Monster Action View
During an encounter for a campaign, gamemasters need to interact with monsters in both a view mode to see things like statistics, actions or rolls for a monster and an edit like mode to change things like hit points, or conditions. Shard supports a monster action view to provide this combination, that is shown in the adventure mode of a campaign.
Monster Action View
The monster block shown in the creatures tab of the campaign has additional action areas not typically displayed for monster. These areas allow you to directly set values used during encounters. Note: Monsters that are not NPCs will store these values in the combat tracker without changing the base monster.
The green highlighted bar shows common values to change during combat:
AC: this is the current AC for the monster. Armor Class shows the default for the monster.
Hit Points: shows current / max hit points, both are editable.
Temp HP: allows setting temp HP for a monster. Damage to the monster will first consume Temp HP.
Size: allows changing the size of a monster. This will change the token size as well.
Conditions will show the current conditions for a monster. Note: to add conditions use the combat tracker.
Usage tracking configured on a monster will be visible and editable. This allows you to easily track usage of features for a monster during combat
Clicking the token will show the tokens defined for a monster and allow you to change which one is show or to show the tokens as a handout. The person tool allows you to select a token to show that is not defined on the monster. This can be handy for monsters that can shape change or if you want to use artwork that wasn’t defined by the monster’s creator.
NPCs and Companions
NPC monsters and companions behave slightly differently. Neither store their state in the combat tracker. NPCs store their state directly modify the NPC state and companions on character sheets store their state in the character sheet. This also ensures that the state stays consistent across encounters. They both also have a rest option, long rest resets all HP and feature uses, while short rest restores half of the HP and feature uses that recover after a short rest.