

    Final CR

    Average of the two2.5 (halfway, rounded up)
    Final CRCR 3 · 700 XP

    Expected CR used for the HP multiplier: CR 1/2. This is an estimate: spells, legendary actions and unusual traits need a judgment call, and the DMG recommends playtesting.

    Monster statistics by challenge rating

    The 2014 DMG’s expected numbers for each CR. Highlighted rows are this monster’s defensive, offensive and final CR.

    CRProf.ACHit pointsAttackDamage/roundSave DCXP
    0+2≤131–6≤+30–1≤130 or 10
    1/8+2137–35+32–31325
    1/4+21336–49+34–51350
    1/2+21350–70+36–813100
    1+21371–85+39–1413200
    2+21386–100+315–2013450
    3+213101–115+421–2613700
    4+214116–130+527–32141,100
    5+315131–145+633–38151,800
    6+315146–160+639–44152,300
    7+315161–175+645–50152,900
    8+316176–190+751–56163,900
    9+416191–205+757–62165,000
    10+417206–220+763–68165,900
    11+417221–235+869–74177,200
    12+417236–250+875–80178,400
    13+518251–265+881–861810,000
    14+518266–280+887–921811,500
    15+518281–295+893–981813,000
    16+518296–310+999–1041815,000
    17+619311–325+10105–1101918,000
    18+619326–340+10111–1161920,000
    19+619341–355+10117–1221922,000
    20+619356–400+10123–1401925,000
    21+719401–445+11141–1582033,000
    22+719446–490+11159–1762041,000
    23+719491–535+11177–1942050,000
    24+719536–580+12195–2122162,000
    25+819581–625+12213–2302175,000
    26+819626–670+12231–2482190,000
    27+819671–715+13249–26622105,000
    28+819716–760+13267–28422120,000
    29+919761–805+13285–30222135,000
    30+919806–850+14303–32023155,000

    Join 250+ DMs Who Never Lose Track — Notes ready in 5-10 minutes. NPCs, quests, loot, and lore — all captured.

    Try Loreify Free

    CR tips for homebrew monsters

    • •Use average damage and assume every attack hits when you work out damage per round.
    • •Count an area effect as hitting two targets, and a recharge ability once in three rounds.
    • •If the monster mostly forces saves, switch the offense type to Save DC.
    • •Spells and legendary actions need a judgment call: add their damage to the round they are used.
    • •Playtest the monster, then nudge the CR up or down.

    How to use the CR calculator

    1. 1.Enter the monster’s hit points and Armor Class.
    2. 2.Pick any resistances or immunities, and count its saving throw proficiencies.
    3. 3.Enter its average damage per round over the first three rounds.
    4. 4.Enter its attack bonus, or switch to save DC for save-based monsters.
    5. 5.Read the defensive, offensive and final CR, plus XP and proficiency bonus.

    How the CR calculator works

    This calculator follows the "Creating a Monster" method in the 2014 Dungeon Master’s Guide (pages 273 to 279). It gives you an estimate, not a verdict: the DMG itself says the only way to know whether a monster is fun is to playtest it. Use the result as a starting point, then adjust the CR after you see the monster at the table.

    Step 1: defensive CR

    Find the monster’s hit points in the Hit Points column of the table below. That row is its starting defensive CR. Then compare its Armor Class with the AC on that row. For every 2 points of difference, move the CR one step up (higher AC) or down (lower AC). A 1-point difference changes nothing. Steps go through the fractions, so one step down from CR 1 is CR 1/2.

    Step 2: offensive CR

    Work out the monster’s damage per round. If it does different things on different turns, add up the damage of its first three rounds and divide by 3. A breath weapon it can use once in those three rounds counts for one round, and an area effect usually hits two targets, so double it. Find that number in the Damage/Round column, then compare the monster’s attack bonus with that row and move one step for every 2 points of difference. If the monster mostly forces saving throws, compare its save DC instead.

    Step 3: final CR and XP

    Average the defensive and offensive CRs and round to the nearest CR. When the average falls exactly halfway, this calculator rounds up, which matches the DMG’s own example (defensive 2 and offensive 3 make CR 3). The final CR sets the monster’s XP and proficiency bonus.

    Effective hit points and AC

    Some defenses count as extra hit points or AC when you work out CR, without changing the stat block:

    • •Resistances or immunities to several damage types (especially nonmagical bludgeoning, piercing and slashing) multiply hit points: ×2 at an expected CR of 1 to 4, ×1.5 for resistance (×2 immunity) at 5 to 10, ×1.25 (×1.5) at 11 to 16, and ×1 (×1.25) at 17 or higher.
    • •Vulnerability to several common damage types halves effective hit points.
    • •Saving throw proficiencies: three or four add 2 to effective AC, five or more add 4.
    • •Flying plus a ranged attack adds 2 to effective AC if the expected CR is 10 or lower.
    • •Traits from the DMG’s monster features table: Magic Resistance +2 AC, Pack Tactics +1 attack bonus, Regeneration adds 3 × the hit points it regains each round.

    Worked example: a homebrew bog hag

    Say you build a swamp hag with 52 hit points, AC 15, proficiency in Constitution, Wisdom and Charisma saves, and two claw attacks at +5 to hit for 9 damage each.

    1. •Defense. 52 HP sits on the CR 1/2 row, which expects AC 13. Three save proficiencies make her effective AC 17, which is 4 above, so move up two steps: 1/2 → 1 → CR 2.
    2. •Offense. Two claws for 9 each is 18 damage per round, the CR 2 row, which expects +3 to hit. Her +5 is 2 higher, so move up one step: CR 3.
    3. •Final. The average of 2 and 3 is 2.5, which rounds up to CR 3: 700 XP, proficiency bonus +2.

    Drop her to AC 13 and the defensive CR falls to 1, the average to 2, and she becomes a CR 2 monster worth 450 XP.

    Checked against published monsters

    The method lands exactly on the printed CR for SRD monsters with no CR-changing traits. The axe beak (AC 11, 19 HP, +4 for 6) comes out at CR 1/4, the camel at CR 1/8, the giant lizard at CR 1/4, and the hill giant (AC 13, 105 HP, two greatclubs at +8 for 18) at defensive 3 and offensive 6, which averages 4.5 and rounds up to its printed CR 5. Monsters with spells, legendary actions or unusual traits drift further, because the DMG asks you to judge those by hand.

    2014 and 2024 monsters

    SRD 5.2.1 (the 2024 rules) doesn’t include a monster-building table. Its stat blocks list XP and proficiency bonus for each CR, and those match the 2014 values used here. You can run a 2024 stat block through the calculator the same way; just treat the result as a rough guide, since the 2024 monsters were not built from this table.

    Next: balance the whole fight

    CR rates one monster. To see how a group of monsters stacks up against your party, add them to the encounter difficulty calculator. Need a stat block to test? Draft one with the AI stat block generator and check its CR here, or browse SRD monsters by challenge rating to compare yours with a published one. The XP calculator splits the reward afterwards.

    Sources: Dungeon Master’s Guide (2014), "Creating a Monster" and the Monster Statistics by Challenge Rating table (game numbers only); SRD 5.1 and SRD 5.2.1 by Wizards of the Coast (CC-BY-4.0) for the published monster stats, XP and proficiency bonus.

    Related rules & guides

    • Hill giant 5e

      CR 5: AC 13, 105 HP, two greatclubs at +8. The DMG method lands on its printed CR.

    • Axe beak

      CR 1/4 with no special traits, a clean test of the table.

    • Troll stat block

      CR 5. Regeneration counts as 30 extra effective hit points.

    • Goblin stats

      CR 1/4. Nimble Escape is one of the traits the DMG counts as extra AC and attack bonus.

    Related Tools You Might Like

    Calculator

    Encounter Calculator

    Balance a whole fight against your party

    Open Encounter Calculator
    AI Tool

    AI Stat Block Generator

    Draft a full monster stat block at a target CR

    Open AI Stat Block Generator
    Calculator

    XP Calculator

    Split encounter XP across the party

    Open XP Calculator
    Calculator

    Damage Calculator

    Average damage and damage per round

    Open Damage Calculator

    Frequently Asked Questions

    Ready to stop forgetting your campaign? Loreify records the session and has the recap, NPC list and quotes ready minutes after you stop. 7-day free trial.

    Start Free Trial