Think about what a monster should be able to do fictionally, then figure out how to buy its abilities per the advice below. You build monsters the same way you build NPCs, except that monsters don't have a class or kit.
A monster is always at least level 1.
Basics
Monster Type
Choose one or more monster types. How many types it has does not impact its level, but the abilities it imparts do.
Attributes
Start with a budget of 10 points, unless it has the Attribute Wager trait (which is granted by the Humanoid type, or if you give it to the monster as a trait). If it has the Attribute Wager trait, it has a budget of 11 points. For every point you grant it beyond that budget, increase its level by 1. You can give it fewer than 10 points, in which case reduce its level by the number of points fewer than its max budget. (Note: monsters cannot have more than 11 points in any single attribute.)
Attribute Advantage & Disadvantage
If the monster gets advantage on any attribute, increase its level by 1 for each attribute; for disadvantage, decrease by 1 for each attribute.
Stats
Calculate its HP, AP, MP, DEF, INIT, and SOAK as you would any normal NPC.
Skills
The monster has a number of skills for free according to its attribute points and the standard core rules (1/2 smart rounded up, +1). If you give it more skills than its maximum, increase its level by 1 per skill. You can give it "All" skills if the monster is very powerful, but we don't factor this into its levels.
Languages
What languages it knows does not impact its level. Typically, a monster knows the language of its type, and whatever is appropriate to the fiction.
Size
If the monster is melee sized, increase its level by 1; if it's encounter sized, by 2; if tiny, decrease by 1.
Combat
Actions Per Round (APR)
The monster has a number of actions it can take per round equal to 1/3 its level, rounded down, up to a max of 4. It's not recommended to give a monster more actions than this, but if you do, add 1 level per extra action. Actions can be substituted for any reaction granted by the core rules, such as parrying.
Attacks
What sort of attacks or how many it has at its disposal doesn't impact its level, as the number of attacks per round it can take is dictated by its APR (which is in turned tied to its level). A monster is always considered proficient in its attacks, so it receives a +2 by default.
SOak
Monsters get their soak from the type of armor they're wearing. In some cases, this armor is fictionally part of their body (tough skin, a hard shell, et cetera), and so we treat it as HP. Only if the monster is described as wearing separate armor that is not part of its body can it be broken (thus negating its soak). For each point of soak you give them, increase their level by 1. (Note that the perk +2 Soak grants them 2 points of soak by default. This trait costs 1 if you grant it outright, like all other traits, or if it's granted by the monster's type, it is free, despite granting them 2 points.)
Bonus HP/MP
If you want to give the monster more HP or MP than it would get based on its attributes, grant a bonus in increments of 3 points. Each 3 points adds 1 to its level. (Note: generally we do not track MP for monsters, but you calculate it using Mighty + Deft. It's assumed monsters do not run out of MP, unless the party has the ability to reduce enemy MP.)
Bonus AP
If you want to give the monster more AP, grant a bonus in increments of 5 points. Each 5 points adds 1 to its level.
Deeds
For each deed you give the monster, increase its level by 1.
Abilities
Boons & Banes
A monster may have a number of boons and banes derived from its type(s), as well as any boons and banes you give it. For each unique bane granted by the type, you reduce its level by 1. Do not factor in boons from its type, but add 1 level for each boon you add to the monster outside its type. Similarly, for each bane you give it outside its type, also reduce its level by 1.
Traits
Traits are passive boons or banes without reactions. Follow the rules for banes and boons when calculating their impact on the monster's level. If a trait calls for a check, the monster is considered proficient in the ability and receives a +2 by default.
Auras, Actions, & Stances
For each of these you give the monster, increase its level by 1. If an aura or action calls for a check, the monster is considered proficient in the ability and receives a +2 by default.
Spells
If the monster is not a spellcaster (it doesn't have the Spellcaster trait), increase its level for each spell you assign. If it is a spellcaster, then give it the spells appropriate to its level. Use the martial formula: ((Mighty + Deft) / 2) + 1, rounded up, as the basis for determining the number of spells it starts with; if you give it more than it's entitled to as a spellcaster, its level increases 1 per spell).
Phases
If the monster has phases, for each phase it has that triggers a boon, add 1 to its level. For each phase it has that triggers a bane, reduce its level by 1.
Legendary Status
If the monster is legendary, add 1 to its level. It then gains Legendary Resistance, and can take a number of legendary actions in the scene equal to 1/3 its level, rounded down.
Archetypes
Armor
Classes
Conflicts
Cultures
Ethos
Flaws
Glossary
Kits
Maleficence
Origins
Shields
Skills
Spells
Stances
Status Effects
Tactics
Talents
Techniques
Treasure
Weapons

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