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That said, if you were scaling from a CR of 1/8 to a CR of 5, then those numbers are accurate. A CR 1/8 monster can do about 3 damage per round (DPR) on average, so 5 DPR is 1.667 times more than usual. A CR 5 monster can do about 38 DPR so that times 1.667 would make it the scaled monster do about 63 DPR.
CR 5-7: 15 AC. CR 8-9: 16 AC. CR 10-12: 17 AC. CR 13-16: 18 AC. CR 17+: 19 AC. According to the guidelines, the ultimate CR of a creature is the average of their offensive and defensive CRs. However, the DMG encourages additional tweaking and adjustments to individual monsters beyond the listed guidelines:
In my 3rd ed book, there is a table of CR against the number of monsters a party can fight based on their level. In 5e I cannot find this table. There is some mention of encounters being based on the total exp of the stuff they are fighting but it is just a couple of sentences. However this would make the CR stat in the MM redundant.
A CR 8 monster has a proficiency bonus of +3. The monster homebrew tool does this for you based on the CR you enter. In the DND Beyond homebrew monster tool, this will be automatically calculated for you.
There's a couple of obvious things to point out, firstly the common thing at CR 12 which is an outlier as the only CR 12 monsters in the SRD are the Archmage and Erinyes. CRs 18 and 25 to 29 are simply empty. The CR 30 monster is the Tarrasque. The max values (especially at higher CRs) are going to be dominated by single use/Recharge actions (eg.
There's no easy way to calculate the total CR of an encounter; CR is one factor used in assessing Encounter Difficulty. (Which appears to be your actual question, assessing encounter difficulty). You (1) use CR to calculate the XP value of the encounter, and (2) then compare that to the Encounter Difficulty table (after applying the formula for ...
If you're making monsters from it, I by no means think that they will be terrible. However, the DMG guidelines tend to promote monsters that have much higher HP and much lower to-hit bonuses/DCs than WOTC-created monsters. CR 1 is a glaring example. This is what inspired me to make this chart.
So I made a chart that makes it easy to create (or improvise) balanced monsters from scratch, or to evaluate monsters you've already made. TL;DR - This chart uses linear regressions on existing monsters to improve the monster-making guidelines in Dungeon Master’s Guide. Basically I did lots of math to make your life easy.
The key defensive stats are health and AC. Lowering or increasing those two stats will alter the CR (remember, some abilities like constrict add AC, and multiple resistances or immunities increase health) The key offensive stats are damage/round and attack/save. Increasing or decreasing these numbers will alter the CR.
It's a summary of most of the undead in the 5e Monster Manual with some of my notes on how to run them. Skeletal Warriors: Skeleton: CR 1/4, weak but persistent warriors that can use weapons effectively and might use tactics. (After the lowest levels, use skeletons with bows to harry the party while stronger front-line threats tie them up.)