Creating A Monster 5e

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I am brand new to D&D and beginning as the dungeon master. I would like to learn how to create my own monster because I do not own the Monster Manual or The Dungeon Masters Guide and wish to create my own. The creature does not need to do a large amount of damage as it will be facing players lvl 1-5 and needs to be large. Building Legendary Creatures in 5e. They have a special set of abilities that put them a step above the rank and file nasties in the Monster Manual. These effects are straight forward. Legendary monsters get legendary actions, legendary resistance, and, in some cases, lair actions. From D&D Wiki. Jump to: navigation, search. Back to Main Page → 5e Homebrew → 5e Creatures → 5e Monsters. Please leave the '(5e Creature)' identifier in the page title when creating your new creature! See also: 5e SRD:Monsters. Monsters by CR.

I've been playing with 5e's monster creation rules and I think I'm getting a handle on it. One of the hardest things is figuring out a good CR (and therefore XP value) for a monster once its been created. I think I'm getting it but it occurred to me that we could explore this by creating monsters based on creatures or characters from movies or TV series or novels. The idea is that you'd take such a character and cast it as a 5e monster, using the rules for such in the DMG and MM. Then post your creation here and we can see if it makes sense. No judgment, just a learning process for us all.
I suggest it either being an actual singular character (e.g. Darth Vader) or a representation of a group or class of creatures (e.g. Sardaukar). If the entity is obscure, posting links to images or (better) YouTube clips, if such things exist, would help us understand what it is you're recreating.
And don't limit it to fantasy. SF, military stuff, spy novels, it's all good.
To start off, here's my Klingon Warrior. Not Worf or any 'hero' Klingons. These are the mooks.

Klingon Warrior
Medium humanoid (Klingon), any alignment
FEATURES
Armor Class: 12 (with leather armor); 14 (with leather armor and Bat’leth)
Hit Points: 90 (12d8+36)
Speed: 30ft.
STR: 22 (+6); DEX: 12 (+1); CON: 17 (+3); INT: 10 (+0); WIS: 13 (+1); CHA: 8 (-1)
Saving Throws:STR: +8; CON: +5 (advantage)
Senses:Passive Perception: 11
Challenge: 5 (1,800 XP)
Bat’leth Fighting. When wielding a Bat’leth and no other weapons, and in no or light armor, the Klingon Warrior can add its Proficiency Bonus to its armor class.
Brak'lul. The Klingon Warrior’s body was built for combat. It has redundant organs and a reinforced skeleton. This grants the Warrior three benefits:
  1. It resists non-magical bludgeoning damage.
  2. It has advantage on CON saving throws.
  3. It can recover 2d4 HP at the beginning of its turn. It can do this once in between short rests.

Daqtagh Fighting. When attacking with both its Mek’leth and its Daqtagh, the Klingon Warrior can add its STR bonus to the damage of both attacks (if it isn’t already applied), and add its Proficiency Bonus to its Daqtagh damage.
CharacterACTIONS
Multiattack. On its turn, the Klingon Warrior can make two Daqtagh attacks and two Mek’leth attacks, or two Bat’leth attacks.
Daqtagh. Melee Weapon Attack (finesse, light, thrown, range: 20’/60’): +8 to hit, reach 5’, one target. Hit: 11 (1d4+9) piercing damage (+1 damage due to auxiliary blades; +2 due to Daqtagh Fighting).
Mek’leth.

Creating A Monster 5e Games

Melee Weapon Attack (finesse, light): +8 to hit, reach 5’, one target. Hit: 9 (1d6+6) piercing damage.
Bat’leth. Melee Weapon Attack (versatile): +8 to hit, reach 5’, one target. Hit: 10 (1d8+6) or 11 (1d10+6) slashing damage. See Bat’leth Fighting above.
CR:
This guy has two configurations.
Wielding Bat'leth:
HP: 90 + 5 = CR 2
AC: 14 = CR 4
Adj Def CR = 3
DPR: 22 = CR 3
Att Bon: +6 = CR 5
Adj Off CR = 4
Wielding Daqtagh & Mek'leth:
HP: 90 + 5 = CR 2
AC: 12 = CR 0
Adj Def CR = 1
DPR: 40 = CR 6
Att Bon: +6 = CR 5
Adj Off CR = 6
Combining the best of his offensive and defensive CRs gives him a final CR of 4.5, rounded to 5.

Edit: Overhauled.
Next, draw a map of your dungeon. Grid paper is recommended, since in combat, you play on a 'battle-grid.' I've found that I like 4-to-an-inch paper or 10-to-an-inch paper, but that's just me. Use whatever size grid paper you want. Also keep in mind the size of your dungeon when choosing grid paper. Here are some things that all dungeon crawls have: at least 1 encounter with 3 or more weak monsters. At least 1 encounter with a not-too-tough-and-not-to-easy monster. At least 1 encounter with a 'boss monster' that will be the final challenge in the dungeon. At least one trap or locked door that the rogue or bard can disable or pick. At least a total treasure of 100 GP per party level per party player (i.e. for a group of 5 4th-level characters, reward each of them 400 GP). At least a total treasure of one magic item per party member (if they are above first level. If they are first level, just give them non-magical items, such as masterwork weapons, precious stones, and perhaps some platinum pieces. These 6 'musts' are essential to any dungeon. However, don't overdo it on the treasure. That is a mistake that many fledgling DMs make.