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Encounter Building — Detailed XP Tables

Encounter XP tables: creature XP from 10 (PL-4) to 160 (PL+4). Budgets 40-160 for trivial-extreme. Elite/Weak adjustments (+/-2 stats, +/-10 XP). Hazards have separate XP values.

PF2e's encounter building uses XP budgets based on creature level relative to the party.

XP Budget by Difficulty (4 players):

DifficultyXP BudgetDescription
Trivial40 or lessNo real threat. Warm-up.
Low60Straightforward. Low resource cost.
Moderate80Standard challenge. Expected difficulty.
Severe120Genuinely dangerous. Real risk of death.
Extreme160Potentially lethal. Boss fight.

Party Size Adjustment: For each player beyond 4, add the following per difficulty level:

DifficultyPer Extra Player
Trivial+10 XP
Low+15 XP
Moderate+20 XP
Severe+30 XP
Extreme+40 XP

Creature XP by Level Relative to Party:

Creature Level vs PartyXPRole
Party -410Lackey, trivial
Party -315Minion
Party -220Low threat
Party -130Standard underling
Party +040On-level threat
Party +160Strong threat
Party +280Boss material
Party +3120Major boss
Party +4160Extreme solo boss

Elite and Weak Adjustments:

  • Elite: +2 to all DCs, attack rolls, AC, saves, and skill modifiers. +2 HP per level. +10 XP. Makes a creature fight above its level.
  • Weak: -2 to all the same stats. -2 HP per level. -10 XP. Makes a creature fight below its level.
  • These adjustments let you fine-tune encounters without finding new creatures.

Hazard XP: Hazards (traps, environmental dangers) have XP values based on their level and complexity. Simple hazards are one-shot (half the XP of a creature). Complex hazards act each round and use full creature XP values.

Design Tips:

  • Mixed encounters (boss + minions) are more dynamic than solo bosses
  • Creatures 3+ levels above party are extremely dangerous due to PF2e's tight math
  • Creatures 4+ levels below are negligible — even in hordes, they can barely hit
  • Terrain and positioning matter enormously — a Moderate encounter in a narrow corridor is harder than in an open field